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Shadowdancer Variant: The Fire Dancer
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<blockquote data-quote="Nifft" data-source="post: 3457671" data-attributes="member: 6562"><p>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.</p><p></p><p><strong>Fire Dancer</strong></p><p></p><p><u>Prereqs:</u></p><p>BAB +4</p><p>Perform (dance) 8, Tumble 8</p><p>Desert Wind Dodge, Mobility, Spring Attack</p><p>One Desert Wind strike and one Desert Wind stance</p><p></p><p><u>Benefits:</u></p><p>HD: d8</p><p>BAB: Full (as Fighter)</p><p>Good Save: Reflex</p><p>Skills: <strong>6 + Int</strong> -- 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).</p><p></p><p>[code]</p><p> Maneuvers[u]</p><p>Level K / R / S Special Abilities:[/u]</p><p>1 1 - - Skirmish (bright blur), Smokesight, Firedance</p><p>2 1 1 - Skirmish +1d6 fire, Uncanny Dodge</p><p>3 1 - 1 Firestride</p><p>4 1 1 - Skirmish +1d6 fire, AC +1</p><p>[/code]</p><p></p><p><strong>Maneuvers</strong>: You may learn new maneuvers and stances from the <strong>Desert Wind</strong> school only. Initiator levels stack, blah blah blah.</p><p></p><p><strong>Skirmish</strong> (Su): When you move at least 10 ft. you gain certain benefits which last until your next action.</p><p></p><p>At 1st level, mystical flames surround you, granting you the effect of <em>light</em> and <em>blur</em> (opponents suffer a 20% miss chance). You may suppress this effect at your option.</p><p></p><p>At 2nd level, your melee attacks deal an extra +1d6 fire damage.</p><p></p><p>At 4th level, you gain a +1 dodge bonus to AC.</p><p></p><p><strong>Smokesight</strong> (Ex): You see through smoke (but not water-based fog, including acid fog).</p><p></p><p><strong>Firedance</strong> (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.</p><p></p><p><strong>Uncanny Dodge</strong> (Ex): Like the Barbarian class feature. If you already have it, you instead gain Improved Uncanny Dodge.</p><p></p><p><strong>Firestride</strong> (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.</p><p></p><p></p><p>- - -</p><p></p><p>I love the idea of a bunch of these guys in melee with the PCs using Flame's Blessing stance, and a pyromaniac Sorcerer <em>fireball</em>ing them every round... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3457671, member: 6562"] 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. [b]Fire Dancer[/b] [u]Prereqs:[/u] BAB +4 Perform (dance) 8, Tumble 8 Desert Wind Dodge, Mobility, Spring Attack One Desert Wind strike and one Desert Wind stance [u]Benefits:[/u] HD: d8 BAB: Full (as Fighter) Good Save: Reflex Skills: [b]6 + Int[/b] -- 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 [/code] [b]Maneuvers[/b]: You may learn new maneuvers and stances from the [b]Desert Wind[/b] school only. Initiator levels stack, blah blah blah. [b]Skirmish[/b] (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 [i]light[/i] and [i]blur[/i] (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. [b]Smokesight[/b] (Ex): You see through smoke (but not water-based fog, including acid fog). [b]Firedance[/b] (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. [b]Uncanny Dodge[/b] (Ex): Like the Barbarian class feature. If you already have it, you instead gain Improved Uncanny Dodge. [b]Firestride[/b] (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 [i]fireball[/i]ing them every round... :] Cheers, -- N [/QUOTE]
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Shadowdancer Variant: The Fire Dancer
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