CleverNickName
Limit Break Dancing (He/They)
So I am developing a "tropical island" themed campaign, and one of the things I wanted to incorporate was a fire dancer. My first attempt used the shadowdancer as a base for the class, and it sucked profoundly. I hope that this version, my second attempt, doesn't stink up the forum like the other one did.
Please critique and comment...the class seems a little too weak at the moment. Fire dancers are kind of like pirates and ninjas, everyone has their own idea of what one is and how they would be adapted to the game system. I am interested in as many suggestions and ideas as I can get.
-----
Fire Dancer (sucks-less version)
The concept for this class is based losely on the fire dancers of Polynesia. It is an agile, combat-based character with a handful of fire-based abilities.
Prerequisites:
To qualify for the Fire Dancer prestige class, a character must meet all of the following requirements:
Skills: Perform (dance) 10 ranks
Feats: Dodge, Endurance, Mobility
Class Skills: The Fire Dancer's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Int mod
Hit Dice: d8
Proficiencies: The Fire Dancer is proficient with all simple weapons. He is proficient with light armor, but not with shields.
Fire Dance (Su): A certain number of times per day, a fire dancer can begin a special dance that grants him supernatural powers and incredible agility. While in a Fire Dance, the character temporarily gains a +4 bonus to Dexterity and fire resistance 10, and any melee weapon held in his hand gains the flaming property. Unfortunately the dance requires the Fire Dancer to divide his attention, giving him a -2 penalty to armor class and all save throws.
While in a Fire Dance, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills except for Balance, Intimidate, Perform, and Tumble. He cannot use his Concentration skill, nor can he perform any action that requires patience or concentration (including the use of command word, spell trigger, or spell completion magic items). He may use any feat he has except for Combat Expertise, item creation feats, and metamagic feats. Weapons that are dropped or otherwise leave the Fire Dancer's hand immediately lose their flaming property, until the Fire Dancer picks them up again (even if the Fire Dancer continues to dance without them.)
A Fire Dance lasts for a number of rounds equal to 3 + 1/2 the character's Fire Dancer level, although a Fire Dancer may choose to end the dance prematurely. At the end of a dance, the fire dancer loses the special modifiers and restrictions and becomes fatigued for the duration of the current encounter.
A fire dancer must be wearing light armor or no armor to begin a Fire dance, and may dance only once per encounter. At 1st level, he can use the Fire Dance ability once per day. At 3rd level and every three levels thereafter, he can use it one additional time per day to a maximum of 4 times per day at 9th level. Beginning a dance takes no time itself, but the Fire Dancer can only begin dancing on his action.
Uncanny Dodge (Ex): Starting at 2nd level, a fire dancer retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Amaze (Ex): Fire dancers know how to draw and hold an audience, and crowds are always generous when watching the graceful and agile performer. While using his Fire Dance ability, the Fire Dancer gains a +10 competence bonus to all Perform (dance) checks.
Evasion (Ex): At 2nd level, a Fire Dancer gains evasion. If exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. The evasion ability can only be used if the fire dancer is wearing light armor or no armor.
Fire Eater (Su): The Fire Dancer has learned how to shrug off the effects of fire, and can amaze his audience by eating fire, walking across hot coals, and even igniting his own body, all without harm. At 4th level, the Fire Dancer gains fire immunity when in a Fire Dance.
Improved Uncanny Dodge (Ex): At 5th level, a fire dancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the fire dancer. The exception to this defense is that a rogue at least four levels higher than the fire dancer can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Fire Breath (Su): the Fire Dancer can dazzle his audience with fantastic bursts of flame from his mouth. While in a Fire Dance, the character may breathe fire as a standard action. The breath weapon takes the form of a 10' cone beginning immediately in front of the Fire Dancer. All within this area of effect take 1d6 points of fire damage per Fire Dancer level, with a Reflex save (DC = 10 + 1/2 Fire Dancer level + Fire Dancer's Constitution modifier) for half damage.
Fire Ailio (Su): An experienced Fire Dancer can create the largest, most intense flames from his torches that seem to explode in his hands. When in a Fire Dance, all weapons held by the Fire Dancer are considered to have the flaming burst property. This replaces (does not stack with) the flaming property that the Fire Dance grants.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A fire dancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.
Table: The Fire Dancer
Please critique and comment...the class seems a little too weak at the moment. Fire dancers are kind of like pirates and ninjas, everyone has their own idea of what one is and how they would be adapted to the game system. I am interested in as many suggestions and ideas as I can get.
-----
Fire Dancer (sucks-less version)
The concept for this class is based losely on the fire dancers of Polynesia. It is an agile, combat-based character with a handful of fire-based abilities.
Prerequisites:
To qualify for the Fire Dancer prestige class, a character must meet all of the following requirements:
Skills: Perform (dance) 10 ranks
Feats: Dodge, Endurance, Mobility
Class Skills: The Fire Dancer's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Int mod
Hit Dice: d8
Proficiencies: The Fire Dancer is proficient with all simple weapons. He is proficient with light armor, but not with shields.
Fire Dance (Su): A certain number of times per day, a fire dancer can begin a special dance that grants him supernatural powers and incredible agility. While in a Fire Dance, the character temporarily gains a +4 bonus to Dexterity and fire resistance 10, and any melee weapon held in his hand gains the flaming property. Unfortunately the dance requires the Fire Dancer to divide his attention, giving him a -2 penalty to armor class and all save throws.
While in a Fire Dance, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills except for Balance, Intimidate, Perform, and Tumble. He cannot use his Concentration skill, nor can he perform any action that requires patience or concentration (including the use of command word, spell trigger, or spell completion magic items). He may use any feat he has except for Combat Expertise, item creation feats, and metamagic feats. Weapons that are dropped or otherwise leave the Fire Dancer's hand immediately lose their flaming property, until the Fire Dancer picks them up again (even if the Fire Dancer continues to dance without them.)
A Fire Dance lasts for a number of rounds equal to 3 + 1/2 the character's Fire Dancer level, although a Fire Dancer may choose to end the dance prematurely. At the end of a dance, the fire dancer loses the special modifiers and restrictions and becomes fatigued for the duration of the current encounter.
A fire dancer must be wearing light armor or no armor to begin a Fire dance, and may dance only once per encounter. At 1st level, he can use the Fire Dance ability once per day. At 3rd level and every three levels thereafter, he can use it one additional time per day to a maximum of 4 times per day at 9th level. Beginning a dance takes no time itself, but the Fire Dancer can only begin dancing on his action.
Uncanny Dodge (Ex): Starting at 2nd level, a fire dancer retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Amaze (Ex): Fire dancers know how to draw and hold an audience, and crowds are always generous when watching the graceful and agile performer. While using his Fire Dance ability, the Fire Dancer gains a +10 competence bonus to all Perform (dance) checks.
Evasion (Ex): At 2nd level, a Fire Dancer gains evasion. If exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. The evasion ability can only be used if the fire dancer is wearing light armor or no armor.
Fire Eater (Su): The Fire Dancer has learned how to shrug off the effects of fire, and can amaze his audience by eating fire, walking across hot coals, and even igniting his own body, all without harm. At 4th level, the Fire Dancer gains fire immunity when in a Fire Dance.
Improved Uncanny Dodge (Ex): At 5th level, a fire dancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the fire dancer. The exception to this defense is that a rogue at least four levels higher than the fire dancer can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Fire Breath (Su): the Fire Dancer can dazzle his audience with fantastic bursts of flame from his mouth. While in a Fire Dance, the character may breathe fire as a standard action. The breath weapon takes the form of a 10' cone beginning immediately in front of the Fire Dancer. All within this area of effect take 1d6 points of fire damage per Fire Dancer level, with a Reflex save (DC = 10 + 1/2 Fire Dancer level + Fire Dancer's Constitution modifier) for half damage.
Fire Ailio (Su): An experienced Fire Dancer can create the largest, most intense flames from his torches that seem to explode in his hands. When in a Fire Dance, all weapons held by the Fire Dancer are considered to have the flaming burst property. This replaces (does not stack with) the flaming property that the Fire Dance grants.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A fire dancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, he takes only half damage even if he fails his saving throw.
Table: The Fire Dancer
Code:
LV BAT Fort Ref Will Special
--------------------------------------------------------------------
1 +0 +0 +2 +0 Fire Dance 1/day, Uncanny Dodge, Amaze
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Fire Dance 2/day
4 +3 +1 +4 +1 Fire Eater
5 +3 +1 +4 +1 Improved Uncanny Dodge
6 +4 +2 +5 +2 Fire Dance 3/day
7 +5 +2 +5 +2 Fire Ailio
8 +6 +2 +6 +2 Fire Breath
9 +6 +3 +6 +3 Fire Dance 4/day
10 +7 +3 +7 +3 Improved Evasion
Last edited: