Rachel
First Post
DANCER
Class Traits
---------------
Role: Controller. You weave in and out of the battlefield, an epitome of grace that beguiles and entrances your foes even as you sting them with pulsing waves of deadly magic and inflict debilitating statuses upon them. Your enemies can scarcely look away and are powerless to throw you from your rythmn. You lean towards striker as a secondary role.
Power Source: Arcane. You have an innate ability to cast magic through the undeniable power of your passionate movements.
Key Abilities: Charisma, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, sickle, katar, sling, shuriken.
Implements: Daggers, musical instruments (hand held percussion).
Bonus to Defense: +1 Ref, +1 Will
Hit Points at lst Level: 12
Hit Points gained per Level: 5
Healing Surges per day: 6
Trained Skills: Acrobatics. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Athletics (Str), Arcana (Int), Bluff (Cha), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Stealth (Dex), Thievery (Dex)
Class Features: Dancer State, Pyrotechnics
Dancer Class Features
-------------------------
Dancers have the following class features.
Dancer State
You may enter and leave the Rythmn of the Dance state at any time as a Free Action.
[Rythmn of the Dance]
While in this state, you dance about gracefully, turning, whirling and shifting to the melody in your mind and the passion in your soul. As you do so, you move at -2 your normal rate of speed but gain a +2 power bonus to both AC and Reflex defenses while wearing no or light armor. If you enter this state in a social setting as part of a performance,you gain a +2 power bonus to any Bluff and Diplomacy checks you make during or immediately after the performance.
Any Dancer power you possess may be used while in the Rythmn of the Dance state (unless otherwise noted).
Pyrotechnics
As an entertainer, you have mastered the ability to enhance your shows with magical prestidigations that can also harm those who would threaten you and your allies.
[Starduster]
Pausing in your dance, you strike a graceful but stern pose and unleash a spiraling display of shimmering stars at your foe.
At-Will- Arcane, Implement, Psychic
Standard Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage
This damage increases to 2d6 + Charisma modifier at level 21.
Special: Counts as a basic ranged attack.
[Showstopper]
Spinning about like a top, bursts of shining stars are flung about you striking down all who mean you harm.
At-Will- Arcane, Implement, Psychic
Standard Close burst 2
Target: All enemies in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier damage
This damage increases to 2d4 + Cha mod at level 21.
Special: Can only be used while in the Rythmn of the Dance state.
Implements:
Dancers wield daggers to channel their arcane power. When you wield a magic dagger you can add it's enhancement bonus to the attack rolls and the damage rolls of dancer powers and dancer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Some magical instruments, particularly hand percussion (tamborine, maraccas, triangle) may also be used as implements by the dancer.
Creating a Dancer
--------------------
Charisma and Dexterity are the most important ability scores for a dancer. Intelligence or Wisdom is a good third choice.
You may choose any powers you like, but many dancers choose feats, skills, and powers to complement their build choice.
Affliction Dancer
Your love of dance and natural affinity for rythmic movement manifests itself in mesmerizing undulations that confuse and distract.
Suggested Class Feature: Dancer State, Pyrotechnics
Suggested Feat: Alertness, Escape Artist, or Perpetual Motion (new)
Suggested Skills: Arcana, Bluff, Diplomacy, Insight
Suggested At-Will Powers: Dance of Darkening Night, Shadow Sniping
Suggested Encounter Power: Dance of Serpent's Pleasure
Suggested Daily Power: Dance of the Lost
Whirlwind Dancer
Your love of dance and natural affinity for rythmic movement is merely a means to set-up your foes for swift and unexpected reprisals.
Suggested Class Feature: Dancer State, Pyrotechnics
Suggested Feat: Combat Reflexes, Defensive Mobility, Perpetual Motion
Suggested Skills: Arcana, Athletics, Perception, Stealth
Suggested At-Will Powers: Dance of Thundering Waterfall, Elite Blade
Suggested Encounter Power: Dance of Desert's Heat
Suggested Daily Power: Tempest Field
Level 1 At-Will Steps
---------------------------
[Dance of Darkening Night]
The light, swift steps of your dancing bewilder foes then explode in a torrent of arcane energy.
At-Will- Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: Charisma modifier damage, and the target is slowed until the end of your next turn.
Level 21: 1d10 + Charisma modifier psychic damage.
[Dance of Thundering Waterfall]
The wide sweeping circular motions of this dance fling your enemies back with a wave of arcane energy.
At-Will- Arcane, Force, Implement
Standard Action Close blast 3
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier force damage, and you push the target a number of squares equal to your Wisdom or Intelligence modifier (whichever is higher).
Increase damage to 2d6 + Charisma modifier at 21st level.
[Elite Blade]
You take a perfectly executed step while assaulting your foe with a lightning-fast blade strike that forces it to move, too.
At-Will- Martial, Implement, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.
Increase damage to 2[W] + Dexterity modifier at 21st level.
[Shadow Sniping]
You stand back and pick off targets disoriented by your dancing and your allies harried attacks.
At-Will- Implement, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Charisma +2 vs. AC
Hit: 1[W] damage
Increase damage to 2[W] damage at 21st level.
Level 1 Encounter Steps
------------------------------
[Cryonic Allusion]
Suddenly, your foe is overwhelmed by the sensation of biting cold and cannot bring themself to move.
Encounter- Arcane, Cold, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
[Dance of Serpent's Pleasure]
You catch the eye of one particular foe and fully draw it's attention with sensuous, snake-like movements. Despite their pain, they cannot look away.
Encounter- Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Requirement: Must be in the Rythmn of the Dance state.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier psychic damage and the target is dazed until the end of your next turn.
Increase damage to 4d8 + Charisma modifier at 21st level.
[Dance of Desert's Heat]
As you dance about, hands held high, the skin of your foes burns with arcanic fire that makes fighting diffcult.
Encounter- Arcane, Charm, Fire, Implement
Standard Action Area burst 1 within 10 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier fire damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
[Strike Choreography]
With dancer's grace unmatched, you smoothly engage a foe with a deft strike from your weapon as you reposition yourself.
Encounter- Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Dexterity modifier either before or after the attack.
Attack: Charisma vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Charisma modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Level 1 Daily Steps
------------------------
[Circle of Life]
As you lash out at your foe with a brilliant white-hot beam, you take their life even as yours renews, following the grand circle of life.
Daily- Arcane, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: You can spend a healing surge.
[Dance of the Dead]
The haunting pattern of your steps and the sweeping motions of your arms cause your foes to grow tired and weary.
Daily- Arcane, Implement, Necrotic
Standard Action Area burst 2 within 20 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier necrotic damage and the target is weakened until the end of your next turn.
[Dance of the Lost]
Distracted by the swift tempo of your steps and gyrations, your enemies lose speed and focus, making them easy targets.
Daily- Arcane, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + Charisma modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + Charisma modifier radiant damage, and the target grants combat advantage until the end of your next turn.
[Tempest Field]
Gale force winds radiate from your furiously twirling form, lending you strength and punishing foolish foes with mighty blasts of air.
Daily- Arcane, Cold
Standard Action Personal
Requirement: Must be in the Rythmn of the Dance state.
Effect: You gain temporary hit points to 10 + your Intelligence or Wisdom modifier (whichever is higher). Until the end of your next turn, any enemy that attacks you is knocked prone.
Level 2 Utility Steps
----------------------------
forthcoming....
PARAGON PATHS
----------------------------
Idol
This dancer's immense popularity as a master of the entertainment arts has grown throughout the civilized world and may soon reach even beyond, perhaps even to other planes of existence.
Mimic
Mimics are true masters of motion, able to performing astonishing feats of mimicry wherein they can study then near perfectly emulate the actions of their allies and even, their enemies.
Shadowdancer
The shadowdancer is so swift and so elusive that they become like shadows in the twilight, always in motion, a blur to the eye and glimpsed so briefly they seem only a figment of one's imagination.
DANCER FEATS
-------------------
[Perpetual Motion]
Prerequisite: Must be of the dancer class.
Whenever a foe misses you with a melee attack, you may shift one square as an immediate reaction.
more forthcoming....
Class Traits
---------------
Role: Controller. You weave in and out of the battlefield, an epitome of grace that beguiles and entrances your foes even as you sting them with pulsing waves of deadly magic and inflict debilitating statuses upon them. Your enemies can scarcely look away and are powerless to throw you from your rythmn. You lean towards striker as a secondary role.
Power Source: Arcane. You have an innate ability to cast magic through the undeniable power of your passionate movements.
Key Abilities: Charisma, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, sickle, katar, sling, shuriken.
Implements: Daggers, musical instruments (hand held percussion).
Bonus to Defense: +1 Ref, +1 Will
Hit Points at lst Level: 12
Hit Points gained per Level: 5
Healing Surges per day: 6
Trained Skills: Acrobatics. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Athletics (Str), Arcana (Int), Bluff (Cha), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Stealth (Dex), Thievery (Dex)
Class Features: Dancer State, Pyrotechnics
Dancer Class Features
-------------------------
Dancers have the following class features.
Dancer State
You may enter and leave the Rythmn of the Dance state at any time as a Free Action.
[Rythmn of the Dance]
While in this state, you dance about gracefully, turning, whirling and shifting to the melody in your mind and the passion in your soul. As you do so, you move at -2 your normal rate of speed but gain a +2 power bonus to both AC and Reflex defenses while wearing no or light armor. If you enter this state in a social setting as part of a performance,you gain a +2 power bonus to any Bluff and Diplomacy checks you make during or immediately after the performance.
Any Dancer power you possess may be used while in the Rythmn of the Dance state (unless otherwise noted).
Pyrotechnics
As an entertainer, you have mastered the ability to enhance your shows with magical prestidigations that can also harm those who would threaten you and your allies.
[Starduster]
Pausing in your dance, you strike a graceful but stern pose and unleash a spiraling display of shimmering stars at your foe.
At-Will- Arcane, Implement, Psychic
Standard Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage
This damage increases to 2d6 + Charisma modifier at level 21.
Special: Counts as a basic ranged attack.
[Showstopper]
Spinning about like a top, bursts of shining stars are flung about you striking down all who mean you harm.
At-Will- Arcane, Implement, Psychic
Standard Close burst 2
Target: All enemies in burst
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier damage
This damage increases to 2d4 + Cha mod at level 21.
Special: Can only be used while in the Rythmn of the Dance state.
Implements:
Dancers wield daggers to channel their arcane power. When you wield a magic dagger you can add it's enhancement bonus to the attack rolls and the damage rolls of dancer powers and dancer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Some magical instruments, particularly hand percussion (tamborine, maraccas, triangle) may also be used as implements by the dancer.
Creating a Dancer
--------------------
Charisma and Dexterity are the most important ability scores for a dancer. Intelligence or Wisdom is a good third choice.
You may choose any powers you like, but many dancers choose feats, skills, and powers to complement their build choice.
Affliction Dancer
Your love of dance and natural affinity for rythmic movement manifests itself in mesmerizing undulations that confuse and distract.
Suggested Class Feature: Dancer State, Pyrotechnics
Suggested Feat: Alertness, Escape Artist, or Perpetual Motion (new)
Suggested Skills: Arcana, Bluff, Diplomacy, Insight
Suggested At-Will Powers: Dance of Darkening Night, Shadow Sniping
Suggested Encounter Power: Dance of Serpent's Pleasure
Suggested Daily Power: Dance of the Lost
Whirlwind Dancer
Your love of dance and natural affinity for rythmic movement is merely a means to set-up your foes for swift and unexpected reprisals.
Suggested Class Feature: Dancer State, Pyrotechnics
Suggested Feat: Combat Reflexes, Defensive Mobility, Perpetual Motion
Suggested Skills: Arcana, Athletics, Perception, Stealth
Suggested At-Will Powers: Dance of Thundering Waterfall, Elite Blade
Suggested Encounter Power: Dance of Desert's Heat
Suggested Daily Power: Tempest Field
Level 1 At-Will Steps
---------------------------
[Dance of Darkening Night]
The light, swift steps of your dancing bewilder foes then explode in a torrent of arcane energy.
At-Will- Arcane, Implement, Psychic
Standard Action Area burst 1 within 10 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: Charisma modifier damage, and the target is slowed until the end of your next turn.
Level 21: 1d10 + Charisma modifier psychic damage.
[Dance of Thundering Waterfall]
The wide sweeping circular motions of this dance fling your enemies back with a wave of arcane energy.
At-Will- Arcane, Force, Implement
Standard Action Close blast 3
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier force damage, and you push the target a number of squares equal to your Wisdom or Intelligence modifier (whichever is higher).
Increase damage to 2d6 + Charisma modifier at 21st level.
[Elite Blade]
You take a perfectly executed step while assaulting your foe with a lightning-fast blade strike that forces it to move, too.
At-Will- Martial, Implement, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier damage. You shift 1 square and slide the target 1 square into the space you occupied.
Increase damage to 2[W] + Dexterity modifier at 21st level.
[Shadow Sniping]
You stand back and pick off targets disoriented by your dancing and your allies harried attacks.
At-Will- Implement, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Charisma +2 vs. AC
Hit: 1[W] damage
Increase damage to 2[W] damage at 21st level.
Level 1 Encounter Steps
------------------------------
[Cryonic Allusion]
Suddenly, your foe is overwhelmed by the sensation of biting cold and cannot bring themself to move.
Encounter- Arcane, Cold, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is immobilized until the end of your next turn.
[Dance of Serpent's Pleasure]
You catch the eye of one particular foe and fully draw it's attention with sensuous, snake-like movements. Despite their pain, they cannot look away.
Encounter- Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Requirement: Must be in the Rythmn of the Dance state.
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier psychic damage and the target is dazed until the end of your next turn.
Increase damage to 4d8 + Charisma modifier at 21st level.
[Dance of Desert's Heat]
As you dance about, hands held high, the skin of your foes burns with arcanic fire that makes fighting diffcult.
Encounter- Arcane, Charm, Fire, Implement
Standard Action Area burst 1 within 10 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier fire damage and the target takes a -2 penalty to attack rolls until the end of your next turn.
[Strike Choreography]
With dancer's grace unmatched, you smoothly engage a foe with a deft strike from your weapon as you reposition yourself.
Encounter- Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can shift a number of squares equal to 1 + your Dexterity modifier either before or after the attack.
Attack: Charisma vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 2[W] + Charisma modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).
Level 1 Daily Steps
------------------------
[Circle of Life]
As you lash out at your foe with a brilliant white-hot beam, you take their life even as yours renews, following the grand circle of life.
Daily- Arcane, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier radiant damage.
Miss: Half damage.
Effect: You can spend a healing surge.
[Dance of the Dead]
The haunting pattern of your steps and the sweeping motions of your arms cause your foes to grow tired and weary.
Daily- Arcane, Implement, Necrotic
Standard Action Area burst 2 within 20 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each enemy creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier necrotic damage and the target is weakened until the end of your next turn.
[Dance of the Lost]
Distracted by the swift tempo of your steps and gyrations, your enemies lose speed and focus, making them easy targets.
Daily- Arcane, Implement, Radiant
Standard Action Area burst 1 within 20 squares
Requirement: Must be in the Rythmn of the Dance state.
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + Charisma modifier radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + Charisma modifier radiant damage, and the target grants combat advantage until the end of your next turn.
[Tempest Field]
Gale force winds radiate from your furiously twirling form, lending you strength and punishing foolish foes with mighty blasts of air.
Daily- Arcane, Cold
Standard Action Personal
Requirement: Must be in the Rythmn of the Dance state.
Effect: You gain temporary hit points to 10 + your Intelligence or Wisdom modifier (whichever is higher). Until the end of your next turn, any enemy that attacks you is knocked prone.
Level 2 Utility Steps
----------------------------
forthcoming....
PARAGON PATHS
----------------------------
Idol
This dancer's immense popularity as a master of the entertainment arts has grown throughout the civilized world and may soon reach even beyond, perhaps even to other planes of existence.
Mimic
Mimics are true masters of motion, able to performing astonishing feats of mimicry wherein they can study then near perfectly emulate the actions of their allies and even, their enemies.
Shadowdancer
The shadowdancer is so swift and so elusive that they become like shadows in the twilight, always in motion, a blur to the eye and glimpsed so briefly they seem only a figment of one's imagination.
DANCER FEATS
-------------------
[Perpetual Motion]
Prerequisite: Must be of the dancer class.
Whenever a foe misses you with a melee attack, you may shift one square as an immediate reaction.
more forthcoming....
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