Shadowdancer Variant: The Fire Dancer

CleverNickName

Limit Break Dancing (He/They)
The Shadowdancer prestige class is versatile enough to allow a lot of unique variants that are full of game flavor, but don't require a lot of work. There were some comments in my other two Shadowdancer variants (Sand Dancer, Rain Dancer) regarding the possibility of a "fire" dancer. The idea was to create a fantasy warrior version of Polynesian fire dancers: nimble, tumbling fighter-types with a penchant for pyromania.

Since I am rather bored at the moment, I thought I would take a shot at it. Please let me know what you think, and offer any suggestions and feedback that come to mind. I did this one in about twenty minutes, so I'm sure it needs a lot of polish.

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EDIT: On second thought, it needs more than polish. It needs Maaco. :\


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Fire Dancer (Shadowdancer variant)(for smootrk)
As I stated above, the concept for this class a graceful, agile fighter who specializes in the use of flaming weapons. The concept is modeled after the traditional fire dancers of Samoa, Hawaii, and Fiji.

This class will be as the Shadowdancer, except as noted:

Hit Dice: same as Shadowdancer

Requirements: same as Shadowdancer

Class Skills: same as Shadowdancer

Skills per level: same as Shadowdancer


Weapon and Armor Proficiencies: The Fire Dancer is proficient with all simple weapons. He is not proficient with any armor or shield.


Fire Dance (Su): As a standard action, the Fire Dancer may shroud any melee weapon he holds with bright yellow flames. The weapon becomes a +1 flaming weapon, dealing +1d6 points of fire damage on a successful hit. The weapon continues to flame for one minute per class level, or until the weapon is no longer held in hand. The Fire Dancer may use this ability a number of times per day equal to 3 + his Charisma modifier (minimum 3/day.)


Hide in Plain Sight (Su): this ability functions exactly as the shadowdancer's ability of the same name, except that the Fire Dancer must be within 10 feet of any kind of fire or smoke.


Evasion (Ex): same as Shadowdancer


Fire Eater (Su): At 2nd level, the Fire Dancer gains fire resistance 5. This ability replaces the shadowdancer's Darkvision ability.


Uncanny Dodge (Ex): same as Shadowdancer


Smoke illusion (Sp): When a Fire Dancer reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image, except the Fire Dancer may include the smell of smoke or brimstone in the illusion if he desires. Depending on the situation, this could grant up to a +2 competence bonus to the save DC to resist the illusion, at the DM's discretion. This ability may be used once per day.


Summon Mephit (Su): as the shadowdancer's Summon Shadow ability, except that the Fire Dancer summons a steam mephit instead of a shadow. This ability replaces the shadowdancer's Summon Shadow ability.


Fire Jump (Su): as the shadowdancer's Shadow Jump ability, except the Fire Dancer must begin and end his movement in an area with at least some fire or smoke. This ability replaces the shadowdancer's Shadow Jump ability.


Defensive roll (Ex): same as Shadowdancer


Improved Uncanny Dodge (Ex): same as Shadowdancer


Slippery Mind (Ex): same as Shadowdancer


Fire Ailao (Su): At 7th level, the Fire Dancer's flaming weapons become more intense. When using his Fire Dance ability, any melee weapon he holds becomes a +1 flaming burst weapon. This ability replaces (does not stack with) the Fire Dance ability.


Improved Evasion (Ex): same as Shadowdancer

Code:
Lv   BAT   Fort   Ref  Will   Special
-------------------------------------------------------------------------
1    +0     +0    +2    +0    Hide in plain sight, Fire Dance
2    +1     +0    +3    +0    Evasion, Fire Eater, uncanny dodge
3    +2     +1    +3    +1    Smoke illusion, summon mephit
4    +3     +1    +4    +1    Fire jump 20 ft.
5    +3     +1    +4    +1    Defensive roll, improved uncanny dodge
6    +4     +2    +5    +2    Fire jump 40 ft., summon mephit (+2 HD)
7    +5     +2    +5    +2    Slippery mind, Fire Ailao
8    +6     +2    +6    +2    Fire jump 80 ft.
9    +6     +3    +6    +3    Summon mephit (+2 HD)
10   +7     +3    +7    +3    Fire jump 160 ft., improved evasion
 
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Why did you pick steam mephit? I would think Fire or Magma, assuming you are still thinking in terms of Polynesian (and thus volcano concept) for the dancer type. Overall, it does seem to be roughly equivalent to Shadow Dancer.
 

smootrk said:
Why did you pick steam mephit? I would think Fire or Magma, assuming you are still thinking in terms of Polynesian (and thus volcano concept) for the dancer type. Overall, it does seem to be roughly equivalent to Shadow Dancer.
It seemed more useful in the long run. Walking around with a flaming pet could be a bit of a fire hazard, and could call too much attention to itself. Steam still had the [Fire] subtype, and seemed a little more "roguey."

But you are right, magma or fire would be good choices as well...especially for Fire Dancers who themselves are made out of fire (Magmin Fire Dancer, for example.)
 
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CleverNickName said:
Fire Dance (Su): As a standard action, the Fire Dancer may shroud any melee weapon he holds with bright yellow flames. The weapon becomes a +1 flaming weapon, dealing +1d6 points of fire damage on a successful hit. The weapon continues to flame for one minute per class level, or until the weapon is no longer held in hand. The Fire Dancer may use this ability a number of times per day equal to 3 + his Charisma modifier (minimum 3/day.)
I'd use something that stacks with regular flaming weapons (perhaps just "+1d6 fire damage with melee, stacks with flaming").

Otherwise, a fire dancer will either waste an ability (if he gets a regular flaming weapon) or be less fiery that some guy who just happens to have a flaming weapon, since that guy's weapon works all the time, rather than just a couple of time per day.

Hide in Plain Sight (Su): this ability functions exactly as the shadowdancer's ability of the same name, except that the Fire Dancer must be within 10 feet of any kind of fire or smoke.
Does a flaming weapon count? :]

Fire Eater (Su): At 2nd level, the Fire Dancer gains fire resistance 5. This ability replaces the shadowdancer's Darkvision ability.
I think this should scale with levels. Darkvision is (about) equally useful regardless of levels. Fire resistance 5 is nice at low levels, but at high levels, if you're facing fire-wielding opponents, you'll need better resistance or outright immunity (and can get them easily from spells, which means the ability doesn't get used).

BTW, I must use this opportunity to pimp my Class Acts article in Dragon #354: it uses CAdv ninja as the Air ninja, and offers alternatives for Earth, Fire and Water ninjas. Very similar to what you've done here with the ninja shadowdancer.
 


CleverNickName said:
Hide in Plain Sight (Su): this ability functions exactly as the shadowdancer's ability of the same name, except that the Fire Dancer must be within 10 feet of any kind of fire or smoke.

I'm not sure that this quite 'fits' the concept. Perhaps change it to a 3/day use of Pyrotechnics (spell)

I also think Magma mephit or perhaps even Magmin is a better summon than steam elemental
 

I don't think hiding is the right mechanic for fire. A miss chance due to being on fire (bright light and smoke) could be better. I'm thinking that a Martial Adept class could do this better, thanks to synergy with the Desert Wind school.

Fire Dancer

Prereqs:
BAB +4
Perform (dance) 8, Tumble 8
Desert Wind Dodge, Mobility, Spring Attack
One Desert Wind strike and one Desert Wind stance

Benefits:
HD: d8
BAB: Full (as Fighter)
Good Save: Reflex
Skills: 6 + Int -- Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Code:
        Maneuvers[u]
Level   K / R / S   Special Abilities:[/u]
1       1   -   -   Skirmish (bright blur), Smokesight, Firedance
2       1   1   -   Skirmish +1d6 fire, Uncanny Dodge
3       1   -   1   Firestride
4       1   1   -   Skirmish +1d6 fire, AC +1

Maneuvers: You may learn new maneuvers and stances from the Desert Wind school only. Initiator levels stack, blah blah blah.

Skirmish (Su): When you move at least 10 ft. you gain certain benefits which last until your next action.

At 1st level, mystical flames surround you, granting you the effect of light and blur (opponents suffer a 20% miss chance). You may suppress this effect at your option.

At 2nd level, your melee attacks deal an extra +1d6 fire damage.

At 4th level, you gain a +1 dodge bonus to AC.

Smokesight (Ex): You see through smoke (but not water-based fog, including acid fog).

Firedance (Ex): Perform (dance) is considered a class skill for all future classes. You may substitute a Perform (dance) check for any Tumble check or feat prerequisite, including for the effects of maneuvers in the Desert Wind school.

Uncanny Dodge (Ex): Like the Barbarian class feature. If you already have it, you instead gain Improved Uncanny Dodge.

Firestride (Su): If you succeed on a Reflex saving throw against any area effect that deals fire damage, you may instantly transport yourself to any point within that effect's area. This is a supernatural [Teleportation] ability, and it counts as movement for the purpose of your Skirmish ability.


- - -

I love the idea of a bunch of these guys in melee with the PCs using Flame's Blessing stance, and a pyromaniac Sorcerer fireballing them every round... :]

Cheers, -- N
 

Yeah...like I said, I wrote this in about twenty minutes. So I imagined that there would be a lot of mistakes.

smootrk said:
Why did you pick steam mephit? I would think Fire or Magma, assuming you are still thinking in terms of Polynesian (and thus volcano concept) for the dancer type. Overall, it does seem to be roughly equivalent to Shadow Dancer.
This seems to be the popular opinion. I don't have a problem with fire or magma; I just thought it would be more...I mean, it would be easier to, oh nevermind. Fire it is. :D

jasin said:
I'd use something that stacks with regular flaming weapons (perhaps just "+1d6 fire damage with melee, stacks with flaming").

Otherwise, a fire dancer will either waste an ability (if he gets a regular flaming weapon) or be less fiery that some guy who just happens to have a flaming weapon, since that guy's weapon works all the time, rather than just a couple of time per day.
Remember that this ability applies to any weapon the Fire Dancer is wielding...which is handy if his 133t supa flaming sword gets sundered or stolen, or if you need bludgeoning or slashing to bypass the damage reduction on a particularly nasty opponent. Your average guy who owns a flaming weapon can't transfer his flaming enhancement to a more convenient weapon like the Fire Dancer can...that is a huge advantage.

As for making the fire damage stack with other flaming weapon damage, no can do. My advice would be to forget about stacking flaming damage with even more flaming damage, and to try to find ways of stacking the Fire Dancer's flaming weapon with other damage types...frost or shocking, for example. And don't forget that this ability, as-written, will allow the character to boost a powerful magic item beyond the maximum power level...the ability to make a flaming vorpal longsword +5 (a total bonus of +11, which is impossible to do under the SRD rules for magic item creation) for example.

All that to say, I think the Fire Dance ability is plenty powerful as-is.

jasin said:
I think this should scale with levels. Darkvision is (about) equally useful regardless of levels. Fire resistance 5 is nice at low levels, but at high levels, if you're facing fire-wielding opponents, you'll need better resistance or outright immunity (and can get them easily from spells, which means the ability doesn't get used).
It's simple enough to scale it with level...my goal was to make the Fire Dancer immune to normal fire, not necessarily against infernal, elemental, or magical fires. (shrug) But I don't see it being a deal-breaker, though. I'll make the fire resistance scale in the formal write-up...thanks for the tip!


Tonguez said:
I'm not sure that this quite 'fits' the concept. Perhaps change it to a 3/day use of Pyrotechnics (spell)
True...it's kinda hard to hide in plain sight when you are carrying a handful of burning torches. Of course, this means I have to redo the Hide requirement of the class. Any ideas on what to require instead? Tumble, perhaps?

Pyrotechnics is a great suggestion, by the way. I'm adding it in, at the cost of one use of the Fire Dance per day (instead of 3/day).
 

Nifft said:
I don't think hiding is the right mechanic for fire. A miss chance due to being on fire (bright light and smoke) could be better. I'm thinking that a Martial Adept class could do this better, thanks to synergy with the Desert Wind school.
This is good stuff...I especially like the "more dance, less fire" feel that it gives...but I'm not implementing schools in this campaign. At least, not yet...I still need to buy and read a copy of Bo9S. I've heard that it will change my life. ;)
 

CleverNickName said:
This is good stuff...but I'm not implementing schools in this campaign. At least, not yet...I still need to buy and read a copy of Bo9S. I've heard that it will change my life. ;)

You have to accept the Book of Nine Swords as your one true savior (of melee characters who want to be interesting at high level).

However, please feel free to steal the non-martial adept stuff -- like Skirmish and blur and all that. If you like it. :)

Cheers, -- N
 

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