The Spirit Dancer: FIRST RENDITION
Foreswearing the use of weapons with the intent to kill, The spirit dancer has learned that the bounty of life out ways all the small term worries of the world. Serving as Speakers for the dead, Spirit dancers adventure from kingdom to kingdom performing the Ritual Spirit dances to help send those who have died into the afterlife.
Many of the classes would benefit from a level or two of the Spirit dancer, but usually this prestige class is taken by Bards, Clerics, Monks, and Rogues. Of these classes the Bard benefits the most by gaining both the ability to turn undead, and the ability to detect traps. Rogues and Clerics benefit only marginally by taking levels as Spirit Dancers, and of the two the Rogue is probably the better served by gaining the ability to turn undead.
HD D6
Requirements:
Alignment: LG, LN, N, CG
Skills Knowledge ( Spiritualism*), 5 ranks Heal, 8 Ranks
Diplomacy 5 Ranks, Sense Motive 8 Ranks
Special Characters seeking to be Spirit dancers must have experienced one near death experience to be able to gain first level as a Spirit dancer
CLASS SKILLS
The Spirit Dancer’s class skills (and the key ability for each skill) are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge(Spiritualism) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the PHB for skill descriptions.
Skill points at each level are 6+ Intelligence modifier.
* Spiritualism can be substituted with Knowledge (Religion) for use in other settings
Class Features
Weapon and Armor Proficiency: Spirit Dancers are proficient with all simple weapons, and up to two of the following martial weapons. Sap, Short sword, Longsword, Scimitar, Trident, Short Bow, Long Bow, and are familiar with all armor, and shields.
While they are capable of using such weapons as the longsword, and the Trident they are reluctant to take life, and unless it is dire will attempt to end combat by other means.
Armor compatibility: The Spirit dancer benefits best by being able to make quick movements that will move her out of an opponents threat zone. As such she would do best with lighter armor such as studded leather, or leather armor. Some spirit dancers prefer to wear armor piecemail and wear only bracers, armor leggings, and breastplates
Dance of the Soul (Ex) The Spirit dancer gains this ability at first level. When in combat the Spirit dancer can add her Charisma bonus (if any) to that of her Dexterity to determine her Armor Class.
Turn Undead: At 2nd level the Spirit dancer gains the ability to turn undead. She may use this ability a number of times per day equal to three plus the Spirit Dancer's Charisma modifier. The Spirit dancer turns undead as a cleric of two levels lower would.
Extra Turning: At fifth level the a Spirit Dancer can take, as a feat, Extra Turning. This feat allows the Spirit Dancer to turn undead four more times per day than normal. A Spirit dancer can take this feat multiple times, gaining four extra daily turning attempts each time.
Sacred Spirit ( Su) At the third, and sixth levels the Spirit dancer gains the supernatural guidance of a sacred spirit. . following ability.
Detect Traps: At third level the Spirit Dancer can use the Search skill to locate traps. When the spirit dancer comes within thirty feet of a trap the whispers of the sacred spirit reveal to her the presence of the trap. when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Evasion: At fifth level the Spirit dancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spirit Dancer takes no damage with a successful saving throw. Evasion can only be used if the Spirit Dancer is wearing light armor or no armor. It is an extraordinary ability.
Notes on Role Playing the ability The way in which the Sacred spirit talks to the Spirit Dancer is up to the whim of the DM. Examples of how some could do this. Is rapid changes in temperature, visions, and/or whispering voices. The spirit can be visible to the Spirit dancer, but does not have to be. Again it is at the discretion of the DM as to how the ability will be played.
Ethereal jaunt: (Sa) At 9th level, the Spirit Dancer can shift from the ethereal to the prime material plane as a free action, and shift back as a move-equivalent action (or as part of a move equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 10th level sorcerer
Spirit Dance (Ex) At fifth level the Spirit dancer gains the extraordinary ability to perceive the combat actions of those around her. Because of this ability, during any combat situation she gets + 4 to her A.C. as with the sacred spirit ability this is due to the warnings of spirits watching her.
Aura of Peace (Sa) Beginning at 10th level a Spirit dancer gains the ability to unleash an aura that calms, and pacifies all but the most enraged of foe. Enemies within 20 feet of the Spirit Dancer can save verses the effect by rolling a successful will check of DC 25. Those who fail their saves however grow calm, and are more easy to deal with. Insuring that the Spirit dancer will be able to find a diplomatic solution to an otherwise violent confrontation. Calming the emotions of enemies is a supernatural ability.
New skills
Composure ( Wis)
Trained only
You are good at keeping your emotions under control.
Check: You can maintain calm under extreme pressure, such as when afraid, stressed, or other trying emotion circumstances. With a successful check at DC 15 you gain a +2 bonus on bluff, diplomacy, and intimidate checks.
Retry A character is not normally allowed a retry for a failed composure check
[ Edited to change a few of the Abilities texts, and placement.]
Hong if you have an Idea of what the PrC's BAB, and Save progression should be by all means.
Cleric/ Rogue mixed PrC
I was kind of looking at the Shadowdancers progression and thinking hey that is what I could use dont know though.
Foreswearing the use of weapons with the intent to kill, The spirit dancer has learned that the bounty of life out ways all the small term worries of the world. Serving as Speakers for the dead, Spirit dancers adventure from kingdom to kingdom performing the Ritual Spirit dances to help send those who have died into the afterlife.
Many of the classes would benefit from a level or two of the Spirit dancer, but usually this prestige class is taken by Bards, Clerics, Monks, and Rogues. Of these classes the Bard benefits the most by gaining both the ability to turn undead, and the ability to detect traps. Rogues and Clerics benefit only marginally by taking levels as Spirit Dancers, and of the two the Rogue is probably the better served by gaining the ability to turn undead.
HD D6
Requirements:
Alignment: LG, LN, N, CG
Skills Knowledge ( Spiritualism*), 5 ranks Heal, 8 Ranks
Diplomacy 5 Ranks, Sense Motive 8 Ranks
Special Characters seeking to be Spirit dancers must have experienced one near death experience to be able to gain first level as a Spirit dancer
CLASS SKILLS
The Spirit Dancer’s class skills (and the key ability for each skill) are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge(Spiritualism) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the PHB for skill descriptions.
Skill points at each level are 6+ Intelligence modifier.
* Spiritualism can be substituted with Knowledge (Religion) for use in other settings
Code:
[COLOR=lightblue]Table 1-24: The Spirit Dancer
Lvl Base Fort Ref Will Special
1 +0 +1 +0 +1 Dance of the Soul
2 +1 +2 +0 +2 Turn Undead
3 +1 +2 +1 +2 Sacred Spirit ( Detect Traps)
4 +2 +2 +1 +2
5 +2 +3 +1 +3 Spirit Dance, Extra Turing
6 +3 +3 +2 +3
7 +3 +4 +2 +4 Sacred Spirit ( Evasion)
8 +4 +4 +2 +4
9 +4 +4 +3 +4 Ethereal Jaunt
10 +5 +5 +3 +5 Aura of Peace
[/COLOR]
Class Features
Weapon and Armor Proficiency: Spirit Dancers are proficient with all simple weapons, and up to two of the following martial weapons. Sap, Short sword, Longsword, Scimitar, Trident, Short Bow, Long Bow, and are familiar with all armor, and shields.
While they are capable of using such weapons as the longsword, and the Trident they are reluctant to take life, and unless it is dire will attempt to end combat by other means.
Armor compatibility: The Spirit dancer benefits best by being able to make quick movements that will move her out of an opponents threat zone. As such she would do best with lighter armor such as studded leather, or leather armor. Some spirit dancers prefer to wear armor piecemail and wear only bracers, armor leggings, and breastplates
Dance of the Soul (Ex) The Spirit dancer gains this ability at first level. When in combat the Spirit dancer can add her Charisma bonus (if any) to that of her Dexterity to determine her Armor Class.
Turn Undead: At 2nd level the Spirit dancer gains the ability to turn undead. She may use this ability a number of times per day equal to three plus the Spirit Dancer's Charisma modifier. The Spirit dancer turns undead as a cleric of two levels lower would.
Extra Turning: At fifth level the a Spirit Dancer can take, as a feat, Extra Turning. This feat allows the Spirit Dancer to turn undead four more times per day than normal. A Spirit dancer can take this feat multiple times, gaining four extra daily turning attempts each time.
Sacred Spirit ( Su) At the third, and sixth levels the Spirit dancer gains the supernatural guidance of a sacred spirit. . following ability.
Detect Traps: At third level the Spirit Dancer can use the Search skill to locate traps. When the spirit dancer comes within thirty feet of a trap the whispers of the sacred spirit reveal to her the presence of the trap. when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Evasion: At fifth level the Spirit dancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spirit Dancer takes no damage with a successful saving throw. Evasion can only be used if the Spirit Dancer is wearing light armor or no armor. It is an extraordinary ability.
Notes on Role Playing the ability The way in which the Sacred spirit talks to the Spirit Dancer is up to the whim of the DM. Examples of how some could do this. Is rapid changes in temperature, visions, and/or whispering voices. The spirit can be visible to the Spirit dancer, but does not have to be. Again it is at the discretion of the DM as to how the ability will be played.
Ethereal jaunt: (Sa) At 9th level, the Spirit Dancer can shift from the ethereal to the prime material plane as a free action, and shift back as a move-equivalent action (or as part of a move equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 10th level sorcerer
Spirit Dance (Ex) At fifth level the Spirit dancer gains the extraordinary ability to perceive the combat actions of those around her. Because of this ability, during any combat situation she gets + 4 to her A.C. as with the sacred spirit ability this is due to the warnings of spirits watching her.
Aura of Peace (Sa) Beginning at 10th level a Spirit dancer gains the ability to unleash an aura that calms, and pacifies all but the most enraged of foe. Enemies within 20 feet of the Spirit Dancer can save verses the effect by rolling a successful will check of DC 25. Those who fail their saves however grow calm, and are more easy to deal with. Insuring that the Spirit dancer will be able to find a diplomatic solution to an otherwise violent confrontation. Calming the emotions of enemies is a supernatural ability.
New skills
Composure ( Wis)
Trained only
You are good at keeping your emotions under control.
Check: You can maintain calm under extreme pressure, such as when afraid, stressed, or other trying emotion circumstances. With a successful check at DC 15 you gain a +2 bonus on bluff, diplomacy, and intimidate checks.
Retry A character is not normally allowed a retry for a failed composure check
[ Edited to change a few of the Abilities texts, and placement.]
Hong if you have an Idea of what the PrC's BAB, and Save progression should be by all means.
Cleric/ Rogue mixed PrC
I was kind of looking at the Shadowdancers progression and thinking hey that is what I could use dont know though.
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