trav_laney
First Post
I'm gearing up for a new campaign that takes place in a sandy, desert environment. One of the players in my group mentioned that he would like to play a Shadowdancer, but I didn't think that it would fit ("shadow" is the polar opposite of "sun," ya know). So rather than tell him a flat "no," I reworked it to give it a more desert-ish feel.
Behold, the Sand Dancer! Please, critique it to death and let me konw if you see anything that might be a problem. I sort of did this one off-the-cuff, and it probably needs a lot of polish.
Prestige Class: Sand Dancer
A modified version of the Shadowdancer PrC, found in the SRD. This variety is designed to fit more smoothly into a desert campaign, while preserving much of the feel of the original. "Unchanged" refers to features, requirements, or abilities that are identical to the Shadowdancer prestige class, as written in the SRD.
Requirements: Unchanged
Class Skills: Unchanged
Skill Points per level: Unchanged
Hit Die: Unchanged
Weapon and Armor Proficiency: Unchanged
Hide in Plain Sight (Su): Unchanged, except that the character must be in desert, wasteland, or similar sandy terrain.
Throw Sand (Ex): A Sand Dancer can throw or kick sand into her opponent's eyes with a successful melee attack. Whenever the Sand Dancer hits a living opponent with an unarmed strike, the target must succeed a Reflex save (DC 12) or be blinded for 1 round. To use this ability, the Sand Dancer must be standing on dust or sand at least one inch deep. The Sand Dancer may only attempt to blind one opponent per round. (This ability replaces the shadowdancer's darkvision ability.)
Evasion (Ex): Unchanged
Uncanny Dodge (Ex): Unchanged
Mirage (Sp): When a Sand Dancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell hallucinatory terrain cast by a 7th level sorcerer, except that the material component is a fistful of dry sand. This ability may be used once per day.
Summon Mephit (Su): As the shadowdancer's summon shadow ability, except that the Sand Dancer summons dust mephits instead of shadows.
Sand Jump (Su): As the shadowdancer's shadow jump ability, except that the Sand Dancer must begin and end each movement in an area with sand or dust at least one inch deep.
Defensive Roll (Ex): Unchanged
Improved Uncanny Dodge (Ex): Unchanged
Slippery Mind (Ex): Unchanged
Improved Evasion (Ex): Unchanged
TABLE: The Sand Dancer
Level..BAT....Fort...Ref....Will...Special
1......+0.....+0.....+2.....+0.....Hide in plain sight, throw sand
2......+1.....+0.....+3.....+0.....Evasion, uncanny dodge
3......+2.....+1.....+3.....+1.....Mirage, summon mephit
4......+3.....+1.....+4.....+1.....Sand jump 20 ft.
5......+3.....+1.....+4.....+1.....Defensive roll, improved uncanny dodge
6......+4.....+2.....+5.....+2.....Sand jump 40 ft., summon mephit
7......+5.....+2.....+5.....+2.....Slippery mind
8......+6.....+2.....+6.....+2.....Sand jump 80 ft.
9......+6.....+3.....+6.....+3.....Summon mephit
10.....+7.....+3.....+7.....+3.....Sand jump 160 ft., improved evasion
Behold, the Sand Dancer! Please, critique it to death and let me konw if you see anything that might be a problem. I sort of did this one off-the-cuff, and it probably needs a lot of polish.
Prestige Class: Sand Dancer
A modified version of the Shadowdancer PrC, found in the SRD. This variety is designed to fit more smoothly into a desert campaign, while preserving much of the feel of the original. "Unchanged" refers to features, requirements, or abilities that are identical to the Shadowdancer prestige class, as written in the SRD.
Requirements: Unchanged
Class Skills: Unchanged
Skill Points per level: Unchanged
Hit Die: Unchanged
Weapon and Armor Proficiency: Unchanged
Hide in Plain Sight (Su): Unchanged, except that the character must be in desert, wasteland, or similar sandy terrain.
Throw Sand (Ex): A Sand Dancer can throw or kick sand into her opponent's eyes with a successful melee attack. Whenever the Sand Dancer hits a living opponent with an unarmed strike, the target must succeed a Reflex save (DC 12) or be blinded for 1 round. To use this ability, the Sand Dancer must be standing on dust or sand at least one inch deep. The Sand Dancer may only attempt to blind one opponent per round. (This ability replaces the shadowdancer's darkvision ability.)
Evasion (Ex): Unchanged
Uncanny Dodge (Ex): Unchanged
Mirage (Sp): When a Sand Dancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell hallucinatory terrain cast by a 7th level sorcerer, except that the material component is a fistful of dry sand. This ability may be used once per day.
Summon Mephit (Su): As the shadowdancer's summon shadow ability, except that the Sand Dancer summons dust mephits instead of shadows.
Sand Jump (Su): As the shadowdancer's shadow jump ability, except that the Sand Dancer must begin and end each movement in an area with sand or dust at least one inch deep.
Defensive Roll (Ex): Unchanged
Improved Uncanny Dodge (Ex): Unchanged
Slippery Mind (Ex): Unchanged
Improved Evasion (Ex): Unchanged
TABLE: The Sand Dancer
Level..BAT....Fort...Ref....Will...Special
1......+0.....+0.....+2.....+0.....Hide in plain sight, throw sand
2......+1.....+0.....+3.....+0.....Evasion, uncanny dodge
3......+2.....+1.....+3.....+1.....Mirage, summon mephit
4......+3.....+1.....+4.....+1.....Sand jump 20 ft.
5......+3.....+1.....+4.....+1.....Defensive roll, improved uncanny dodge
6......+4.....+2.....+5.....+2.....Sand jump 40 ft., summon mephit
7......+5.....+2.....+5.....+2.....Slippery mind
8......+6.....+2.....+6.....+2.....Sand jump 80 ft.
9......+6.....+3.....+6.....+3.....Summon mephit
10.....+7.....+3.....+7.....+3.....Sand jump 160 ft., improved evasion