Post by Kirikami on Feb 24, 2018 2:01:33 GMT -5
WIP
This is a base class writeup of a 3.5 class called the Battle Dancer.
Link:
dnd.arkalseif.info/classes/battle-dancer/index.html
When I was flipping through old material I stumbled across this and it inspired me to make it as a Bard/unMonk hybrid, since that seems to be the feeling of it.
Anyway, here is what I have so far:
Battledancer Pathfinder Remake
Hybrid unMonk/Bard
HD d10
BaB: Full
Saves: to be decided
1st AC Bonus, Battle Dance (Deft Acrobat, Skirmisher, Repositioning, Fascinate), Dancer's Battle Training
2nd Dancer's Versatility, Evasion
3rd Fast Movement, Battle Dance (Floating Step)
4th Bonus Feat
5th Dancing Strike (1/round), Acrobatic Charge
6th Dancer's Versatility, Battle Dance (Accelerated Tempo)
7th Battle Dance (Flickering Mirror)
8th Bonus Combat Feat
9th Dancing Strike, Improved Evasion
10th Dancer's Versatility, Journeyman Dancer
11th Battle Dance (Springing Tiger)
12th Bonus Combat Feat
13th Dancing Strike
14th Dancer's Versatility
15th Dancing Strike (2/round)
16th Bonus Combat Feat
17th Dancing Strike
18th Dancer's Versatility
19th
20th Master Dancer
AC Bonus (Ex)
As unMonk, except it uses Charisma instead.
Battle Dance
The battledancer is a martial artist who combines the mysteries of spiritual mastery with the passionate art of dance. She can do extraordinary things ignorant folk would find magical, and accomplish supernatural feats of skill and grace.
A battledancer is trained to use the Perform (dance) skill to create mystical effects. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st a battledancer can use battle dance for 2 additional rounds per day. Each round, the battledancer can produce any one of the types of battle dance that she has mastered, as indicated by his level.
Starting a battle dance performance is a standard action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the battledancer to stop the previous dance and start a new one as a swift action. A battle dance cannot be disrupted, but it ends immediately if the battledancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A battledancer cannot have more than one battle dance in effect at one time.
At 7th level, a battledancer can start a battle dance as a move action instead of a standard action. At 13th level, a battledancer can start a bardic performance as a swift action.
Battle Dances
1st-Level
Deft Acrobat
The battledancer can move at full speed when using acrobatics to move through threatened squares or squares occupied by an enemy.
Skirmisher
When in this dance, the acrobat gathers the momentum of her movements to bring upon her foe. When she moves at least 10ft during her turn, the next melee or thrown attack she makes before the end of her next turn deals an additional 1d6 precision damage. At 5th, 9th, 13th and 17th levels she deals 1d6 more damage for every 5ft above 10ft that she moves in this way (to a maximum of 30ft for 5d6). She cannot gather more momentum than her maximum distance allows even if she moves again before her next attack.
Repositioning
Once per round while performing this battle dance, the battledancer may use 5ft of movement to switch positions with an adjacent willing creature. This does not provoke attacks of opportunity. She may use this battle dance twice per round at level 7 and three times per round at level 13. At 5th level she may use this dance to make a single extra 5ft step during her turn at the cost of one extra round of battle dance.
Fascinate
As the bard class feature of the same name.
3rd-level
Floating Step
The battle dancer moves with such grace and speed that she can dance across various terrain as she becomes more skilled. At 3rd level she can move through difficult terrain unimpeded while under the influence of floating step. At 9th level can cross the surface of water without sinking below. At 15th level she can cross the surface of damaging liquids such as magma or acid without taking damage or sinking below (including her gear). If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.
6th-Level
Accelerated Tempo (Su)
The battledancer enters a state of mental and physical resonance as she dances, raising her speed to extraordinary levels. While under the effect of Accelerated Tempo the battledancer benefits from the effects of the Haste spell. Doesn't stack with the spell, nor effects which don't stack with Haste.
7th
Flickering Mirror (Su)
You dance with more focused speed, emitting spiritual pressure that make you seem to be in several places at once. When you perform this dance you come under the effect of the Mirror Image spell with an effective caster level equal to your battledancer level -4. The effect of this dance lasts until you stop performing, switch dances, or run out of images. In the latter can you may swap to a new dance as a free action whether or not it is your turn.
11th-Level
Springing Tiger
The battledancer's understanding of her kinesthetic sense allow her brief moments of ferocious acuity. While under the effect of this dance she can make a single 90 degree turn during a charge. Further, when charging a foe she may spend an additional round of battle dance to make a full attack at the end of her charge.
Dancer's Battle Training
At first level the battledancer learns how to fight with or without a weapon. She gains the improved unarmed strike feat, dealing 1d6 damage. She also gains a feat of her choice from the following list: Dodge, Power Attack, Weapon Finesse or Agile Maneuvers.
Dancer's Versatility (Ex)
The dancer may utilize her mastery of dancing to accomplish other tasks. This operates as a bard's versatile performance class feature except that at levels 2, 6, 10, 14 and 18 she chooses two of the following skills to substitute her Perform (Dance) modifier: Acrobatics, Bluff, Climb, Escape Artist, Fly, Intimidate, Sleight of Hand, Stealth, Swim, Use Magic Device
Fast Movement (Ex)
As unMonk of same level.
Dancing Strike (Ex)
At 5th level, a battledancer can learn one type of dancing strike. Whenever she makes a standard attack or a full round attack, she can designate (one of) her attack(s) as a dancing strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a battledancer learns an additional dancing strike. She must choose which dancing strike to apply before the attack roll is made. At 15th level, she can designate up to two of her attacks each round as a dancing strike, and each one can be a different type. The battledancer can choose from any of the following strikes:
Defensive Swing
The battledancer spins her weapon in a skilled flash of swings, confounding her foe. If the attack hits, the battledancer gains a +4 dodge bonus to AC against any attacks made by the target of the dancing strike until the start of her next turn. This bonus does not stack with itself.
Pommel Bash
The battledancer follows up her strike with a swift bash of the pommel or haft of her weapon. If the attack hits, the battledancer can make an additional attack using the same attack bonus as the triggering attack at a –5 penalty. If this second attack hits, it deals its normal weapon damage as bludgeoning damage, but said damage is nonlethal. The battledancer must attack with a weapon that has a pommel, haft or otherwise solid end to use this style strike. (GM discretion)
Powerful Offensive
The battledancer positions her weapon for maximum velocity before unleashing a broad and powerful swing or thrust. If the attack hits, the battledancer rolls her weapon damage twice, adding both rolls together before applying strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit.
Bullrush Assault
The battledancer uses the opening created by her attack to force her foe back. If the attack hits she may make a free bullrush combat maneuver without provoking an opportunity attack (using the base attack bonus of the attack used to hit the foe ). If she is successful she may choose to move with her foe, but only up to half her speed.
Toppling Blow
The battledancer attempts to knock her foe down, usually by sweeping the legs. If the attack hits, the aspirant can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.
Penetrating Strike
The battledancer delivers a brutal attack that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
Uncanny Offensive
The battledancer attacks in an oddly graceful flow of swings catching her foe off guard. The battledancer makes her attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this dancing strike.
Island of Blades
The battledancer's technique throws her foe off balance, preventing the opponent from escaping. If the attack hits and the battledancer ends her turn adjacent to that foe, the foe’s movement is restricted. Until the start of the battledancer’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the battledancer. Alternatively, it can attempt a combat maneuver check (against the battledancer’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leaping Strike
The aspirant leaps towards her foe, bringing her weapon to bare on her enemy. Before the attack, the aspirant can move as described below. This movement is made as part of the battledancer's attack and does not require an additional action. At the end of this movement, the battledancer must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The distance she can move for Leaping Strike is equal to her fast movement bonus.
Twin Whirl
A weapon in each hand, the battledancer becomes a skilled dervish with her swings. If the attack hits, the aspirant can make an additional attack with her other weapon using the same attack bonus as the triggering attack at a –5 penalty. If this second attack hits, it deals its normal weapon damage. The aspirant must be wielding a weapon in each hand, but never two-handed weapons (double weapons excluded).
Acrobatic Charge (Ex)
A battledancer of 5th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatics, usually) to successfully move over the terrain.
Journeyman Dancer
The battledancer has learned to blend the style and power of two separate dances. When she initiates a battledance she may choose two of those available to her and activate them simultaneously. When she spends a swift action to switch a dance she may change one active dance at a time. When she is under one dance she may use a swift action to activate another. Maintaining two dances requires two rounds of battle dance every round.
This is a base class writeup of a 3.5 class called the Battle Dancer.
Link:
dnd.arkalseif.info/classes/battle-dancer/index.html
When I was flipping through old material I stumbled across this and it inspired me to make it as a Bard/unMonk hybrid, since that seems to be the feeling of it.
Anyway, here is what I have so far:
Battledancer Pathfinder Remake
Hybrid unMonk/Bard
HD d10
BaB: Full
Saves: to be decided
1st AC Bonus, Battle Dance (Deft Acrobat, Skirmisher, Repositioning, Fascinate), Dancer's Battle Training
2nd Dancer's Versatility, Evasion
3rd Fast Movement, Battle Dance (Floating Step)
4th Bonus Feat
5th Dancing Strike (1/round), Acrobatic Charge
6th Dancer's Versatility, Battle Dance (Accelerated Tempo)
7th Battle Dance (Flickering Mirror)
8th Bonus Combat Feat
9th Dancing Strike, Improved Evasion
10th Dancer's Versatility, Journeyman Dancer
11th Battle Dance (Springing Tiger)
12th Bonus Combat Feat
13th Dancing Strike
14th Dancer's Versatility
15th Dancing Strike (2/round)
16th Bonus Combat Feat
17th Dancing Strike
18th Dancer's Versatility
19th
20th Master Dancer
AC Bonus (Ex)
As unMonk, except it uses Charisma instead.
Battle Dance
The battledancer is a martial artist who combines the mysteries of spiritual mastery with the passionate art of dance. She can do extraordinary things ignorant folk would find magical, and accomplish supernatural feats of skill and grace.
A battledancer is trained to use the Perform (dance) skill to create mystical effects. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st a battledancer can use battle dance for 2 additional rounds per day. Each round, the battledancer can produce any one of the types of battle dance that she has mastered, as indicated by his level.
Starting a battle dance performance is a standard action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the battledancer to stop the previous dance and start a new one as a swift action. A battle dance cannot be disrupted, but it ends immediately if the battledancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A battledancer cannot have more than one battle dance in effect at one time.
At 7th level, a battledancer can start a battle dance as a move action instead of a standard action. At 13th level, a battledancer can start a bardic performance as a swift action.
Battle Dances
1st-Level
Deft Acrobat
The battledancer can move at full speed when using acrobatics to move through threatened squares or squares occupied by an enemy.
Skirmisher
When in this dance, the acrobat gathers the momentum of her movements to bring upon her foe. When she moves at least 10ft during her turn, the next melee or thrown attack she makes before the end of her next turn deals an additional 1d6 precision damage. At 5th, 9th, 13th and 17th levels she deals 1d6 more damage for every 5ft above 10ft that she moves in this way (to a maximum of 30ft for 5d6). She cannot gather more momentum than her maximum distance allows even if she moves again before her next attack.
Repositioning
Once per round while performing this battle dance, the battledancer may use 5ft of movement to switch positions with an adjacent willing creature. This does not provoke attacks of opportunity. She may use this battle dance twice per round at level 7 and three times per round at level 13. At 5th level she may use this dance to make a single extra 5ft step during her turn at the cost of one extra round of battle dance.
Fascinate
As the bard class feature of the same name.
3rd-level
Floating Step
The battle dancer moves with such grace and speed that she can dance across various terrain as she becomes more skilled. At 3rd level she can move through difficult terrain unimpeded while under the influence of floating step. At 9th level can cross the surface of water without sinking below. At 15th level she can cross the surface of damaging liquids such as magma or acid without taking damage or sinking below (including her gear). If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.
6th-Level
Accelerated Tempo (Su)
The battledancer enters a state of mental and physical resonance as she dances, raising her speed to extraordinary levels. While under the effect of Accelerated Tempo the battledancer benefits from the effects of the Haste spell. Doesn't stack with the spell, nor effects which don't stack with Haste.
7th
Flickering Mirror (Su)
You dance with more focused speed, emitting spiritual pressure that make you seem to be in several places at once. When you perform this dance you come under the effect of the Mirror Image spell with an effective caster level equal to your battledancer level -4. The effect of this dance lasts until you stop performing, switch dances, or run out of images. In the latter can you may swap to a new dance as a free action whether or not it is your turn.
11th-Level
Springing Tiger
The battledancer's understanding of her kinesthetic sense allow her brief moments of ferocious acuity. While under the effect of this dance she can make a single 90 degree turn during a charge. Further, when charging a foe she may spend an additional round of battle dance to make a full attack at the end of her charge.
Dancer's Battle Training
At first level the battledancer learns how to fight with or without a weapon. She gains the improved unarmed strike feat, dealing 1d6 damage. She also gains a feat of her choice from the following list: Dodge, Power Attack, Weapon Finesse or Agile Maneuvers.
Dancer's Versatility (Ex)
The dancer may utilize her mastery of dancing to accomplish other tasks. This operates as a bard's versatile performance class feature except that at levels 2, 6, 10, 14 and 18 she chooses two of the following skills to substitute her Perform (Dance) modifier: Acrobatics, Bluff, Climb, Escape Artist, Fly, Intimidate, Sleight of Hand, Stealth, Swim, Use Magic Device
Fast Movement (Ex)
As unMonk of same level.
Dancing Strike (Ex)
At 5th level, a battledancer can learn one type of dancing strike. Whenever she makes a standard attack or a full round attack, she can designate (one of) her attack(s) as a dancing strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a battledancer learns an additional dancing strike. She must choose which dancing strike to apply before the attack roll is made. At 15th level, she can designate up to two of her attacks each round as a dancing strike, and each one can be a different type. The battledancer can choose from any of the following strikes:
Defensive Swing
The battledancer spins her weapon in a skilled flash of swings, confounding her foe. If the attack hits, the battledancer gains a +4 dodge bonus to AC against any attacks made by the target of the dancing strike until the start of her next turn. This bonus does not stack with itself.
Pommel Bash
The battledancer follows up her strike with a swift bash of the pommel or haft of her weapon. If the attack hits, the battledancer can make an additional attack using the same attack bonus as the triggering attack at a –5 penalty. If this second attack hits, it deals its normal weapon damage as bludgeoning damage, but said damage is nonlethal. The battledancer must attack with a weapon that has a pommel, haft or otherwise solid end to use this style strike. (GM discretion)
Powerful Offensive
The battledancer positions her weapon for maximum velocity before unleashing a broad and powerful swing or thrust. If the attack hits, the battledancer rolls her weapon damage twice, adding both rolls together before applying strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit.
Bullrush Assault
The battledancer uses the opening created by her attack to force her foe back. If the attack hits she may make a free bullrush combat maneuver without provoking an opportunity attack (using the base attack bonus of the attack used to hit the foe ). If she is successful she may choose to move with her foe, but only up to half her speed.
Toppling Blow
The battledancer attempts to knock her foe down, usually by sweeping the legs. If the attack hits, the aspirant can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.
Penetrating Strike
The battledancer delivers a brutal attack that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.
Uncanny Offensive
The battledancer attacks in an oddly graceful flow of swings catching her foe off guard. The battledancer makes her attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this dancing strike.
Island of Blades
The battledancer's technique throws her foe off balance, preventing the opponent from escaping. If the attack hits and the battledancer ends her turn adjacent to that foe, the foe’s movement is restricted. Until the start of the battledancer’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the battledancer. Alternatively, it can attempt a combat maneuver check (against the battledancer’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped.
Leaping Strike
The aspirant leaps towards her foe, bringing her weapon to bare on her enemy. Before the attack, the aspirant can move as described below. This movement is made as part of the battledancer's attack and does not require an additional action. At the end of this movement, the battledancer must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The distance she can move for Leaping Strike is equal to her fast movement bonus.
Twin Whirl
A weapon in each hand, the battledancer becomes a skilled dervish with her swings. If the attack hits, the aspirant can make an additional attack with her other weapon using the same attack bonus as the triggering attack at a –5 penalty. If this second attack hits, it deals its normal weapon damage. The aspirant must be wielding a weapon in each hand, but never two-handed weapons (double weapons excluded).
Acrobatic Charge (Ex)
A battledancer of 5th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatics, usually) to successfully move over the terrain.
Journeyman Dancer
The battledancer has learned to blend the style and power of two separate dances. When she initiates a battledance she may choose two of those available to her and activate them simultaneously. When she spends a swift action to switch a dance she may change one active dance at a time. When she is under one dance she may use a swift action to activate another. Maintaining two dances requires two rounds of battle dance every round.