Sparta Kerleon
First Post
So I was reading the Lancer thread (haven't we all been?) and looking at OA's Blade Dancer, and thought, "Hmm, I don't think I could talk anyone into letting me use that class as is in 3.5 -- much less psionically."
Which is a shame, because even considered separately from the whole Lance thing, there aren't many classes like it (speed and bounciness bonuses), and it could probably use an updating. And I thought, well, why not? I have some spare time, I can at least do up a first draft...
It ended up not being very Dragoon-like at all, which in retrospect is probably a good thing.
Suggestions, comments, non-Adamsian/Pratchettian/Pythonian flavor text, and general ripping of my logic to shreds is welcome.
--
Blade Dancer
Prerequisites:
Class Skills: Balance, Climb, Craft(*), Handle Animal, Jump, Profession(*), Ride, Tumble. (2 + Int mod) skill points per level.
Class Features:
--
About alignment
If anyone has an explanation for why the original class had a 'lawful' restriction, I'd be interested to hear it.
About fast movement
The original Blade Dancer's fast movement was ... somewhat idiosyncratic: Medium races gained the movement progressions shown here, but Small races only gained +20' at first level (scaling up to +40' by 10th), and ratlings (a species with a base speed of 40 ft.) gained +40' at first level, scaling up to +80'.
Taking into account The 3.5 Lesson ("multipliers are bad"), I went ahead and made the bonus to speed flat. Even then, this was a little much -- the speed increase is equivalent to a monk's -- so I scrapped the armor capabilities, too. (Even light armor is just too good for a character with that sort of speed.)
The monk gets only 3/4 BAB, but the blade dancer does not get Flurry of Blows, a Wisdom bonus to AC, good Fort/Will saves, Evasion, or most of the various other random shinies; so this is proooooobably about right. I think.
About acrobatic attack
Although acrobatic attack, as written, requires a Jump check, it is mathematically impossible for a Blade Dancer to ever fail it (barring Dexterity damage and heavy circumstance penalties). This is equally true in both 3.0 and 3.5. Reparative suggestions are more than welcome.
About enchanted blade
The enchanted blade ability is the blade dancer's other shiny. (Without it they're basically just a Gummi Bear.) Continuing the theme of balancing the class against the monk, it's kind of a parallel to the monk's ki strike. One of the original goals was to have the blade-dancer be usable with psionic flavor, and I think the replacement ability list should work fairly well. Anyone with warlock-style, truename, shadow, binding, or other types of magic will hafta work out a table with their own DMs, though.
Bane was left at +2, instead of moving to 3.5's +1, because the blade-dancer can tailor the bane to her targets. In general this makes it much, much more useful than a normal bane-weapon, even if it's only baneful once a day. However, the ki strike ability is always on: should this be (class level / 2) times per day instead?
I'm also leaning toward enchanted blade being (Sp) instead, anyway -- that would allow it to provoke an AoO, which is probably fair.
About ride the wind
If you happen to have the original in front of you to compare it to, you can probably tell from how I've reorganized the class abilities that I'm a member of the 'something shiny at every level' school of thought. And I had a gaping blank spot in 8th level, so in it went, unchanged.
However, this seems particularly out of place for psionic characters, so it should probably be something sui generis, rather than a copy of an existing spell. Perhaps remove the limit of the mount's Jump modifier when making a Ride check to Leap, or allow Spur Mount to increase the mount's speed somehow without damage? I'm not very familiar with the Ride skill, though, so I'm not sure how balanced that sort of thing would be.
Which is a shame, because even considered separately from the whole Lance thing, there aren't many classes like it (speed and bounciness bonuses), and it could probably use an updating. And I thought, well, why not? I have some spare time, I can at least do up a first draft...
It ended up not being very Dragoon-like at all, which in retrospect is probably a good thing.
Suggestions, comments, non-Adamsian/Pratchettian/Pythonian flavor text, and general ripping of my logic to shreds is welcome.
--
Blade Dancer
Prerequisites:
- BAB: +7
- Skills: Jump 12, Tumble 12
- Feats: Dodge, Mobility, Spring Attack
- Special: Weapon Focus, for some martial melee weapon.
- Spells: Spellcasting ability of any plausible sort (arcane, divine, warlock, shadow, psionic...)
Class Skills: Balance, Climb, Craft(*), Handle Animal, Jump, Profession(*), Ride, Tumble. (2 + Int mod) skill points per level.
Class Features:
- Hit Die: d8.
- BAB/Saves: Full BAB (as fighter), good Reflex.
- Weapon and Armor Proficiency: Proficient with all simple and martial weapons. All class features except the enchanted blade series become unavailable when carrying a medium or heavy load, or when wearing any armor.
- Fast Movement (Su): At first level, a blade dancer receives a +30' bonus to her base speed. At fourth level and every three levels thereafter, this bonus increases by +10'.
- Acrobatics (Su): At first level, a blade dancer receives a +4 competence bonus to Balance, Jump, and Tumble checks. This bonus increases by +4 at every odd-numbered level thereafter. Furthermore, a blade dancer may take 10 on these checks even when circumstances would normally prevent her from doing so.
- Enchanted Blade I (Su): At 2nd level, a blade dancer can temporarily grant her weapon (a melee weapon she wields and possesses the Weapon Focus feat for) a +1 special weapon ability from any of those listed below on Table X-1a. This may be done for 1 minute per level, once per day.
- The DM may rule that some weapon abilities are inappropriate, or that additional weapon abilities are appropriate, depending on the source of the character's spellcasting ability and/or what splatbooks are in play. Table X-1b has beem provided as a suggested alternate for blade-dancers who qualify for the class due to power-manifestation rather than classical spellcasting.
- Acrobatic Attack (Ex): (Presently unchanged from the OA text: essentially, +2 to attack and damage rolls after a jump.)
- Enchanted Blade II (Su): At 6th level, a blade dancer can temporarily grant her weapon up to +2 worth of weapon abilities (a single +2, or two +1) from those listed on Table X-1a.
- Ride the wind (Sp): Air walk 1/day.
- Enchanted Blade III (Su): At 10th level, a blade dancer can temporarily grant her weapon up to +3 worth of weapon abilities (a single +3, one +2 and one +1, etc.) from those listed on Table X-1a.
Code:
[b]Table X-1a:[/b] [i]Enchanted Blade[/i] Weapon Abilities: Arcane/Divine
+1: defending, flaming, frost, shock, thundering, ghost touch
+2: bane[1], disruption, flaming burst, icy burst, shocking burst, wounding
+3: speed
[1] Bane is ordinarily a +1 ability, but counts as +2 for the
[i]enchanted blade[/i] class feature.
[b]Table X-1b:[/b] Enchanted Blade Weapon Abilities: Psionic
+1: dissipater, lucky, psychokinetic, parrying[1], sundering
+2: collision, mindcrusher, psychokinetic burst, suppression
+3: soulbreaker
[1] This ability is ordinarily GP-priced, but counts as a +1 ability for the
[i]enchanted blade[/i] class feature.
[b]Table X-2:[/b] The Blade Dancer
Level BAB Fort Refl Will Special
1st +0 +0 +2 +0 Fast movement (+30'), acrobatics (+4)
2nd +1 +0 +3 +0 Enchanted blade I
3rd +2 +1 +3 +1 Acrobatics (+8)
4th +3 +1 +4 +1 Fast movement (+40')
5th +3 +1 +4 +1 Acrobatics (+12), acrobatic attack
6th +4 +2 +5 +2 Enchanted blade II
7th +5 +2 +5 +2 Fast movement (+50'), acrobatics (+16)
8th +6 +2 +6 +2 Ride the wind
9th +6 +3 +6 +3 Acrobatics (+20)
10th +7 +3 +7 +3 Fast movement (+60'), enchanted blade III
--
About alignment
If anyone has an explanation for why the original class had a 'lawful' restriction, I'd be interested to hear it.
About fast movement
The original Blade Dancer's fast movement was ... somewhat idiosyncratic: Medium races gained the movement progressions shown here, but Small races only gained +20' at first level (scaling up to +40' by 10th), and ratlings (a species with a base speed of 40 ft.) gained +40' at first level, scaling up to +80'.
Taking into account The 3.5 Lesson ("multipliers are bad"), I went ahead and made the bonus to speed flat. Even then, this was a little much -- the speed increase is equivalent to a monk's -- so I scrapped the armor capabilities, too. (Even light armor is just too good for a character with that sort of speed.)
The monk gets only 3/4 BAB, but the blade dancer does not get Flurry of Blows, a Wisdom bonus to AC, good Fort/Will saves, Evasion, or most of the various other random shinies; so this is proooooobably about right. I think.
About acrobatic attack
Although acrobatic attack, as written, requires a Jump check, it is mathematically impossible for a Blade Dancer to ever fail it (barring Dexterity damage and heavy circumstance penalties). This is equally true in both 3.0 and 3.5. Reparative suggestions are more than welcome.
About enchanted blade
The enchanted blade ability is the blade dancer's other shiny. (Without it they're basically just a Gummi Bear.) Continuing the theme of balancing the class against the monk, it's kind of a parallel to the monk's ki strike. One of the original goals was to have the blade-dancer be usable with psionic flavor, and I think the replacement ability list should work fairly well. Anyone with warlock-style, truename, shadow, binding, or other types of magic will hafta work out a table with their own DMs, though.
Bane was left at +2, instead of moving to 3.5's +1, because the blade-dancer can tailor the bane to her targets. In general this makes it much, much more useful than a normal bane-weapon, even if it's only baneful once a day. However, the ki strike ability is always on: should this be (class level / 2) times per day instead?
I'm also leaning toward enchanted blade being (Sp) instead, anyway -- that would allow it to provoke an AoO, which is probably fair.
About ride the wind
If you happen to have the original in front of you to compare it to, you can probably tell from how I've reorganized the class abilities that I'm a member of the 'something shiny at every level' school of thought. And I had a gaping blank spot in 8th level, so in it went, unchanged.
However, this seems particularly out of place for psionic characters, so it should probably be something sui generis, rather than a copy of an existing spell. Perhaps remove the limit of the mount's Jump modifier when making a Ride check to Leap, or allow Spur Mount to increase the mount's speed somehow without damage? I'm not very familiar with the Ride skill, though, so I'm not sure how balanced that sort of thing would be.