Hootman
2008-10-11, 12:20 PM
Woohoo, my first new homebrew design since that Neutrality Domain that everyone ignored! Hopefully, more people will take note of this little idea of mine, because as far as I'm concerned, it's damn sexy.
First off, one thing: I appreciate the fact that almost everyone has read more sourcebooks than I have, but I would appreciate no one calling this class any kind of rip-off of another class, because I can bet you anything I have no idea what the class's spec's are, because I've never read about them. I don't mind comparisons, just accusations. Mostly because they're wrong--I was actually inspired watching FF:Advent Children recently, because I'm a dork like that. Anyways, ONWARD TO VICTORY!
Blade Dancer
Blade Dancers are masters of finesse, their strikes flowing fluidly from one slash to the next. Even the sparks and blood spilled seems to shimmer and sway to the unheard beat of these rhythmic warriors, who use their natural flexibility to deal mortal blows while simultaneously evading harm's wicked reach.
Adventures: A blade dancer will adventure for any reason that could drive another person, though often it involves a drive to hone their techniques on the dangers of the world, and expose themselves to other people or cultures, and to expose other people or cultures to themselves. They tend to seek out recognition for their skills, and some devote their whole life to persuing an ever greater reputation.
Characteristics: Blade dancers use multiple swords to mix heavy offense with capable defence. The most experienced and skilled dancers fight as though they are in the middle of a grand act, a show of dexterity and wit, coupled with stunning spins and weaves. Each battle could have been choreographed ahead of time and not gone off more perfectly.
----Dancers also have a good sense of how to dodge danger by the breadth of a hair, and then follow up with a devastating quick-step that can cut a crowd of foes down to size.
Alignment: Blade Dancers may be of any alignment. Evil dancers may use their techniques to get close to a target with a seductive dance, and then dispatch them and their guards in one move. Good dancers use their abilities to defend those less graceful from those who would strike them in their weakness. Chaotic dancers do so for the love of the spirit of the dance itself, while lawful blade dancers follow through complex and beautiful forms, executing each move perfectly and to exact specifications.
Religion: In general, blade dancers are not a particularly religious bunch, though they have been known to worship Corellon Larethian for his love of the arts and in respect of the natural grace of the elves. Particularly chaotic souls favor Olidammara, a smooth god with a love of parties and the finesse of the blade dancers' strikes. Others prefer Fharlanghn, seeing the god of travel as a companion on their quest for renown.
Background: Most blade dancers require a good deal of formal training to weild their swords so skillfully, whether it be in some established school or a more solitary, famous dancer who withdrew from his life of fame for a life of self-perfection. Very few are self-taught, though certain individuals have claimed that they could simply feel the "flow" of battle, as waves washing over the glimmer of their blades, and merely followed the battle's lead.
Races: Elves and halfelves are common among blade dancers, having a natural grace and minor chaotic bend that makes the dancer's life come natural to them. Humans make capable dancers as well, and halflings are some of the best and quickest in the business, making up for their lack of strength with unerring shots. Dancers are rare among gnomes, and almost unheard of amongst the gruff dwarves or half-orcs. It is almost impossible for one of the savage humanoids to adopt the dancer's life.
Other Classes: Dancer's get along famously with bards and rogues, sharing a love of music, song, dance, and tales of derring-do. Fighters respect them as capable warriors, though paladins and clerics tend to balk at their usual recklessness and consider them sources of trouble and "accidents waiting to happen." Wizards and sorcerors sometimes may complain about how the dancer tends to get right in the middle of the big spell they were trying to cast, but they are well aware that if all of their foes' attention rests on the blade dancer, then none of it's on them.
Role: A blade dancer excells when they can rush in alongside another heavy melee striker and deal out massive damage with their multiple blade strikes and crippling techniques. However, even the most skillful dancer remains unarmored, meaning that they can only take so much punishment before they must withdraw.
Game Rule Information
Blade Dancers have the following game statistics.
Abilities: Dexterity protects the unarmored dancer in combat and helps improve their particularly important Reflex saves. A greater Strength allows them to deal more debilitating blows with all of their weapon strikes. A high Charisma can also help protect them.
Alignment: Any.
Hit Die: d8.
Class Skills
The blade dancer's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), and Tumble (Dex). See PHB Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|AC Bonus
1st|
+0|
+2|
+2|
+0|Dancing Sword, Dance Tech 1/encounter, Tech: Butterfly Weave|
+0
2nd|
+1|
+3|
+3|
+0|Bonus Feat|
+0
3rd|
+2|
+3|
+3|
+1|Tech: Whirling Top|
+0
4th|
+3|
+4|
+4|
+1|Dance Tech 2/encounter, Uncanny Dodge|
+0
5th|
+3|
+4|
+4|
+1|Sword Juggler, Bonus Feat|
+1
6th|
+4|
+5|
+5|
+2|Dance Tech 3/encounter, Tech: Reverse Grip|
+1
7th|
+5|
+5|
+5|
+2|Evasion|
+1
8th|
+6/+1|
+6|
+6|
+2|Dance Tech 4/encounter|
+1
9th|
+6/+1|
+6|
+6|
+3|Tech: Redirection|
+1
10th|
+7/+2|
+7|
+7|
+3|Dance Tech 5/encounter, Tech: Improved Butterfly Weave|
+2
11th|
+8/+3|
+7|
+7|
+3|Improved Uncanny Dodge|
+2
12th|
+9/+4|
+8|
+8|
+4|Greater Juggling, Dance Tech 6/encounter|
+2
13th|
+9/+4|
+8|
+8|
+4||
+2
14th|
+10/+5|
+9|
+9|
+4|Dance Tech 7/encounter|
+2
15th|
+11/+6/+1|
+9|
+9|
+5|Improved Whirling Top|
+3
16th|
+12/+7/+2|
+10|
+10|
+5|Dance Tech 8/encounter|
+3
17th|
+12/+7/+2|
+10|
+10|
+5||
+3
18th|
+13/+8/+3|
+11|
+11|
+6|Dance Tech 9/encounter|
+3
19th|
+14/+9/+4|
+11|
+11|
+6|Juggling Mastery|
+3
20th|
+15/+10/+5|
+12|
+12|
+6|Dance Tech 10/encounter|
+4[/table]
Class Features
All of the following are class features of the blade dancer.
Weapon and Armor Proficiency: Blade Dancers are proficient with the following weapons: dagger, sickle, handaxe, kukri, short sword, battleaxe, longsword, rapier, and scimitar. Blade Dancers are not proficient with any armor or shields--most of the dancer's abilities require utterly unrestricted motion. When wearing armor, using a shield, or carrying a medium or heavy load, a dancer loses all of their dancing techniques as well as their ability to juggle. A blade dancer may never use two-handed weapons for any of their techniques or sword juggling.
Dancing Sword (Ex): A dancer's skill and the force of personality expressed through their performance gives them a shield of confidence. When unarmored and unencumbered, a blade dancer adds her Charisma bonus (if any) to her AC. In addition, a blade dancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every 5 blade dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). At seventh level, the dancer's Dexterity bonus to AC is doubled.
----These bonues apply even against touch attacks or when the blade dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
----The power and fluidity of the blade dancer's strikes allow for magical energies to flow from blade to blade unhindered through the dancer. As such, all blades used by the dancer can be considered to share the same magical qualities as does one blade designated and weilded by the dancer if the dancer chooses. Once per round as a free action, the dancer may designate or redesignate a blade for all of her weapons to emulate (all weapons MUST emulate the same blade), and those emulated qualities temporarily overwrite the inherent qualities in the various weapons. Material components of a designated blade (such as cold iron or adamantine) are not emulated by the other weapons. Weapons that emulate another weapon never actually gain the magical properties of the emulation, and revert to their normal state whenever the dancer stops designating them to emulate a different blade.
----Note: For example, if the blade dancer weilds a +1 flaming longsword, a +1 icy short sword, and a +2 dagger, the three blades can function as if they had the magical properties of another weapon. The dancer can be considered to be weilding three +1 flaming weapons, OR three +1 icy weapons, OR three +2 weapons. She can also choose NOT to designate a blade, and thus keep all blades exactly as they are.
Dance Technique (Ex): Over time, a blade dancer perfects various techniques that they can employ to devastating effect in the proper conditions. Because of the delicate nature of such techniques, the dancer is limited in the number of times they can employ such abilities per encounter. At first level, and every even level after 4th, the dancer can employ their dance techniques 1 more time per encounter, to a maximum of 10 times at 20th level. These additional technique uses may be different techniques or a reuse of a previously displayed technique, as per the dancer's preference. All of the blade dancer's techniques require that she be weilding at least one weapon with which she is proficient.
Butterfly Weave (Tech) (Ex): A whipping, weaving blade punishes those who get too close to the dancer with the intent to flank. As a full round action, the blade dancer may make one melee attack each against any two foes that flank her with one another at the dancer's highest base attack bonus. The dancer also gains a +4 AC against attacks made by those two foes until the end of her next turn.
Bonus Feat: At 2nd level, a blade dancer receives Two Weapon Fighting as a bonus feat. At 5th level, a blade dancer recieves Quick Draw as a bonus feat.
Whirling Top (Tech) (Ex): Spinning like a top, the dancer lashes out at numerous foes as they close in. The dancer gains the use of the Whirlwind Attack feat until the end of her turn, even if she does not have the normal prerequisites for that feat.
Uncanny Dodge (Ex): Starting at 4th level, a blade dancer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or strunk by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
----If a blade dancer already has uncanny dodge from a different class (two levels of barbarian or four levels of rogue, for instance), she automatically gains improved uncanny dodge (see below) instead.
Sword Juggler (Ex): A blade dancer's greatest claim to fame is their ability to actually weild more blades than they can hold at one time by hurling their blades into the air when it is convenient or necessary, and catching them when they come back down. The dancer may now weild one more weapon than they have hands to hold by juggling their weapons with the skill and dexterity those of their class are known for. The blade dancer may make one extra melee attack during a full attack, and must use all available to her (up to her juggling limit) at least once. This extra attack is made at her full base attack bonus, and all attacks made until the beginning of the dancer's next turn are subject to a -2 penalty to hit.
----As a special part of this full attack, the dancer may actually move up to one-quarter their normal speed, rounded up. In addition, the dancer may draw and/or sheathe any or all of the weapons involved in the attack as part of the full action, but may not handle any weapons they do not attack with. The blade dancer also may not have more than one-half of the weapons she attacks with while juggling (rounded up) be one-handed, or face a cumulative -4 penalty to attack and damage rolls per extra one-handed weapon.
Reverse Grip (Tech) (Ex): The dancer grips their weapon backwards, blade running along their forearms, allowing them to draw on their instinctual defensive reflexes more naturally and efficiently, but sacrificing accuracy due to the lowered level of flexibility. The reversal of their grip on the weapons they weild is a swift action that does not provoke an attack of opportunity. All attacks the blade dancer makes while in the reversed grip pose take a -4 to hit, but the dancer gains a +6 AC against all melee attacks. Once changed, a dancer cannot switch their grips back to the standard position until at least the end of their next turn. Any dance techniques activated while the dancer is in the reverse grip pose automatically cause the dancer to revert to the standard hold before making the attack. Use of this technique does not consume any per encounter uses of a blade dancer's dance techniques.
Evasion (Ex): At 7th level and higher, a blade dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the dancer is unarmored and unencumbered. A helpless dancer (such as one who is unconscious or paralyzed) does not gain the benefits of evasion.
Redirection (Tech) (Ex): When a foe charges, a blade dancer may use her abilities to not only deflect the attack, but redirect it. She adds her Reflex base save modifier to her AC--if the charge attack misses, she may then force her attacker to continue on to the end of their movement in a direction of her choice. If the redirected opponent would thus be forced to enter an occupied space, they are forced to make an attack roll against the new target at the same attack bonus that they used to attack the blade dancer and are then forced to stop, regardless of whether the new attack hits or misses.
----If the charger misses, but would normally have no more movement due to the length of the charge, the dancer may make a Reflex save to force them to move 5 more feet. Otherwise, they stop where they ended the charge. This Reflex save is made opposed to the charging opponent's Reflex save. This technique consumes a per encounter usage of dance tech, and also counts as the blade dancer's attack of opportunity against a charging opponent, though the dancer is entitled to one more attack of opportunity against that opponent if the charger happens to provoke other attacks, so long as they have enough attacks of opportunity left in the round to do so. This technique cannot be used if the dancer does not have any attacks of opportunity left to make during that round.
Improved Butterfly Weave (Tech) (Ex): A blade dancer's mastery of multiple techniques allows her to improve upon an older one. This technique functions identically to Butterfly Weave (Tech) (Ex), but now the dancer may make up to two attacks each against her any two foes that flank her with one another, and she receives a bonus to each of those attacks in the form of a +4 bonus to attack rolls and +2 bonus to damage rolls. The dancer's AC bonus is increased to +8 against those two foes until the end of her next turn.
Improved Uncanny Dodge (Ex): A blade dancer of 11th level or higher can no longer be flanked; she can react to opponents on opposite side of her as easily as she can react to a single attacker. This defense denys a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
----If a character already has uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. In no way does Improved Uncanny Dodge prevent the blade dancer from using her Butterfly Weave technique.
Greater Juggling (Ex): The blade dancer can juggle even more impressively. She can now weild 2 more weapons than she has hands to hold, gains one more attack per round at her full base attack bonus, and all attacks made until the start of her next turn take a -2 penalty to hit. She must use all blades available to her (up to her juggling limit) at least once. Otherwise, this ability is like the Sword Juggler (Ex) ability.
Improved Whirling Top (Tech) (Ex): Thanks to her greater experience, now her whirling blades spin faster and bite deeper. This technique functions identically to Whirling Top (Tech) (Ex), but now all attacks are made with a +4 bonus to attack rolls, and a +4 bonus to damage rolls.
Juggling Mastery (Ex): The blade dancer has completely mastered the ability to juggle blades, astounding friend and foe alike. She can now weild 3 more weapons than she has hands to hold, gains one more attack per round at her full base attack bonus, and all attacks made until the start of her next turn take a -2 penalty to hit. She must use all blades available to her (up to her juggling limit) at least once. Otherwise, this ability is like the Sword Juggler (Ex) ability.
Half-Elven Blade Dancer Starting Package
Armor: None.
Weapons: Shortsword (1d6, crit 19-20/x2, 2lb, light, piercing)
Shortsword, off-hand (1d6, crit 19-20/x2, 2lb, light, piercing)
Dagger, sheathed (1d4, crit 19-20/x2, 1lb, light, slashing or piercing)
Note: When striking with both swords, the dancer takes a -4 penalty with her mainhand, and a -8 penalty with her offhand, because it is a light weapon. If she has a Strength bonus, add only one-half of it to her damage roll with the offhand weapon, but add the full Strength bonus to her damage roll with the mainhand weapon.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
{table=head]Skill|Ranks|Ability|Armor Check Penalty
Balance|
4|
Dex|
0
Escape Artist|
4|
Dex|
0
Intimidate|
4|
Cha|
-
Jump|
4|
Str|
0
Move Silently|
4|
Dex|
0
Perform|
4|
Cha|
-
Tumble|
4|
Dex|
0[/table]
Feat: Weapon Focus (Shortsword).
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Three torches.
Gold: 4d4.
And there you have it! Finally, complete! At least until people start reviewing and tell me I have to fix things. ^^; Anyhow, please, R&R--I could use some feedback to see if this sucker's even playable. If people want, I'll consider putting up some kind of sample build of a medium/high level, just so you can see what they're capable of for comparison purposes. I can't think of anything else at the moment, so, I guess it's up to all of you now. ONWAAAAARRRD! TO VICTORY!!!
First off, one thing: I appreciate the fact that almost everyone has read more sourcebooks than I have, but I would appreciate no one calling this class any kind of rip-off of another class, because I can bet you anything I have no idea what the class's spec's are, because I've never read about them. I don't mind comparisons, just accusations. Mostly because they're wrong--I was actually inspired watching FF:Advent Children recently, because I'm a dork like that. Anyways, ONWARD TO VICTORY!
Blade Dancer
Blade Dancers are masters of finesse, their strikes flowing fluidly from one slash to the next. Even the sparks and blood spilled seems to shimmer and sway to the unheard beat of these rhythmic warriors, who use their natural flexibility to deal mortal blows while simultaneously evading harm's wicked reach.
Adventures: A blade dancer will adventure for any reason that could drive another person, though often it involves a drive to hone their techniques on the dangers of the world, and expose themselves to other people or cultures, and to expose other people or cultures to themselves. They tend to seek out recognition for their skills, and some devote their whole life to persuing an ever greater reputation.
Characteristics: Blade dancers use multiple swords to mix heavy offense with capable defence. The most experienced and skilled dancers fight as though they are in the middle of a grand act, a show of dexterity and wit, coupled with stunning spins and weaves. Each battle could have been choreographed ahead of time and not gone off more perfectly.
----Dancers also have a good sense of how to dodge danger by the breadth of a hair, and then follow up with a devastating quick-step that can cut a crowd of foes down to size.
Alignment: Blade Dancers may be of any alignment. Evil dancers may use their techniques to get close to a target with a seductive dance, and then dispatch them and their guards in one move. Good dancers use their abilities to defend those less graceful from those who would strike them in their weakness. Chaotic dancers do so for the love of the spirit of the dance itself, while lawful blade dancers follow through complex and beautiful forms, executing each move perfectly and to exact specifications.
Religion: In general, blade dancers are not a particularly religious bunch, though they have been known to worship Corellon Larethian for his love of the arts and in respect of the natural grace of the elves. Particularly chaotic souls favor Olidammara, a smooth god with a love of parties and the finesse of the blade dancers' strikes. Others prefer Fharlanghn, seeing the god of travel as a companion on their quest for renown.
Background: Most blade dancers require a good deal of formal training to weild their swords so skillfully, whether it be in some established school or a more solitary, famous dancer who withdrew from his life of fame for a life of self-perfection. Very few are self-taught, though certain individuals have claimed that they could simply feel the "flow" of battle, as waves washing over the glimmer of their blades, and merely followed the battle's lead.
Races: Elves and halfelves are common among blade dancers, having a natural grace and minor chaotic bend that makes the dancer's life come natural to them. Humans make capable dancers as well, and halflings are some of the best and quickest in the business, making up for their lack of strength with unerring shots. Dancers are rare among gnomes, and almost unheard of amongst the gruff dwarves or half-orcs. It is almost impossible for one of the savage humanoids to adopt the dancer's life.
Other Classes: Dancer's get along famously with bards and rogues, sharing a love of music, song, dance, and tales of derring-do. Fighters respect them as capable warriors, though paladins and clerics tend to balk at their usual recklessness and consider them sources of trouble and "accidents waiting to happen." Wizards and sorcerors sometimes may complain about how the dancer tends to get right in the middle of the big spell they were trying to cast, but they are well aware that if all of their foes' attention rests on the blade dancer, then none of it's on them.
Role: A blade dancer excells when they can rush in alongside another heavy melee striker and deal out massive damage with their multiple blade strikes and crippling techniques. However, even the most skillful dancer remains unarmored, meaning that they can only take so much punishment before they must withdraw.
Game Rule Information
Blade Dancers have the following game statistics.
Abilities: Dexterity protects the unarmored dancer in combat and helps improve their particularly important Reflex saves. A greater Strength allows them to deal more debilitating blows with all of their weapon strikes. A high Charisma can also help protect them.
Alignment: Any.
Hit Die: d8.
Class Skills
The blade dancer's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Cha), and Tumble (Dex). See PHB Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special|AC Bonus
1st|
+0|
+2|
+2|
+0|Dancing Sword, Dance Tech 1/encounter, Tech: Butterfly Weave|
+0
2nd|
+1|
+3|
+3|
+0|Bonus Feat|
+0
3rd|
+2|
+3|
+3|
+1|Tech: Whirling Top|
+0
4th|
+3|
+4|
+4|
+1|Dance Tech 2/encounter, Uncanny Dodge|
+0
5th|
+3|
+4|
+4|
+1|Sword Juggler, Bonus Feat|
+1
6th|
+4|
+5|
+5|
+2|Dance Tech 3/encounter, Tech: Reverse Grip|
+1
7th|
+5|
+5|
+5|
+2|Evasion|
+1
8th|
+6/+1|
+6|
+6|
+2|Dance Tech 4/encounter|
+1
9th|
+6/+1|
+6|
+6|
+3|Tech: Redirection|
+1
10th|
+7/+2|
+7|
+7|
+3|Dance Tech 5/encounter, Tech: Improved Butterfly Weave|
+2
11th|
+8/+3|
+7|
+7|
+3|Improved Uncanny Dodge|
+2
12th|
+9/+4|
+8|
+8|
+4|Greater Juggling, Dance Tech 6/encounter|
+2
13th|
+9/+4|
+8|
+8|
+4||
+2
14th|
+10/+5|
+9|
+9|
+4|Dance Tech 7/encounter|
+2
15th|
+11/+6/+1|
+9|
+9|
+5|Improved Whirling Top|
+3
16th|
+12/+7/+2|
+10|
+10|
+5|Dance Tech 8/encounter|
+3
17th|
+12/+7/+2|
+10|
+10|
+5||
+3
18th|
+13/+8/+3|
+11|
+11|
+6|Dance Tech 9/encounter|
+3
19th|
+14/+9/+4|
+11|
+11|
+6|Juggling Mastery|
+3
20th|
+15/+10/+5|
+12|
+12|
+6|Dance Tech 10/encounter|
+4[/table]
Class Features
All of the following are class features of the blade dancer.
Weapon and Armor Proficiency: Blade Dancers are proficient with the following weapons: dagger, sickle, handaxe, kukri, short sword, battleaxe, longsword, rapier, and scimitar. Blade Dancers are not proficient with any armor or shields--most of the dancer's abilities require utterly unrestricted motion. When wearing armor, using a shield, or carrying a medium or heavy load, a dancer loses all of their dancing techniques as well as their ability to juggle. A blade dancer may never use two-handed weapons for any of their techniques or sword juggling.
Dancing Sword (Ex): A dancer's skill and the force of personality expressed through their performance gives them a shield of confidence. When unarmored and unencumbered, a blade dancer adds her Charisma bonus (if any) to her AC. In addition, a blade dancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every 5 blade dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). At seventh level, the dancer's Dexterity bonus to AC is doubled.
----These bonues apply even against touch attacks or when the blade dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
----The power and fluidity of the blade dancer's strikes allow for magical energies to flow from blade to blade unhindered through the dancer. As such, all blades used by the dancer can be considered to share the same magical qualities as does one blade designated and weilded by the dancer if the dancer chooses. Once per round as a free action, the dancer may designate or redesignate a blade for all of her weapons to emulate (all weapons MUST emulate the same blade), and those emulated qualities temporarily overwrite the inherent qualities in the various weapons. Material components of a designated blade (such as cold iron or adamantine) are not emulated by the other weapons. Weapons that emulate another weapon never actually gain the magical properties of the emulation, and revert to their normal state whenever the dancer stops designating them to emulate a different blade.
----Note: For example, if the blade dancer weilds a +1 flaming longsword, a +1 icy short sword, and a +2 dagger, the three blades can function as if they had the magical properties of another weapon. The dancer can be considered to be weilding three +1 flaming weapons, OR three +1 icy weapons, OR three +2 weapons. She can also choose NOT to designate a blade, and thus keep all blades exactly as they are.
Dance Technique (Ex): Over time, a blade dancer perfects various techniques that they can employ to devastating effect in the proper conditions. Because of the delicate nature of such techniques, the dancer is limited in the number of times they can employ such abilities per encounter. At first level, and every even level after 4th, the dancer can employ their dance techniques 1 more time per encounter, to a maximum of 10 times at 20th level. These additional technique uses may be different techniques or a reuse of a previously displayed technique, as per the dancer's preference. All of the blade dancer's techniques require that she be weilding at least one weapon with which she is proficient.
Butterfly Weave (Tech) (Ex): A whipping, weaving blade punishes those who get too close to the dancer with the intent to flank. As a full round action, the blade dancer may make one melee attack each against any two foes that flank her with one another at the dancer's highest base attack bonus. The dancer also gains a +4 AC against attacks made by those two foes until the end of her next turn.
Bonus Feat: At 2nd level, a blade dancer receives Two Weapon Fighting as a bonus feat. At 5th level, a blade dancer recieves Quick Draw as a bonus feat.
Whirling Top (Tech) (Ex): Spinning like a top, the dancer lashes out at numerous foes as they close in. The dancer gains the use of the Whirlwind Attack feat until the end of her turn, even if she does not have the normal prerequisites for that feat.
Uncanny Dodge (Ex): Starting at 4th level, a blade dancer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or strunk by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
----If a blade dancer already has uncanny dodge from a different class (two levels of barbarian or four levels of rogue, for instance), she automatically gains improved uncanny dodge (see below) instead.
Sword Juggler (Ex): A blade dancer's greatest claim to fame is their ability to actually weild more blades than they can hold at one time by hurling their blades into the air when it is convenient or necessary, and catching them when they come back down. The dancer may now weild one more weapon than they have hands to hold by juggling their weapons with the skill and dexterity those of their class are known for. The blade dancer may make one extra melee attack during a full attack, and must use all available to her (up to her juggling limit) at least once. This extra attack is made at her full base attack bonus, and all attacks made until the beginning of the dancer's next turn are subject to a -2 penalty to hit.
----As a special part of this full attack, the dancer may actually move up to one-quarter their normal speed, rounded up. In addition, the dancer may draw and/or sheathe any or all of the weapons involved in the attack as part of the full action, but may not handle any weapons they do not attack with. The blade dancer also may not have more than one-half of the weapons she attacks with while juggling (rounded up) be one-handed, or face a cumulative -4 penalty to attack and damage rolls per extra one-handed weapon.
Reverse Grip (Tech) (Ex): The dancer grips their weapon backwards, blade running along their forearms, allowing them to draw on their instinctual defensive reflexes more naturally and efficiently, but sacrificing accuracy due to the lowered level of flexibility. The reversal of their grip on the weapons they weild is a swift action that does not provoke an attack of opportunity. All attacks the blade dancer makes while in the reversed grip pose take a -4 to hit, but the dancer gains a +6 AC against all melee attacks. Once changed, a dancer cannot switch their grips back to the standard position until at least the end of their next turn. Any dance techniques activated while the dancer is in the reverse grip pose automatically cause the dancer to revert to the standard hold before making the attack. Use of this technique does not consume any per encounter uses of a blade dancer's dance techniques.
Evasion (Ex): At 7th level and higher, a blade dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the dancer is unarmored and unencumbered. A helpless dancer (such as one who is unconscious or paralyzed) does not gain the benefits of evasion.
Redirection (Tech) (Ex): When a foe charges, a blade dancer may use her abilities to not only deflect the attack, but redirect it. She adds her Reflex base save modifier to her AC--if the charge attack misses, she may then force her attacker to continue on to the end of their movement in a direction of her choice. If the redirected opponent would thus be forced to enter an occupied space, they are forced to make an attack roll against the new target at the same attack bonus that they used to attack the blade dancer and are then forced to stop, regardless of whether the new attack hits or misses.
----If the charger misses, but would normally have no more movement due to the length of the charge, the dancer may make a Reflex save to force them to move 5 more feet. Otherwise, they stop where they ended the charge. This Reflex save is made opposed to the charging opponent's Reflex save. This technique consumes a per encounter usage of dance tech, and also counts as the blade dancer's attack of opportunity against a charging opponent, though the dancer is entitled to one more attack of opportunity against that opponent if the charger happens to provoke other attacks, so long as they have enough attacks of opportunity left in the round to do so. This technique cannot be used if the dancer does not have any attacks of opportunity left to make during that round.
Improved Butterfly Weave (Tech) (Ex): A blade dancer's mastery of multiple techniques allows her to improve upon an older one. This technique functions identically to Butterfly Weave (Tech) (Ex), but now the dancer may make up to two attacks each against her any two foes that flank her with one another, and she receives a bonus to each of those attacks in the form of a +4 bonus to attack rolls and +2 bonus to damage rolls. The dancer's AC bonus is increased to +8 against those two foes until the end of her next turn.
Improved Uncanny Dodge (Ex): A blade dancer of 11th level or higher can no longer be flanked; she can react to opponents on opposite side of her as easily as she can react to a single attacker. This defense denys a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
----If a character already has uncanny dodge (see above) from a second class, she automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. In no way does Improved Uncanny Dodge prevent the blade dancer from using her Butterfly Weave technique.
Greater Juggling (Ex): The blade dancer can juggle even more impressively. She can now weild 2 more weapons than she has hands to hold, gains one more attack per round at her full base attack bonus, and all attacks made until the start of her next turn take a -2 penalty to hit. She must use all blades available to her (up to her juggling limit) at least once. Otherwise, this ability is like the Sword Juggler (Ex) ability.
Improved Whirling Top (Tech) (Ex): Thanks to her greater experience, now her whirling blades spin faster and bite deeper. This technique functions identically to Whirling Top (Tech) (Ex), but now all attacks are made with a +4 bonus to attack rolls, and a +4 bonus to damage rolls.
Juggling Mastery (Ex): The blade dancer has completely mastered the ability to juggle blades, astounding friend and foe alike. She can now weild 3 more weapons than she has hands to hold, gains one more attack per round at her full base attack bonus, and all attacks made until the start of her next turn take a -2 penalty to hit. She must use all blades available to her (up to her juggling limit) at least once. Otherwise, this ability is like the Sword Juggler (Ex) ability.
Half-Elven Blade Dancer Starting Package
Armor: None.
Weapons: Shortsword (1d6, crit 19-20/x2, 2lb, light, piercing)
Shortsword, off-hand (1d6, crit 19-20/x2, 2lb, light, piercing)
Dagger, sheathed (1d4, crit 19-20/x2, 1lb, light, slashing or piercing)
Note: When striking with both swords, the dancer takes a -4 penalty with her mainhand, and a -8 penalty with her offhand, because it is a light weapon. If she has a Strength bonus, add only one-half of it to her damage roll with the offhand weapon, but add the full Strength bonus to her damage roll with the mainhand weapon.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
{table=head]Skill|Ranks|Ability|Armor Check Penalty
Balance|
4|
Dex|
0
Escape Artist|
4|
Dex|
0
Intimidate|
4|
Cha|
-
Jump|
4|
Str|
0
Move Silently|
4|
Dex|
0
Perform|
4|
Cha|
-
Tumble|
4|
Dex|
0[/table]
Feat: Weapon Focus (Shortsword).
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Three torches.
Gold: 4d4.
And there you have it! Finally, complete! At least until people start reviewing and tell me I have to fix things. ^^; Anyhow, please, R&R--I could use some feedback to see if this sucker's even playable. If people want, I'll consider putting up some kind of sample build of a medium/high level, just so you can see what they're capable of for comparison purposes. I can't think of anything else at the moment, so, I guess it's up to all of you now. ONWAAAAARRRD! TO VICTORY!!!