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PrC: Valenar Wardancer (plus a character)
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<blockquote data-quote="RickVigorous" data-source="post: 2339775" data-attributes="member: 5141"><p>This PrC is Eberron-themed, and the central mechanics were inspired by an alternate version of the mage blade from Monte Cook's Transcendence supplement to <em>Arcana Evolved.</em> The mechanics have been changed, and the PrC could easily be adapted to fit any world.</p><p></p><p><strong>VALENAR WARDANCER</strong>[CODE]Level BAB Fort Ref Will Special</p><p>1st +1 +0 +2 +0 Kyllaen Valae 1/day</p><p>2nd +2 +0 +3 +0</p><p>3rd +3 +1 +3 +1 Kyllaen Valae 2/day</p><p>4th +4 +1 +4 +1 Death’s herald</p><p>5th +5 +1 +4 +1 Dance of final triumph, Kyllaen Valae 3/day[/CODE]The elves of Valenar prefer to fight without the heavy armor and shields used by other nations. Such accoutrements hamper the warrior’s ability to move freely. Elite Valenar warriors are often trained in the art of Kyllaen Valae—the war dance of the elves. A number of organizations count wardancers among their ranks. Some of these organizations will occasionally teach this art to outsiders who have proved their worthiness.</p><p></p><p>Fighters, fighter/scouts, and fighter/rogues most often become Valenar wardancers. Occasionally, a barbarian or monk will take up the dance.</p><p><strong>Hit Die:</strong> d8.</p><p></p><p>REQUIREMENTS</p><p>To qualify to become a Valenar wardancer, a character must fulfill the following criteria.</p><p><strong>Base Attack Bonus:</strong> +5.</p><p><strong>Feats:</strong> Dodge, Mobility.</p><p><strong>Perform (dance):</strong> 5 ranks.</p><p><strong>Weapon Proficiency:</strong> any martial or exotic slashing weapon.</p><p><strong>Special:</strong> The character must be shown how to perform the Kyllaen Valae by a willing teacher.</p><p></p><p>CLASS SKILLS</p><p>The Valenar wardancer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (dance) (Cha), Profession (Wis), Ride (Dex), Tumble (Dex).</p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p>CLASS FEATURES</p><p>All of the following are class features of the Valenar wardancer prestige class.</p><p><strong>Weapon and Armor Proficiency:</strong> The Valenar wardancer gains no proficiency in any weapons or armor.</p><p><strong>Kyllaen Valae (Ex):</strong> Valenar wardancers are trained in a fighting style that combines fluid, dance-like movements with lethal attacks. Once per day, the wardancer can perform the Kyllaen Valae. This fighting dance sharpens his reflexes and hastens his blade. While performing the Kyllaen Valae, the wardancer gains a +2 dodge bonus to Armor Class, a +1 competence bonus on all melee attacks, and a +2 bonus to initiative. The Kyllaen Valae lasts a number of rounds equal to the 5 + the wardancer’s Cha modifier (minimum 1 round). Activating this ability is a free action. The wardancer may only perform the Kyllaen Valae once during each encounter. The wardancer may not use this ability while wearing medium or heavy armor.</p><p>The wardancer gains another daily use of this ability at 3rd level, and a third at 5th level. </p><p><strong>Death’s Herald (Su):</strong> At 4th level, the Valenar wardancer learns to combine his dance with a grim and terrible chant that foretells the destruction of his enemies. When he activates this ability, he selects a single opponent within his line of sight that can hear his words. The target need not understand the wardancer’s language. The intent and meaning behind the song transcends such barriers. Creatures with an Intelligence of 4 or less are immune to this ability. </p><p>The target must make a Will save (DC 10 + the wardancer’s class level + his Cha modifier). On a failed save, the wardancer forges a deadly link with the target. His chant informs the victim of each attack before it is completed, but also predicts the result of each stroke. The wardancer gains a +2 morale bonus to hit the target with melee attacks. He doubles the threat range of all melee weapons as if he possessed the Improved Critical feat when attacking the target. This bonus stacks with all other effects that increase the wardancer’s threat range. Finally, after each successful melee attack from the wardancer, the target must make another Will save with the same DC as the initial Will save or become shaken.</p><p>The wardancer can only use this ability while performing the Kyllaen Valae, and only once during each performance. Activating this ability is a free action.</p><p><strong>Dance of Final Triumph (Su):</strong> Once per day as a full-round action, the wardancer can perform a complicated dance culminating in a single deadly blow. The wardancer may move up to half his speed and make a single melee attack. If this attack hits, the target must make a Fortitude save (DC 10 + the wardancer’s class level + his Cha modifier) or die in addition to suffering normal damage. This ability does not affect any creature that is immune to critical hits or sneak attacks. </p><p>Using this ability is extremely tiring. The wardancer becomes exhausted immediately after using this ability, regardless of success or failure. The wardancer suffers this effect even if he is normally immune to fatigue and exhaustion.</p><p>The wardancer may not use this ability while wearing medium or heavy armor.</p><p></p><p><strong>Adaptation</strong>: This PrC is appropriate for any mobile, lightly-armored warrior. Any warlike, nomadic culture could support a population of wardancers, or their arts could be taught in specialized fighting academies. In the Forgotten Realms, wardancers might be part of the Tuigan hordes, or an ancient Mulhorandi fighting style.</p><p>This class could be adapted to use different kinds of performances. Perform (chant) or Perform (sing) are both appropriate choices. One other option would be to replace the Perform (dance) requirement with required rankes in Tumble. However, Tumble is a class skill for more classes, and it is more useful in combat than Perform (dance). This makes the class easier to enter. This should be offset by requiring an additional feat, such as Acrobatic or Weapon Finesse.</p><p></p><p><strong>Example Character:</strong> Kythre Maradal exemplifies the worst elements of the Valenar psyche. She is bloodthirsty, cruel, and violent. Maradal makes her living as a mercenary, but she is not above working as an assassin. In combat, Maradal uses her impressive speed and Spring Attack feat to strike rapidly and then withdraw. She makes liberal use of her Stunning Fist and Freezing the Lifeblood abilities to incapacitate spellcasters while avoiding heavily-armed warriors. Maradal prefers not to use her dance of final triumph ability unless she is in mortal danger or she is dealing with a single opponent.</p><p></p><p><strong>Kythrie Maradal, Wardancer:</strong> Elf Mnk 7/Valenar Wardancer 5; CR 12; Medium humanoid (elf); HD 12d8+12; hp 72; Init +6; Spd 50 ft; AC 24 (touch 22, flat-footed 18); Base Atk +10; Grp +12; Atk +13 melee (1d8+3, unarmed strike or 1d6+3+1d6 cold, +1 frost kama) or +15 ranged (1d6+2, masterwork composite shortbow); Full Atk +12/+12/+7 melee (1d8+3, unarmed strike or 1d6+3+1d6 cold, +1 frost kama) or +15/+10 ranged (1d6+2, masterwork composite shortbow); SA flurry of blows, ki strike (magic), death’s herald (DC 18), dance of final triumph (DC 18); SQ elf traits, low-light vision, Kyllaen Valae 3/day, evasion, still mind, slow fall 30 ft., purity of body, wholeness of body (14 hp/day); AL NE; SV Fort +7, Ref +15, Will +10; Str 14, Dex 22, Con 12, Int 13, Wis 18, Cha 16</p><p><em>Skills and Feats:</em> Balance +15, Bluff +3*, Climb +9, Diplomacy +3*, Escape Artist +6*, Hide +13, Intimidate +8, Jump +11, Listen +6*, Move Silently +13, Perform (dance) +10, Profession (mercenary) +5, Ride +8, Search +3*, Spot +12, Swim +6, Tumble +23; Combat Reflexes, Defensive Throw (from <em>Complete Warrior</em>), Dodge, Freezing the Lifeblood (from <em>Complete Warrior</em>), Improved Trip, Mobility, Spring Attack, Stunning Fist (8/day, DC 18)</p><p>* Kythrie has no ranks in these skills.</p><p><em>Possessions:</em> <em>Bracers of armor +2, ring of protection +1, amulet of mighty fists +1, gloves of Dexterity +2, +1 frost kama,</em> potion of <em>barkskin +3</em>, 2 potions of <em>cure moderate wounds</em>, potion of <em>invisibility</em>, masterwork composite shortbow (+2 Str), 50 arrows, silver comb with inset coral (700 gp), 150 gp.</p></blockquote><p></p>
[QUOTE="RickVigorous, post: 2339775, member: 5141"] This PrC is Eberron-themed, and the central mechanics were inspired by an alternate version of the mage blade from Monte Cook's Transcendence supplement to [i]Arcana Evolved.[/i] The mechanics have been changed, and the PrC could easily be adapted to fit any world. [B]VALENAR WARDANCER[/B][CODE]Level BAB Fort Ref Will Special 1st +1 +0 +2 +0 Kyllaen Valae 1/day 2nd +2 +0 +3 +0 3rd +3 +1 +3 +1 Kyllaen Valae 2/day 4th +4 +1 +4 +1 Death’s herald 5th +5 +1 +4 +1 Dance of final triumph, Kyllaen Valae 3/day[/CODE]The elves of Valenar prefer to fight without the heavy armor and shields used by other nations. Such accoutrements hamper the warrior’s ability to move freely. Elite Valenar warriors are often trained in the art of Kyllaen Valae—the war dance of the elves. A number of organizations count wardancers among their ranks. Some of these organizations will occasionally teach this art to outsiders who have proved their worthiness. Fighters, fighter/scouts, and fighter/rogues most often become Valenar wardancers. Occasionally, a barbarian or monk will take up the dance. [B]Hit Die:[/B] d8. REQUIREMENTS To qualify to become a Valenar wardancer, a character must fulfill the following criteria. [B]Base Attack Bonus:[/B] +5. [B]Feats:[/b] Dodge, Mobility. [b]Perform (dance):[/b] 5 ranks. [b]Weapon Proficiency:[/b] any martial or exotic slashing weapon. [b]Special:[/b] The character must be shown how to perform the Kyllaen Valae by a willing teacher. CLASS SKILLS The Valenar wardancer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (dance) (Cha), Profession (Wis), Ride (Dex), Tumble (Dex). [b]Skill Points at Each Level:[/b] 4 + Int modifier. CLASS FEATURES All of the following are class features of the Valenar wardancer prestige class. [b]Weapon and Armor Proficiency:[/b] The Valenar wardancer gains no proficiency in any weapons or armor. [b]Kyllaen Valae (Ex):[/b] Valenar wardancers are trained in a fighting style that combines fluid, dance-like movements with lethal attacks. Once per day, the wardancer can perform the Kyllaen Valae. This fighting dance sharpens his reflexes and hastens his blade. While performing the Kyllaen Valae, the wardancer gains a +2 dodge bonus to Armor Class, a +1 competence bonus on all melee attacks, and a +2 bonus to initiative. The Kyllaen Valae lasts a number of rounds equal to the 5 + the wardancer’s Cha modifier (minimum 1 round). Activating this ability is a free action. The wardancer may only perform the Kyllaen Valae once during each encounter. The wardancer may not use this ability while wearing medium or heavy armor. The wardancer gains another daily use of this ability at 3rd level, and a third at 5th level. [b]Death’s Herald (Su):[/b] At 4th level, the Valenar wardancer learns to combine his dance with a grim and terrible chant that foretells the destruction of his enemies. When he activates this ability, he selects a single opponent within his line of sight that can hear his words. The target need not understand the wardancer’s language. The intent and meaning behind the song transcends such barriers. Creatures with an Intelligence of 4 or less are immune to this ability. The target must make a Will save (DC 10 + the wardancer’s class level + his Cha modifier). On a failed save, the wardancer forges a deadly link with the target. His chant informs the victim of each attack before it is completed, but also predicts the result of each stroke. The wardancer gains a +2 morale bonus to hit the target with melee attacks. He doubles the threat range of all melee weapons as if he possessed the Improved Critical feat when attacking the target. This bonus stacks with all other effects that increase the wardancer’s threat range. Finally, after each successful melee attack from the wardancer, the target must make another Will save with the same DC as the initial Will save or become shaken. The wardancer can only use this ability while performing the Kyllaen Valae, and only once during each performance. Activating this ability is a free action. [b]Dance of Final Triumph (Su):[/b] Once per day as a full-round action, the wardancer can perform a complicated dance culminating in a single deadly blow. The wardancer may move up to half his speed and make a single melee attack. If this attack hits, the target must make a Fortitude save (DC 10 + the wardancer’s class level + his Cha modifier) or die in addition to suffering normal damage. This ability does not affect any creature that is immune to critical hits or sneak attacks. Using this ability is extremely tiring. The wardancer becomes exhausted immediately after using this ability, regardless of success or failure. The wardancer suffers this effect even if he is normally immune to fatigue and exhaustion. The wardancer may not use this ability while wearing medium or heavy armor. [b]Adaptation[/b]: This PrC is appropriate for any mobile, lightly-armored warrior. Any warlike, nomadic culture could support a population of wardancers, or their arts could be taught in specialized fighting academies. In the Forgotten Realms, wardancers might be part of the Tuigan hordes, or an ancient Mulhorandi fighting style. This class could be adapted to use different kinds of performances. Perform (chant) or Perform (sing) are both appropriate choices. One other option would be to replace the Perform (dance) requirement with required rankes in Tumble. However, Tumble is a class skill for more classes, and it is more useful in combat than Perform (dance). This makes the class easier to enter. This should be offset by requiring an additional feat, such as Acrobatic or Weapon Finesse. [B]Example Character:[/B] Kythre Maradal exemplifies the worst elements of the Valenar psyche. She is bloodthirsty, cruel, and violent. Maradal makes her living as a mercenary, but she is not above working as an assassin. In combat, Maradal uses her impressive speed and Spring Attack feat to strike rapidly and then withdraw. She makes liberal use of her Stunning Fist and Freezing the Lifeblood abilities to incapacitate spellcasters while avoiding heavily-armed warriors. Maradal prefers not to use her dance of final triumph ability unless she is in mortal danger or she is dealing with a single opponent. [B]Kythrie Maradal, Wardancer:[/B] Elf Mnk 7/Valenar Wardancer 5; CR 12; Medium humanoid (elf); HD 12d8+12; hp 72; Init +6; Spd 50 ft; AC 24 (touch 22, flat-footed 18); Base Atk +10; Grp +12; Atk +13 melee (1d8+3, unarmed strike or 1d6+3+1d6 cold, +1 frost kama) or +15 ranged (1d6+2, masterwork composite shortbow); Full Atk +12/+12/+7 melee (1d8+3, unarmed strike or 1d6+3+1d6 cold, +1 frost kama) or +15/+10 ranged (1d6+2, masterwork composite shortbow); SA flurry of blows, ki strike (magic), death’s herald (DC 18), dance of final triumph (DC 18); SQ elf traits, low-light vision, Kyllaen Valae 3/day, evasion, still mind, slow fall 30 ft., purity of body, wholeness of body (14 hp/day); AL NE; SV Fort +7, Ref +15, Will +10; Str 14, Dex 22, Con 12, Int 13, Wis 18, Cha 16 [I]Skills and Feats:[/I] Balance +15, Bluff +3*, Climb +9, Diplomacy +3*, Escape Artist +6*, Hide +13, Intimidate +8, Jump +11, Listen +6*, Move Silently +13, Perform (dance) +10, Profession (mercenary) +5, Ride +8, Search +3*, Spot +12, Swim +6, Tumble +23; Combat Reflexes, Defensive Throw (from [i]Complete Warrior[/i]), Dodge, Freezing the Lifeblood (from [i]Complete Warrior[/i]), Improved Trip, Mobility, Spring Attack, Stunning Fist (8/day, DC 18) * Kythrie has no ranks in these skills. [I]Possessions:[/I] [i]Bracers of armor +2, ring of protection +1, amulet of mighty fists +1, gloves of Dexterity +2, +1 frost kama,[/i] potion of [i]barkskin +3[/i], 2 potions of [i]cure moderate wounds[/i], potion of [i]invisibility[/i], masterwork composite shortbow (+2 Str), 50 arrows, silver comb with inset coral (700 gp), 150 gp. [/QUOTE]
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