Battledancer [Fighter variant]

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No Armor Proficiency (Heavy)
No Armor Proficiency (Medium)
No Shield Proficiency (Tower)
No Shield Proficiency
d8 Hit Die

Tumble & Bluff as class skills
"Sneak" Attack +1d6 at levels 3,6,9,12,15,18

So... what do you people think? Under? Over?
 

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Too weak at low levels, a bit too strong at high levels, probably average or nearly so at middle levels.

At 1st-level, they give up 2 HP along with most armor and shield proficiencies, in exchange for Sneak Attack +1d6. Lame. They'll probably be 1-6 points behind on AC (depending on what Fighter you compare with; since the Battledancer won't use shields, best compare with a greatsword-wielding Fighter, in which case the AC difference will be 1-2 points initially). Their damage output will marginally increase at low levels, if at all, while their defense will suffer at least a bit for certain.

The Battledancer will probably put their 1st or 2nd best score into Dexterity to mitigate the AC loss due to lighter armor, but Strength will probably still be priority 1 anyway. Constitution priority 2 or 3, Intelligence priority 3 or 4 just to get Improved Trip and maybe, just maybe, Improved Feint, not that a Battledancer will ever both feinting to get in SA's when he could just full-attack for similar results, or flank and full-attack to get in SA's.

Prepare for mid-to-upper-level Battledancers going greatsword + WF/GWF/WS/GWS + flanking + power attack + 4 sneak attacks, each round, every round. Well, except for the first round they attack. On that round, one tumbles up to a foe, readies, another tumbles up on the other side, and then both sneak attack. With flanking, and the first attack being a trip attempt using Improved Trip, they'll eviscerate each opponent as an unstoppable deadly duo.

Then, when they occasionally face undead, constructs, elementals, or the like, they'll just have to fall back on using regular Fighter tactics without the aid of Sneak Attack, but they'll still be doing pretty well.

Their only drawback will be the combination of having slightly fewer HP (as if they won't already have a decent Constitution) along with a slightly lower AC (which of course, only serves at mid-to-upper levels to slightly reduce the amount of Power Attack adjustment the enemies use). Against many foes, none of the Battledancer's drawbacks will really come into play. They'll Sneak Attack most everything to death in seconds.

I'd lower the rate of Sneak Attack advancement, give them Shield Proficiency, and give them something like 2 or 4 bonus skill points at 1st-level specifically to be spent on Balance, Bluff, Jump, and/or Tumble. At least that's the simplest solution I can come up with.
 

Thanks for the imput :)

At 1st-level, they give up 2 HP along with most armor and shield proficiencies, in exchange for Sneak Attack +1d6. Lame. They'll probably be 1-6 points behind on AC (depending on what Fighter you compare with; since the Battledancer won't use shields, best compare with a greatsword-wielding Fighter, in which case the AC difference will be 1-2 points initially). Their damage output will marginally increase at low levels, if at all, while their defense will suffer at least a bit for certain.
Hum... actually 2 hp and 2 points of AC behind the greatsword... (3rd level is the first level of SA)

I think that works as for "lowering" the SA progression... (your suggested fix).

By "Bonus skillpoints", would a +1 bonus every four level work instead?
 
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Proficiencies: Dagger, Punching Daggers, Rapier, Kukri, Sickle, Longsword, Scimitar, BattleAxe. That looks kinda crappy actually.

Skills: Bluff, Tumble, Balance, Climb, Perform, Jump, Escape Artist. Maybe More.

Good Ref. Bad Fort and Will

Level 1, 5, 9, 13, 17: Battle Dance. Each time battle dance is gained the battle dancer gains +1 dodge bonus that can be distributed any way the battle dancer wants. The Battle Dancer may not distribute these points if he is wearing armor or has a medium encumberance.

Level 4, 8, 12, 16, 20: The Battle Dancer gains +1 to Tumble, Balance, and Jump. Stacks.
Level 1, 6, 11, 16: The Battle Dancer gains +1d6 Sneak attack. However, the Battle Dancer
may only Sneak Attack enemies whom he is dodging with battle dance, and the sneak attack dice can not exceed the amount of dodge against that enemy. (If you're only dodging someone for 2, you can only sneak attack him for +2d6)

Level 1: Dash or Dodge
Level 2: Mobility or Combat Expertise
Level 6: Deadly Precision or Telling Blow
Level 9: Arterial Strike or Hamstring
Level 10: Improved Dance: Once per round when an opponent who the Battle Dancer has points in Battle Dance against misses the Battle Dancer with a Melee attack, the battle dancer may make an immediate Tumble check against DC= 25 + The rolled To Hit. If he suceeds he is moved behind that foe and may make an immediate sneak attack at his higest BAB. At Level 15 he may do this twice per round. At level 20 he may do this three time per round.
Level 15: The Battle Dancer gains +2 to AC against any foe he has struck with Sneak attack. Increases to +4 at 20th.

Notes: Battle Dance is declared at the beggining of your round. Battle Dancer counts as a rouge for the purpose of flanking foes with Uncanny. This might be real real imba. It seemed like he didn't get much at high levels, so I tacked on some wierd stuff.
 

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