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View Full Version : The Dancer [3.5 Base Class WIP, PEACH]



UserShadow7989
2010-02-04, 07:54 AM
"During my performance a few weeks back, a little girl came up to me and handed me a piece of paper. It read 'can you teach me to make music?'. When I asked her why she hadn't just said so, she handed me another piece of paper that said she couldn't speak. I felt sorry for the young lady, so I tried to teach her how to play an instrument. She tried a flute, a trumpet, a banjo, a drum. She tried and tried, but she never seemed to get the hang of it. Poor girl looked heartbroken.

"Pretty soon, it was about time for me and my troop to move on to the next city. When we met to say our goodbyes, she looked excited for some reason. She asked me to play for her one last time. I played for her, and as I played, she began dancing to my music. Before I knew it, there was a beautiful array of lights in the air. Small, colored balls of flame danced around, then shot into the sky and burst in a flash of color. The girl was using magic by dancing. My troop and I took her in, and she became the centerpiece of our show." -Edward Gilson the human bard on Melissa Gilson, his adopted daughter and the first dancer.

Where the bard is the artist of sound, the dancer is the artist of movement. They use burning emotion and carefully practiced steps to channel the arcane forces of the world. Their unique form of using magic cannot call upon all but the most basic of spells used by wizards, sorcerers, and bards, but is capable of calling on unique effects that other classes cannot. The dancer's form of magic, Spelldancing, is a form that was only discovered recently.

The Dancer

Hit Die: d6

Creation Info:
Alignment: Any. Despite their resemblance to the bard and the emotion that goes into their work, a dancer can be of any alignment. Control is just as important as emotion, as you can't be a successful entertainer if you set the front row's heads on fire every time you do your act. Chaotic dancers are carefree, seeking adventure and new ways to please the crowd. Lawful dancers study obsessively, practicing every step again and again while exploring the possibilities. Both are just as often seen in adventuring parties as traveling groups, and there are as many lawful as there are chaotic or neutral. There are more good and neutral dancers then evil, as their whimsical approach to magic doesn't provide as much personal power as a wizard's or the like.

Races: Any. Dancers are most commonly human, with elf dancers a distant second and other races rare but not unheard of.

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: As Sorcerer.

Skills:The dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Dance) (Dex)[See below], Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill: Perform (Dance) (Dex)
The character attempts to dance. If wearing medium armor, heavy armor, holding a heavy shield, or carrying a heavy load, they take a -4 penalty to a Perform (Dance) skill check for each. 5 or more ranks in Balance grants a +2 bonus to Perform (Dance) skill checks. This skill uses Dex as it's key atribute instead of Cha, but otherwise has the same qualities as any other Perform skill.

Skill Points at 1st Level
(6 + Int modifier) x4.

Skill Points at Each Additional Level
6 + Int modifier.

The Dancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Spelldance, Fascinate, Grace (+1)

2nd|
+1|
+0|
+3|
+3|Free Spirit, Charade, Fleet of Foot (+10 ft.)

3rd|
+2|
+1|
+3|
+3|Unpredictable Movement, Evasion

4th|
+3|
+1|
+4|
+4|Calculated Steps, Grace (+2)

5th|
+3|
+1|
+4|
+4|Uncanny Dodge

6th|
+4|
+2|
+5|
+5|Spotlight Stealer (30 ft.)

7th|
+5|
+2|
+5|
+5|Two to Tango, Fleet of Foot (+20 ft.)

8th|
+6/+1|
+2|
+6|
+6|Careful Manipulation, Grace (+3)

9th|
+6/+1|
+3|
+6|
+6|Improved Uncanny Dodge, Spotlight Stealer (45 ft.)

10th|
+7/+2|
+3|
+7|
+7|Conductor's Control, Improved Evasion

11th|
+8/+3|
+3|
+7|
+7|Reenact

12th|
+9/+4|
+4|
+8|
+8|Preferred Styles, Fleet of Foot (+30 ft.), Spotlight Stealer (60 ft.), Grace (+4)

13th|
+9/+4|
+4|
+8|
+8|Master of Motion

14th|
+10/+5|
+4|
+9|
+9|Freedom of Expression

15th|
+11/+6/+1|
+5|
+9|
+9|Freeform, Spotlight Stealer (75 ft.)

16th|
+12/+7/+2|
+5|
+10|
+10|Irresistible Dance, Grace (+5)

17th|
+12/+7/+2|
+5|
+10|
+10|Arcane Understanding, Fleet of Foot (+40 ft.)

18th|
+13/+8/+3|
+6|
+11|
+11|Improvised Evasion, Spotlight Stealer (90 ft.)

19th|
+14/+9/+4|
+6|
+11|
+11|Greater Reenactment

20th|
+15/+10/+5|
+6|
+12|
+12|All the World's a Stage, Grace (+6)[/table]

Class Features:
Weapon and Armor Proficiency
A dancer is proficient with all simple weapons, plus the flail, rapier, sap, shortbow, short sword, and whip. Dancers are proficient with light armor and light shields. A dancer, unlike other arcane spellcasters, can equip any armor or shield without incurring a chance of arcane spell failure if the spell in question has a somatic component. A multiclass dancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
A dancer can cast arcane spells, but only of level 0 and level 1. The dancer does not need to fulfill verbal or somatic components or use material or a focus to cast these spells, and has no limit to the amount of level 0 and level 1 spells she can cast per day. Instead, she must succeed a DC(6 + X) Perform (Dance) check that uses a full-round action, 'X' being number of level 0 and level 1 spells the dancer has cast since her last uninterrupted 4 hour or longer rest multiplied by 2. If she fails the check by 5 or more, she incurs a chance of arcane spell failure.

The dancer’s selection of spells is extremely limited, even more so than a bard's. The dancer never learns any level 2 or higher spells without multiclassing. A dancer can cast spells obtained through dancer class levels (spells learned by multiclassing to other arcane casters don't count) without preparing.

As noted above, a dancer need not prepare her spells in advance. Her movements remain in her mind, and muscle memory allows her to perform her dances just as well as the day before. She can cast any spell she knows at any time, assuming she succeeds the Perform (Dance) check.

The dancer learns 1 additional level 0 arcane spell at every odd numbered dancer level, and 1 additional level 1 arcane spell at every even numbered dancer level. The dancer can only learn spells from the bard's spell list.

Spelldance (Su)
Spelldances are cast by making a Perform (Dance) check (DC is specific to each dance) that uses a standard action and provokes an attack of opportunity. Each spelldance produces magical effects that can vary from strengthening the dancer's allies (and/or herself), to calling on the elements around the dancer, to calming the mind and soothing the soul. If the dancer is rendered unconscious or killed, the effects of any spelldances they cast that are still in effect instantly end. The dancer learns 1 spelldance at level 1, and an additional spelldance every level after that.

Each successfully cast spelldance increases the DC of any Perform (Dance) check to cast a spell or perform a spelldance by 2 until the Dancer rests uninterrupted for 4 hours or longer. If she fails the check by 5 or more, she incurs a chance of arcane spell failure. Unless otherwise stated, the point of origin of a spelldance that affects an area is always one of the corners of the square the dancer herself occupies, and do not benefit or harm her. If no saving throw DC for a spelldance is listed, the saving throw is DC (10 + X) where 'X' is equal to half the dancer's Perform (Dance) skill ranks.

As with her spells, a dancer need not prepare her spelldances.

Grace (Ex)
Whenever the dancer performs a check for a skill or action that relies on dexterity, she gains a +1 bonus to her roll for that skill check. At 4th level, and every 4 dancer levels thereafter, this boost is increased by 1 (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This ability is negated if the dancer is wearing medium armor or heavy armor, holding a heavy shield, or carrying a heavy load.

Fascinate (Sp)
A dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a dancer attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a dancer makes a Perform (Dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance, taking no other actions, for as long as the dancer continues to dance and concentrate (up to a maximum of 1 round per dancer level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the dancer to make another Perform (Dance) check and allows the creature a new saving throw against a DC equal to the new Perform (Dance) check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Free Spirit (Su)
Starting at level 2, the dancer's desire to express herself cannot be contained. When in a situation that prevents her from moving, she gains a +2 morale bonus to Escape Artist skill checks made to regain her freedom. If the inability to move results from a spell or similar source, she gets a DC (Caster level + 10) Will Save every round to end the effects, regardless of if the spell or similar source grants a save normally or not.

Charade (Ex)
Starting at level 2, a dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to convey meanings across the language barrier. By succeeding a DC (30 - (target's Int/Wis(whichever is bigger) + dancer's Cha) Perform (Dance) check, the dancer can convey any message without any words or sounds. The target must be sentient and capable of thought, and can attempt their own Charade with a DC (35 - (target's Cha + dancer's Int/Wis)) Perform (Dance) check to respond.

Fleet of Foot (Ex)
Starting at level 2, a dancer's land speed is faster than the norm for her race by +10 feet. At 7th level, and every 5 dancer levels thereafter, the boost is increased by 10 ft. (+20 at 7th, +30 at 12th, and +40 at 17th) This bonus is negated if the dancer is wearing heavy armor, holding a heavy shield, or carrying a heavy load.

Unpredictable Movement (Ex)
Starting at level 3, a dancer can cast a spell, perform a spelldance, or use an ability that requires a Perform (Dance) check in a threatened square without provoking an attack of oppurtunity. Using this ability increases the Perform (Dance) skill check's DC by 5, and failing the check provokes an attack of oppurtunity.

Evasion (Ex)
At 3rd level and higher, a 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, she instead takes no damage. Evasion can be used only if the dancer is wearing light armor or no armor. A helpless dancer does not gain the benefit of evasion. If a dancer already has uncanny dodge from a different class, she automatically gains improved evasion instead.

Calculated Steps (Ex)
Starting at 4th level, the dancer may perform an attack with a Light or One-Handed Weapon as a swift action before or after performing an action or using an ability that involves a Perform (Dance) check.

Uncanny Dodge (Ex)
At 5th level, a dancer retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a dancer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Spotlight Stealer (Sp)
Starting at level 6, A dancer with 8 or more ranks in the Perform (Dance) skill can use her movements to draw the complete attention of one or more creatures. Each creature must be within 30 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. The dancer can choose any number of creatures to target with this effect, so long as they are within range.

A Perform (Dance) check is made for each enemy with DC ((creature's Will save + creature's CR) - dancer's charisma/2). If a successful check is made against a creature, the creature cannot make or use an attack, supernatural ability, a spell-like ability, spell, or feet that targets a specific creature other then it's user on anyone but the dancer for 1d4 rounds. If a creature's saving throw succeeds, the dancer cannot attept to draw their attention again for 24 hours. Creatures that fail their Will save take a -4 penalty to Concentration skill checks and a -2 penalty to skill checks made as reactions, such as Listen and Spot checks. The dancer gets a +3 to rolls for effects that require the target's attention when targeting a creature under the effects of this ability. Taking damage from any source other then the dancer or her abilities automatically breaks the effect. Spotlight Stealer is an enchantment (compulsion), mind-affecting ability.

At 9th level and every 3 levels afterwards, the range of this ability increases by 15 feet. (45 feet at 9th level, 60 feet at 12th, 75 feet at 15, and 90 feet at 18th.

Two to Tango (Ex)
At 7th level, a dancer can use spelldances that have "Personal" listed for range as a Touch range spell on one target. All benefits that the spelldance would provide the dancer are provided to the target.

Careful Manipulation (Ex)
As the dancer learns more and more powerful spelldances, she must learn to control them. You can't get an audience if you have a reputation for setting them on fire, after all. At 8th level, the dancer can increase or decrease the area of her spelldances by 5, 10, or 15 ft. If she does, the DC for the Perform (Dance) required by the spelldance increases by an amount equal to the increase or decrease of area in ft. The area cannot drop below 5 ft. total.

Improved Uncanny Dodge (Ex)
At 9th level and higher, a dancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the dancer by flanking her, unless the attacker has at least four more rogue levels than the target has dancer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Evasion (Ex)
From 10th level onwards, the dancer's agility grants them the Improved Evasion feat if she does not already have it. This ability works like evasion, except that while the dancer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless dancer does not gain the benefit of improved evasion.

Conductor's Control (Ex)
Starting at 10th level, the dancer can now choose specific creatures and/or objects to effect with her spells and spelldances that target areas, and can choose which creature(s) and/or object(s) are affected by the spell/spelldance. Spells/spelldances that do not specifically affect creatures and/or objects do not gain any benefits from this ability. The dancer can end the effects of a spell or spelldance on any creature or object as a free action.

Reenact (Su)
Reenacting and conveying events through a dance is a common art. After all the efforts put forth by the dancer to master her craft, she learns to bring past events to life. Starting at 11th level, the dancer learns how to recreate spells. A number of times per day equal to (dancer class level/4), the dancer can recreate the effects of a level 5 or lower spell she has witnessed the casting and effects of in the last 24 hours by succeeding a DC(6 * spell level) Perform (Dance) skill check.

The dancer's caster level is treated as (dancer class level/2) for the effects of the spell. If the dancer has multiclassed to a class capable of using arcane spells, she uses whichever is higher. This takes a full-round action. A failed Perform (Dance) skill check wastes the full-round action, but does not count towards the per day limit.

Preferred Style (Ex)
No matter what your lot in life, everyone finds a style or approach they like better then others. Starting at level 12, the dancer selects 2 schools of spellcasting (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation) and 4 descriptors (acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, water). Whenever she makes a Perform (Dance) skill check to cast a spell or spelldance with the selected schools, they gain a +5 to the skill check. If the spell or spelldance has one or more of the chosen descriptors, she gains a +3 for each of the descriptors. The bonuses for the selected schools and the selected descriptors do stack.

Master of Motion (Ex)
At level 13, a dancer has obtained perfect control over her body's movements. She may perform as many spelldances as she wants as a single standard action. When she does, she rolls a Perform (Dance) check with the total DC of all the spelldances she intends to perform.

Freedom of Expression (Su)
A dancer's will, drive, and emotion cannot be restrained when they wish to be free. At 14th level and above, an unwilling dancer is unaffected by any enchantments, transmutations, or curses.

Freeform (Ex)
At 15th level and higher, a dancer can attempt to perform a spelldance she hasn't learned. When she does so, the DC of the spelldance is increased by 15.

Irresistible Dance (Sp)
Starting at 16th level, the dancer can use Irresistible Dance as the spell by succeeding a DC 20 Perform (Dance) skill check. The dancer's Irresistible Dance does not require any verbal components, and can affect any 1 target within 25 ft. instead of having a Range of "Touch". Target must still be a living creature.

Arcane Understanding (Ex)
After all her manipulations of the arcane, the dancer learns to recognize the flow of arcane energies. When the dancer reaches level 17, she gains a litany bonus to her saves against spells or spell-like abilities equal to her Int or Cha modifier (whichever is bigger). If she would not normally receive a save against a spell or spell-like ability, she can perform a reflex save to negate the spell's effects if it's a touch or single target spell, or perform a reflex save to shift 25 ft. before the effects are applied if it's an area effect.

Improvised Evasion (Ex)
The dancer's agility and dexterity makes her near impossible to harm. Starting at level 18, a dancer gains the ability to make a reflex save of DC (10 + creature's CR) when targeted by a spell, supernatural ability, spell-like ability, or attacked to negate the effects of the spell, ability, or attack. This ability cannot be used against an area effect and the DC is increased by 10 if the spell, supernatural ability, spell-like ability, or attack is a touch effect. Can only be used 1/round. The dancer cannot use this ability if prone or helpless.

Greater Reenactment (Su)
From 19th level onward, a dancer can use her Reenact skill to recreate the effects of up to level 9 arcane spells. Reenact is now a standard action.

All the World's a Stage (Su)
At level 20, the dancer's spelldances are true sights to behold. When using a spelldance, all opposed creatures within 35 ft. of the dancer must make a DC ((20 + Spelldance's Perform (Dance) DC) - (number of consecutive rounds spent fascinated * 3)) will save or become fascinated for the round. A creature fascinated by this effect cannot remove/negate the condition except by making the will save, and will remain fascinated until they succeed or the dancer goes a round without performing a spelldance within 35 ft. of them.

Playing a Dancer:
Dancer Ability Scores
Above all else, a dancer needs a great dexterity score. All of their best abilities require a Perform (Dance) check, which uses dexterity. It also allows them to survive close encounters with enemies; a needed skill, as many spelldances have a limited range and damaging spelldances affect the area around a dancer.

For a secondary ability score, constitution allows her to survive combat that much better and makes up for her one poor Save score. Strength allows the dancer to carry more without suffering a penalty to her Perform (Dance) checks and the like, while boosting her damage if she wants to act more aggressively. Wisdom boosts makes her will save as uber as her reflex save, and helps her avoid being surprised by bolstering Spot and Listen. Intelligence provides more skill points, allowing a dancer to further her support role by doubling as a skill monkey. Charisma doesn't help much compared to the rest, but does boost Use Magic Device if you want to load her up with wands and the like.

Dancer Roles
A Dancer's role varies wildly depending on what spelldances and spells you select. Mostly, a dancer will either work to assist another character with his or her role by buffing them or removing enemies/obstructions they would have trouble with, or adjust to cover roles that the rest of the party is unable to and/or only poorly handle. Basically, a Dancer fills the gaps and acts as a substitute for anyone killed or rendered unconscious.

Dancers in Combat
A dancer plays differently depending at what point in the combat it is. Starting off, the dancer wants to move around buffing her allies, debuffing her enemies, and/or temporarily pulling enemies from battle with Fascinate and/or Spotlight Stealer. After the number of enemies has been thinned, the dancer will close in and use damaging spells/spelldances to eliminate the enemies that are left. While having a weak BAB and low hit points, the dancer can melee fairly well at higher levels thanks to her dexterity bonus to AC, Unpredictable Movement, Calculated Steps, Improved Evasion, Improved Uncanny Dodge, and Improvised Evasion. Fleet of Foot lets her out run most threats, and combined with Spotlight Stealer she can draw enemy creatures away from battle to take the pressure off her allies. When cornered, she can use Fascinate to reduce the number of attacks targeting her each round and stall until her allies can assist.

Dancers in the Party
Dancers tend to enjoy the company of bards and other dancers, but have no problems with anyone else. Some wizards and similar arcane casters see the dancer as a fool that squanders their potential by doing those ridiculous dances instead of studying hard to learn real magic, but others see it as the ultimate logical extension of a somantic spell component, and have a small bit of respect for the lengths they go to practice their art. Sorcerers tend to do better with dancers then most, as dancers are unlikely to disrespect them. Reactions vary wildly among all other classes, but no specific reaction, positive or otherwise, sticks out as more common then the next.

Notes:
It's been years since I last played, but seeing all the brilliant homebrews made in this form gave me the itch to try my hand at it. Forgive me for any novice mistakes. I'm afraid I overdid it for the class abilities list, but I hate empty levels or levels that only improve an older class feature. A level up should always give you a new toy to play with. I'm also wondering if I should just make Perform (Dance) into it's own skill, but I kept it as a Perform skill for simplicity and the inherent similarities.

UserShadow7989
2010-02-04, 07:55 AM
Spelldances:

This is where I need the most help. Between the laundry list of differences between the average spell and a spelldance, deciding the DC, duration, and area of each, and my lack of experience, these are certain to need retooling. That's the reason I'm posting it now instead of when I finished; remaking 40 or so spelldances would be a pain.

Aggression
Enchantment (Compulsion) [Mind-affecting]
Perform (Dance) DC: 11
Area: 30 ft.-radius spread
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

Unbridled fury erupts in the hearts of those nearby. Creatures fume, roar, and rage against whatever or whoever they see as their enemies. At the beginning of every round for the next 2d6 rounds, the affected creatures must make a will save or, if able, be forced to move towards the nearest enemy and attack. Those that fail their will save receive a +5 untyped bonus to attack rolls and a -5 untyped penalty to AC until it's next turn.

Chilling Wind
Evocation [Air] [Cold]
Perform (Dance) DC: 14
Area: 25 ft. -radius spread
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Biting cold winds appear from nowhere, howling loudly and chilling to the bone. Frost and snow accumulates on the ground. Any creature in the area of effect takes 2d4 cold damage at the start of every round. Every second round they spend in the affected spaces, they must make a fortitude save or take 1d4 constitution damage.

Dancing Pyres
Abjuration [Fire]
Perform (Dance) DC: 6
Range: Personal
Target: You
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes

Flames wrap around the dancer and her weapon, like serpants coiling around their prey. When an enemy draws near and attacks, the flames lash out. Any enemy that attempts a melee attack must make a DC (dancer class levels + 6) reflex save or have their attack interrupted and suffer 2d4 fire damage. When the dancer deals damage with an attack for the duration of this effect, she deals an extra 1d4 fire damage.

Enamoring Aura
Enchantment (Charm) [Mind-affecting]
Perform (Dance) DC: 12
Range: Touch
Target: Living Creature touched
Duration: 2d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

A pink glow wraps around the dancer's fingers and toes. When she touches any living creature with either, the glow leaves her and sinks into the target. For the duration of this effect, the affected creature must make a will save whenever it attempts an action that would damage, weaken, or in any way negatively effect the dancer. If it fails, the creature does not perform the action and loses it's turn as it stares enamored at the dancer.

In addition, if it performs an action that would benefit itself or it's allies that can target the dancer, it must make a will save to do so. If it fails, it grants the positive effect to the dancer instead of the intended target. The creature does not provide flanking for it's allies, even if properly positioned. If the affected creature is damaged in any way, it gains another will save with a bonus equal to the damage done to immediately end the effects of this spell. This spelldance's effects end when the affected creature succeeds any of the above will saves.

Evasive Image
Illusion
Perform (Dance) DC: 14
Area: 50 ft.-radius spread
Duration: 1 hour/dancer caster level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

The area brightens for an instant, then returns to it's normal lighting. Creatures that were within the area of effect are immune to divination effects for the duration of the spelldance. If a divination spell is cast to examine an area, the creatures do not appear. If made to find the creature or a group of creatures the creature is with, the spell fails. If the spell's caster level is higher then the dancer's caster level, it ignores this effect. If equal to or less then the dancer's caster level, the dancer and the caster make an opposed check with the caster receiving a bonus equal to the difference.

Gladiator's Spirit
Transmutation
Perform (Dance) DC: 12
Range: Personal
Target: You
Duration: 3d4 rounds
Saving Throw: None
Spell Resistance: No

The dancer bathes herself in a gray and red energy, retaining a barely noticeable aura around herself. For the duration, the dancer cannot cast spells or spelldances, and cannot use her supernatural or spell-like abilities. However, the dancer's Base Attack Bonus and fortitude save are increased to match a fighter of equal level's, and she gains a +2 bonus to AC and damage rolls.

Herculean Strength
Transmutation
Perform (Dance) DC: 12
Area: 20 ft.-radius spread
Duration: Instant
Saving Throw: Fortitude negates (Harmless)
Spell Resistance: Yes (Harmless)

A wave of energy passes through the area, leaving as soon as it came. Within the area of effect, muscles suddenly expand and thicken, allowing even the wizard to pull off great feats of strength. Creatures gain a +4 to strength, and an additional +3 to all strength based skill checks, rolls, and activities. At the end of each of the affected creature's rounds, they must roll 1d10. If the roll is equal to or lower than the number of rounds that creature is under the effects of this spelldance, the effects on that creature end.

Hollow Guard
Conjuration (Creation) [Force]
Perform (Dance) DC: 8
Area: 10 ft.-radius spread
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes

An invisible wall of force appears around the area, cutting it off from the outside. For the duration of this effect, no creature or object can enter or exit the area of effect by use of a move action. As this is a force effect, incorporeal creatures cannot pass through the walls. Creatures standing adjacent to the wall can attempt a DC (12 + dancer caster level) strength check as a standard action to force their way through, taking a 5 ft. step in or out as a free action if successful and wasting their standard action for the round if they fail. Anything with Spell Resistance attempting the above faces a DC (6 + dancer caster level/2) strength check instead.

Life's Threads
Conjuration (Healing) [Light]
Perform (Dance) DC: 14
Area: 25 ft.-radius spread
Duration: 2d4 rounds
Saving Throw: None
Spell Resistance: No

Light flows from the dancer, covering a spherical area with a transparent mist that soothes pain on touch. At the beginning of each creature's turn, they roll 3d4 and heal their Hit Points by the amount they rolled. Creatures at 0 HP do not heal or regain consciousness, but dying characters can be healed to 0 HP and automatically stabilize when inside the range of Life's Threads. The dancer herself heals 1d4 HP at the beginning of each of her rounds, but does not benefit from this spelldance in any other way.

Thrilling Puppetry
Necromancy [Death]
Perform (Dance) DC: 10
Area: 35 ft.-radius spread
Duration: Concentrate
Saving Throw: Will negates
Spell Resistance: No

The dancer's movements seem to have an effect on the nearby undead. Suddenly, the shambling ghouls begin imitating her motions to the best of their ability. Neither the dancer nor the affected undead can perform any actions for the duration of this effect. At the start of every round, each of the undead within the effect's area perform another will save attempt to escape/avoid the effects of the spelldance, with a +1 circumstance modifier for every round the spelldance has been in effect without a break.

Trembling Earth
Evocation [Earth]
Perform (Dance) DC: 12
Area: 20 ft.-radius spread
Duration: 1d4 rounds
Saving Throw: Reflex negates
Spell Resistance: No

As the dancer completes her movements, the ground around her suddenly shakes violently as if an earthquake. For 1d4 four rounds, any creature attempting to move more then half their maximum movement rate through the affected area or perform a full-round action must make a DC (dancer caster level + 10) Balance skill check or fall prone. Creatures attempting to cast a spell or use a spell-like ability must make a DC (dancer caster level + 10) Concentration skill check or the spell/spell-like ability is lost and their turn ends.

JoshuaZ
2010-02-14, 12:06 PM
Hmm, I like this a lot. I'm actually working on a PrC that uses a dancing system to channel necromantic power. I was going to base it off of bardic music but this seems well done.

I've also been thinking about whether Perform(Dance) should be modified to have armor check penalties or the like, and I think your modification works well.

Meanwhile, I'll try to think of other possible Spelldances for your class (presumably for the Dancer to work you need at least 20, and probably around 30 or so spelldances).

Edit: I'm also a bit confused. You list both spells and spelldances as options but I don't see any details about which lists they learn spells from or how many a level.

Also, I think the Perform DCs for some of the Spelldances are a bit too high given the weak effects and the increasing nature of the DCs. I'd generally try to place the DCs between maybe 5 and 15. Here are two possible additional spelldances:

Aura Dance
Illusion(Glamer)
Perform(Dance) DC: 15
Range: Touch
Target: One item
Duration: 1 day/ dancer caster level
Saving Throw: None; see text
Spell Resistance: No

This dance's effects are identical to the spell Magic Aura.


Reveal Magic
Divination
Range: 30 feet
Perform(Dance) DC: 10
Duration: 5 rounds
Saving Throw: No
Spell Resistance: No

This spelldance works similarly to Detect Magic. However, objects producing auras instead glow directly, producing actual light visible to anyone present. The light produced corresponds to the intensity of the aura in the same way as for Detect Magic. However, each school of magic produces a different color of light, allowing instant detection of the school and location.

The different colors produced are as follows:

Abjuration: Dark blue
Conjuration: Orange
Divination: Light blue
Enchantment: Green
Evocation: Red
Illusion: Yellow
Necromancy: Purple
Universal: White

UserShadow7989
2010-02-14, 04:06 PM
Hmm, I like this a lot. I'm actually working on a PrC that uses a dancing system to channel necromantic power. I was going to base it off of bardic music but this seems well done.

I've also been thinking about whether Perform(Dance) should be modified to have armor check penalties or the like, and I think your modification works well.

Meanwhile, I'll try to think of other possible Spelldances for your class (presumably for the Dancer to work you need at least 20, and probably around 30 or so spelldances).

Thank you. I was worried my class sucked, what with getting no comments on such an active board.


Edit: I'm also a bit confused. You list both spells and spelldances as options but I don't see any details about which lists they learn spells from or how many a level.

They learn a Level 0 spell every odd level and a Level 1 spell every even level (second paragraph in the Spell class feature description) and select these spells from the Bard's spell list (end of the third paragraph). I probably should have wrote that more clearly. *Fixes*


Also, I think the Perform DCs for some of the Spelldances are a bit too high given the weak effects and the increasing nature of the DCs. I'd generally try to place the DCs between maybe 5 and 15.

That's the part I'm most troubled by. I was trying to keep it restrictive, since the only thing limiting how many you can use per day is the increasing DCs and some are pretty powerful for early game, but also keep them usable. I'll drop the DCs some.


Here are two possible additional spelldances:

Aura Dance
Illusion(Glamer)
Perform(Dance) DC: 15
Range: Touch
Target: One item
Duration: 1 day/ dancer caster level
Saving Throw: None; see text
Spell Resistance: No

This dance's effects are identical to the spell Magic Aura.


Reveal Magic
Divination
Range: 30 feet
Perform(Dance) DC: 10
Duration: 5 rounds
Saving Throw: No
Spell Resistance: No

This spelldance works similarly to Detect Magic. However, objects producing auras instead glow directly, producing actual light visible to anyone present. The light produced corresponds to the intensity of the aura in the same way as for Detect Magic. However, each school of magic produces a different color of light, allowing instant detection of the school and location.

The different colors produced are as follows:

Abjuration: Dark blue
Conjuration: Orange
Divination: Light blue
Enchantment: Green
Evocation: Red
Illusion: Yellow
Necromancy: Purple
Universal: White

Both of those look fantastic. I love the idea of the different colors representing different schools, and the lights revealing the locations. It adds a Dancer flavor to it (the colors would be a great effect in a play or musical) and grants an ability the Dancer didn't have prior. Aura Dance works for the same reason, in both flavor and function.

JoshuaZ
2010-02-14, 04:21 PM
That's the part I'm most troubled by. I was trying to keep it restrictive, since the only thing limiting how many you can use per day is the increasing DCs and some are pretty powerful for early game, but also keep them usable. I'll drop the DCs some.



The logic to lower DCs is twofold: 1) you need these to be still useful late game and 2) No one enjoys having to take an action and then nothing happening. It you know, kind of stinks. And with the regular 4 encounters per a day, using a lot of dances will send your dance DCs up very high by the last few encounters.

Edit: Also just noticed a minor issue: you have "semantic" when you want "somatic".

UserShadow7989
2010-02-14, 04:29 PM
The logic to lower DCs is twofold: 1) you need these to be still useful late game and 2) No one enjoys having to take an action and then nothing happening. It you know, kind of stinks. And with the regular 4 encounters per a day, using a lot of dances will send your dance DCs up very high by the last few encounters.

Edit: Also just noticed a minor issue: you have "semantic" when you want "somatic".

Good point. I forgot to take in account how many times one will use these a given day. I'll skip any jokes about semantics and say I replaced the "semantic" with "somatic".

JoshuaZ
2010-02-14, 05:37 PM
Hmm, one other issue. It seems difficult to come up with that many dances that are all relatively weak. Two ways of dealing with this: Make some dances that are much stronger but have much higher DCs, or make dances have a minimal dancer level to take.

UserShadow7989
2010-02-14, 06:12 PM
Hmm, one other issue. It seems difficult to come up with that many dances that are all relatively weak. Two ways of dealing with this: Make some dances that are much stronger but have much higher DCs, or make dances have a minimal dancer level to take.

I prefer the stronger but higher DC way, as it keeps things simple and opens up more possibilities. The weaker ones stay useful as you can keep succeeding even as the DC climbs and use more of them at once with the Master of Motion class skill.

EDIT: Here's a higher DC Spelldance, just to see if it works okay.

River of Time
Evocation [Water]
Perform (Dance) DC: 42
Area: 35 ft.-radius spread
Duration: Concentrate
Saving Throw: None
Spell Resistance: Yes

The dancer gradually changes the pace of her dance, and all around feel as though they are being pushed by a mighty tide. The dancer can choose to speed up or slow time around herself. If she chooses to speed up time, creatures within the area can perform Full-round actions as a move action or standard action, and move actions and standard actions as swift actions. Creatures have their base land speed increased by half. If she slows time, a full round action becomes a 1 round action, standard and move actions require a full round action to perform, and swift actions take either a standard action or move action. Base land speed of affected creatures are reduced by half.

Creatures with spell resistance are completely immune to any effects from this spelldance, but may choose to be affected by it if they wish. The dancer is affected by this spelldance as any other creature would be, and cannot use her Careful Manipulation or Conductor's Control class abilities to modify it's effects.

JoshuaZ
2010-02-14, 10:58 PM
EDIT: Here's a higher DC Spelldance, just to see if it works okay.

River of Time
Evocation [Water]
Perform (Dance) DC: 24
Area: 35 ft.-radius spread
Duration: Concentrate
Saving Throw: None
Spell Resistance: Yes

The dancer gradually changes the pace of her dance, and all around feel as though they are being pushed by a mighty tide. The dancer can choose to speed up or slow time around herself. If she chooses to speed up time, creatures within the area can perform Full-round actions as a move action or standard action, and move actions and standard actions as swift actions. Creatures have their base land speed increased by half. If she slows time, a full round action becomes a 1 round action, standard and move actions require a full round action to perform, and swift actions take either a standard action or move action. Base land speed of affected creatures are reduced by half.

Creatures with spell resistance are completely immune to any effects from this spelldance, but may choose to be affected by it if they wish. The dancer is affected by this spelldance as any other creature would be, and cannot use her Careful Manipulation or Conductor's Control class abilities to modify it's effects.

That's actually going to need a much, much higher DC. Messing with actions is incredibly powerful. Keep in mind that action economy matters more than almost anything else in D&D. At mid and high levels, action economy often is the difference between weak and broken.

Honestly, making entire new mechanical systems is really difficult. I'm not sure I have anywhere near the exact knowledge to evaluate the DCs. Hopefully others will chime in.

UserShadow7989
2010-02-23, 11:10 PM
That's actually going to need a much, much higher DC. Messing with actions is incredibly powerful. Keep in mind that action economy matters more than almost anything else in D&D. At mid and high levels, action economy often is the difference between weak and broken.

Boosted from 24 to 42. Hopefully that'll suffice.


Honestly, making entire new mechanical systems is really difficult. I'm not sure I have anywhere near the exact knowledge to evaluate the DCs. Hopefully others will chime in.

It's not entirely new, to be honest. The raising DC and Skill Check reliant casting deal was inspired by the Truenamer (yeah, I know) simply because I thought it'd be cool, while the dancing itself was part me wondering why the Bard didn't rely on Perform checks for casting and part me wanting a Dexterity based caster, as physical stat casters are a cool idea and Dexterity being the only one I could pick. (Constitution was already handled beautifully by the Biomage homebrew on these very forums, and Strength casting would be hell to explain.)

On another note, any opinions on the Class Features? Are they overpowered? Too many with Level 0 & 1 Spells and Spelldances on top?

----

Flash Bang Step
Illusion [Light] [Sonic]
Perform (Dance) DC: 10
Area: 25 ft.-radius spread
Duration: Instant
Saving Throw: Reflex Partial
Spell Resistance: No

The dancer glows brighter and brighter, her steps growing in speed and volume. With the final step, she glows with the intensity of a sun and a massive "BOOM!" screams through the area. Any who didn't cover their eyes and ears quick enough are blinded and deafened for a number of rounds equal to the dancer's caster level/2 (rounded up), and take 1d4 sonic damage.

Those that make a successful Reflex Save are not blinded or deafened, but still take 1d4 sonic damage from the sound wave.

----

Another higher DC Spelldance:

----

Distortion of Magic
Abjuration
Perform (Dance) DC: 25
Area: 35 ft.-radius spread
Duration: 2d4 rounds
Saving Throw: None
Spell Resistance: Yes

A shiver racks the bodies of any spellcasters within range. Magic objects fail and lose their glow, spells fizzle out, and verbal and somatic magic does nothing but make their users look like escaped loons. The dancer has stirred the arcane energies in the area into a frenzy, making them uncontrollable. For the duration of this spelldance, the area of effect is treated as an anti-magic field. Any magical objects that enter this area lose their effects, and spells, supernatural, and spell-like abilities do nothing within it. Any continuous effects created by magic end when entering the field.

Non magical effects, summoned creatures, creatures that are magical in nature and/or animated by magic, are all unaffected by an anti-magic field created by this effect; but their supernatural and spell-like abilities are unavailable within the field. While magical effects are canceled inside the area of effect, they are not dispelled; a bag of holding's contents are unavailable, but once out of the area of effect or once the anti-magic field ends, it can be used as normal. It's contents are not destroyed or spilled out. A magical sword is still a sword within the anti-magic field, and a masterwork sword at that. The moment it leaves the anti-magic field, it regains all magical effects.

Dispel magic does not remove the field, though Mage's Disjunction might. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Creatures with spell resistance are unaffected by an anti-magic field created by Distortion of Magic. The dancer's Conductor's Control (Ex) ability cannot be used to specify targets with this spelldance; all are affected, regardless of if the dancer considers them her friend or foe. The dancer is affected by the anti-magic field created by the spell, just like any other character.

----

On one hand, the ability to create an anti-magic field is powerful. On the other hand, being a caster and having to create it around yourself is a major draw back. Might make it 28~32, if only for the fact a dancer can melee very well for a caster.

Debihuman
2010-02-23, 11:28 PM
A simple hold person spell is the bane of this class.

JoshuaZ
2010-02-23, 11:31 PM
A simple hold person spell is the bane of this class.

Hold person hurts a lot of classes pretty badly. Pretty much everyone other than psions and sorcerers with still spell.

UserShadow7989
2010-02-23, 11:46 PM
Hold person hurts a lot of classes pretty badly. Pretty much everyone other than psions and sorcerers with still spell.

Though it does hurt the Dancer worse. She has to be the center of the spells she casts, so she really needs all her 'loldodgetank' class abilities and the Dex bonus to AC to survive if she's not focusing on stat buffs. Maybe a class feature/class specific feat that allows resistance/immunity to Hold Person and similar effects is in order?

DracoDei
2010-02-23, 11:49 PM
How many level 1 and level 0 spells do you get at 1st level?

UserShadow7989
2010-02-23, 11:55 PM
How many level 1 and level 0 spells do you get at 1st level?

As written, only a single level 0 spell to start. I'm really thinking I should change the spell progression for this class, but I wanted to make it a simple as possible.

Zexion
2010-02-24, 12:01 AM
Nice class you got here. You might want to develop some really really powerful dances, like one that warps space to suit the dancer's needs (like Wish)

UserShadow7989
2010-02-24, 12:07 AM
Nice class you got here. You might want to develop some really really powerful dances, like one that warps space to suit the dancer's needs (like Wish)

While I want to make some really powerful dances, I also want to keep it around the Bard's level of power (possibly a hair stronger). A Wish counterpart would either throw it into the likes of Wizards or have an impossibly high DC... unless I made it very limited in scope. Maybe a set of highly restricted Wish-likes, each one lacking a restriction all the others have...

Zexion
2010-02-24, 12:10 AM
Exactly.
(the forum won't let me post just that, so here is some more text. happy now?)

UserShadow7989
2010-02-24, 02:20 PM
Okay, I've given the dancer an early class feature that gives a bonus to Escape Artist checks and a Will Save against spells that would prevent her from moving.

Here's a rough-draft of a limited wish-like spelldance, to see how well it works:

Miraculous Repairs
Transmutation
Perform (Dance) DC: See below
Range: Touch
Target: One item
Duration: Instant
Saving Throw: None
Spell Resistance: No

The dancer performs a complicated dance, then touches a broken object. A faint glow appears around the pieces, which then begin to assemble themselves. Missing parts are replaced with new ones, faded writing becomes clear, arts lost to time are repainted. At the end of the miraculous rebuild, the destroyed object returns to how it was before.

The DC of this spelldance depends on what is being repaired. Large or very small objects require a more complicated set of steps, as do repair jobs with missing pieces or faded text. If the dancer cannot identify what the object is supposed to be or once was, the DC skyrockets. Look at the following tables and add all the listed DCs that apply to get the final Perform (Dance) DC. Do not count spells and spelldances cast before this spelldance when calculating it's DC.

Size Modifier
{table=head]Size|DC

Fine|
+15

Diminutive|
+10

Tiny|
+5

Small|
+0

Medium|
+5

Large|
+10

Huge|
+15

Gargantuan|
+20

Colossal|
+25[/Table]

Same as Creature Sizes.

Damage Modifier
{table=head]Amount of Damage|DC

Very Minor|
+3

Minor|
+6

Medium|
+9

Heavy|
+12

Very Heavy|
+15

Annihilated|
+20[/Table]

Very Minor is a tiny scuff. Minor is small cracks. Medium is a large piece broken off, or 15% of the object scratched and torn. Heavy is the object in multiple pieces. Very Heavy is practically shredded, dozens of pieces with damage on each piece. Annihilated is reduced to a fine ash.

Missing Pieces Modifier
{table=head]Amount|DC

0~15%|
+0

16~30%|
+5

31~45%|
+10

46~60%|
+15

61~75%|
+20

76% and up|
+25[/Table]

How many pieces does the spell need to replace? Faded text, drawings, and other objects of that sort also count the illegible, smeared, or missing drawings/words as missing pieces.

Other Modifiers
{table=head]Is the object...|DC

Magical|
+5

Unidentifiable|
+20

Have moving parts|
+5

Have complex pieces|
+15

an Artifact|
+15[/Table]

A catch all for anything else. Add all listed that apply.

Zexion
2010-02-24, 06:34 PM
Nice. Very impressive.