Yet another PrC: The WarDancer

I am not sure if there is already a presige class with this name, but anyway, here are the "stats"...
(And I just see that I forget to wrote the so called "Flavor Text")
The PrC is, as some might see, a little bit inspired by a Discworld Novel (the one with the Elves trying to conquer Lancre. It is the scene with the actor / dancer group dancing their "morisk"dance - I read it in German, so I am not sure about the actual term used for the dance)

Wardancer
WarDancers know secret, powerful dances. There dances can be considered as some kind of soul magic (I don`t own Eldritch Might II , but I heard the expression... )
These dances do bestow special abilities upon the Dancers - the faster a dancer dances, the more power he gains.
Well trained dancers know how to combine several dances to become even more powerful and dangerous.
Wardancers are seldom, because only a few do have the skill and cunning to control their body thus fine, and it requires much training to gain the access to the Dances.

Prerequisites
BAB: 6+
Skills: Balance 5 ranks, Bluff 5 ranks, Escape Artist 5 ranks, Perform 10 ranks, Tumble 8 ranks
Spells: Ability to cast cantrips or orisions.
Feats: At least one of this list:
Ambidexterity, Dodge, Expertise, Power Attack, Improved Unarmed
Special: Bardic Music Ability ;
The Dances of War can be seen as some special kind of soul magic. The songs or dance types are not very common and only a few can really attempt to dance to them.
Wardancers must be trained from another Wardancer, or must read about in a special book. This book is rare, but there are some copies around. You need access to a good library (5% chance to find it within a small city, 10% chance within a large city and a 20% chance within a metropolitian).
If you learn "by book", you must own it a longer amount of time. Between your adventuring time or in some free moments you might look in the book. You must gain at least half the amount of XPs needed to gain your next level while you own the book to be able to fulfill this special requirement.
If you search for a teacher (the DM is to set the difficulty to find a WarDancer), you must impress him with a extraordinary dancing performance (Perform DC30, see page 71). If you fail, you may try again when you acquired a new rank in your Perform skill.
If you roll a 1, you will never be able to impress this teacher.
If you succeed, he will train you. THis will probably need 1d4 weeks... He can be considered friendly toward you and migh even accomponay if you are "on a mission".

Level Base Attack Bonus Fort Ref Will Special Abilities
1 0 +0 +2 +2 Wardances, Gracious Defense +0
2 1 +0 +3 +3
3 2 +1 +3 +3
4 3 +1 +4 +4
5 3 +1 +4 +4 Gracious Defense +1
6 4 +2 +5 +5
7 5 +2 +5 +5
8 6 +2 +6 +6
9 6 +3 +6 +6
10 7 +3 +7 +7 Gracious Defense +2
Hit Die: 1d6
Skills: Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Innuendo, Intimidate, Jump, Listen, Move Silently, Perform, Sense Motive, Spot, Tumble, Use Rope

Weapon & Armor Profiences
Dancers of War do not gain new Profiencies in Weapons or Armors.

Gracious Defense
A Wardancer gains his Charisma Modifier to Armor Class, plus an additional bonus depending on his prestige class level.
This bonus is lost if the Wardancer wears any kind of armor (including shields).

Dances of War
Wardancing is a supernatural ability.
You can dance a number of dances per day equal to your Wardancer level.

Wardances and Bardic Music, Raging, Casting Spells
While Dancing, a Wardancer can still sustain Bardic Music Effects, but he can only use verbal or dancing perform methods during the dance. Playing instruments is not an option.
A Wardancer can Rage during Wardances.
Casting Spells during a Dance is not possible, nor using Command Word Activated Items and Spell Completion Items.

Effects of Wardance
Wardances give access to virtual combat feats and some additional (featlike) abilites.
There exist different Wardances, and each gives unique combat abilities. The higher the speed of your dance, the more abilities you gain.
If an ability (especially a virtual feat) gives you a bonus that does only apply with a single chosen weapons, it does work with all melee weapons you held while starting the song. If you switch to another weapon, you must start a new dance. If you were not proficient in the weapon type, you don`t know how to “dance” with it to gain any benefits. Weapon Type means “Longsword”, “Dwarfen Waraxe” or “Dagger”.
(This rule is currently only important for “Dance of Death”, since it gives Weapon Focus, Specialisation and Improved Critical.)

Speeding a Dance
Speeding a Dance by one step requires a move equvialent action.
You can speed a Dance for a number of times equal to your charisma modifier.

Sustaining Dances
You can sustain multiple dances at the same time. Each dance costs you one of your daily Dances. You can sustain each dance for a number of rounds equal to your Perform Rank. Speeding a Dance does not count against this limit. (So, at least after your Perform Ranks + Charisma Modifier, the first dance will end)
When you are struck by a critical hit, or bullrushed, you must make a Concentration Check DC 10 + total speed of all Dances + inflicted Damage (Critical hits only), or be forced to end your fasted dance and slow all other dances down by one step. If you suceed, all dances are slowed by one step.
If you become grappled or tripped, you must make the same Check at +5 DC.
If you are forced to make a Fortitude Save to avoid dying due to massive damage, your dance is immediately ended, even if you suceed. (If you fail, you`re dead, so don`t worry any longer about it.)

Ending a Dance
Once a Wardancers ends alls his Dances, he is fatigued for a number of minutes equal to the rounds he danced.
He also suffers 2 points of damage per sustained dance.
At 10th level, he is no longer fatigued after the Dance.

The Wardances
If any of the given Feats or Ability Scores are already possesed by the character, it gains now new benefit at the given speed.

The numbers indicate the "speed" the character dances. Abilities at lower speeds are not lost!

Each WarDance has a Prerequisite Feat, without that feat, the dance cannot be used.

Dance of Haste
Prerequisite: Ambidexterity
1) Two Weapon Fighting
2) Improved Two Weapon Fighting
3) Greater Two Weapon Fighting: Subtract 10 from your base attack. If they value is greater than 0, you gain an extra attack with your offhand weapon at your highest base attack –10 while using the two weapon fighting option.
4) Superior Two Weapon Fighting: Subtract 15 from your base attack. If this value is greater than 0, you gain an extra attack with your offhand weapon at your highest base attack –15 while using the two weapon fighting option.
5) Advanced Ambidexterity: You gain full strenght bonus on your offhand attack.
6) Dual Strike: When using the Two Weapon Fighting option, you may give up your offhand attacks, and strike the target as if flanking it, reflecting its unability to react appropriate to your fast, dual strike. Be aware to still take the penalties from two weapon fighting into account. If you and one of your allies is already flanking the target, you gain a +2 circumstance bonus due to the Dual Strike instead of the flanking bonus.

Dance of Striking
Prerequisite: Power Attack
1) Cleave
2) Improved Trip
3) Greater Cleave
4) Knockdown
5) Superior Cleave: If you qualify for a cleave attack, you can make a 5 foot step before using your extra attack. You cannot move more then your regular speed.
6) Bashing: Once per round you can make a free Bull Rush attempt on an opponent who you inflict at least 10 points of damage with a single strike.

Dance of Agility
Prerequisite: Dodge
(1) Mobility
(2) Lightning Speed: You gain +10 bonus on your base speed.
(3) Spring Attack
(4) Whirlwind Attack
(5) Wandering Attack: When executing a full round actions, you can move before and after your attacks, but no more than your base speed. For every 5 feet you walked, you suffer a –2 penalty to your attack roll.
(6) Improved Whirlwind Attack: When you have Reach, and make a Whirlwind Attack, you can attack any target within reach.

Dance of Defense
Prerequisite: Expertise
(1) Deflect Arrows
(2) Uncanny Dodge (like 5th level Barbarian.)
(3) Evasion
(4) Defensive Roll
(5) Improved Evasion
(6) Evasive Move: Once per round you may make a Reflex Save against DC 20 or the attackers attack roll (whatever is higher). If you suceed, you suffer half damage from that attack.

Dance of Death
Prerequisite: Improved Unarmed
(1) Weapon Focus
(2) Weapon Specialisation
(3) Improved Critical
(4) Power Critical: You add +1 to your weapons critical modifier.
(5) Deadly Blows: When you score a critical hit, you can make a number of extra attacks equal to the weapons current critical multiplier –2 against the target. Add the total damage and apply them at once at the target (follow the rules for extreme damage if the total damage is 50 or higher.). Extra Damage Dies (like from special enhancements or from sneak attacks) are only applied once, and the extra attacks cannot become critical hits.

-----------------------------------
Suggestions (especially perhaps about the names of the dances. I don`t like them...) are welcome

Some Basic Infos about the Design Ideas:
For the Prerequisite: I thought every War Dancer should have the basic training in the "feat chains". Perhaps you still have some other opinions/ideas/options.
To be able to get this PrC some multiclassing is required, but there is no special class prefered (okay, bards perhaps, since you will need their Bardic Music Ability. Though I think that could be dropped...). A Figher/Bard might be the fast one to gain this PrC, but every class might benefit from it. (Which might make the class somewhat... to open.)

A possible "Flavor Add": Otto`s Resistable Dance has no effect on a WarDancer, and Otto`s Irresistable Dance even increases the speed of all sustained Dances by 1.

[EDITED - thousands times - for fixing tables; adding stuff]
 
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well, without going too far into it, at first it seems like your prerequisites are incredibly too much, and too high.

I don't see why you have so many feats and the high skill requirements are higher than just about every PrC I've seen.
Throw in the VERY high +8 BAB and I really don't know if anyone could qualify for it. :(

I like the idea of a charismatic no-armored fighter.
Look on my site (link in sig) to house rules under D&D, and my Fan Dancer PrC workup.
 


Hmm.
(The WotC Msg Boards Prestige Class is also a possibility, so I don`t like all of the effects of the dance...)

Okay, you think the PrC Requirements are to high. Well, without any bonus feats from some classes (especially Fighter), probably noone could qualify before 12 to 15th level... I see the problem.

I think I will make the Feat Requirements for the PrC to Requirements to be able to dance the differend types of dance.
I will reduce the BAB Requirement, and some of the skill requirements...

I will include the changes in the text above...

Mustrum Ridcully
 

Okay, I made a new version...
The WarDancer
Requirements:
Base Attack 6+
Spells: Ability to cast 1st level arcane or divine spells
Skills: Balance 6 ranks, Perform 10 ranks (Perform (Dance) required), Tumble 6 ranks
Feats: Skill Focus (Perform); Two of the following feats or special abilities: Bardic Music, Combat Reflexes, Dodge, Evasion, Expertise, Improved Unarmed, Power Attack, Uncanny Dodge
Special:
You must fulfill one of the following Quests:
a)
Find a teacher. Finding a teacher is not too easy. After searching for 1d4 weeks, make a Gather Information Check DC 20 to find any clues about a possible presence. If you suceed, a teacher might be reached within 2d4 weeks.
Once found, the teacher will test you if you are a worth a try. You must perform under his critique eyes and must make an extraordinary Performance (Perform DC 30) and already have the other necessary prerequisites. You will only be allowed a retry for this teacher when you acquired a new perform rank. On a roll of 1 you will never be able to convince this very teacher.
The teacher will accompany and train you for some weeks. You must gain approximately a third of the XPs needed for your reaching your next level while your wander around with the teacher. (The teacher is ready to accompany you on any of your adventures if you`re both alignmends are not more than two steps away from another, or if there might also be good reasons for him to come with you. If not, he will go on some quests of his decision. This might or might not collide with your group`s targets…)
If so, you have fulfilled the necessary quest and are allowed to take the next level as WarDancer, if you fulfill the rest of the prerequisites.
b)
Find a copy of the Manual of the WarDancers. This is only seldomly available. Make a Gather Information Check DC 20 to gain knowledge if one of the local libraries has a copy of the training books. There is a 5% chance in a small city, a 15% chance in a big city and a 25% chance in a metropolitian that one of the libraries actually owns a copy.
Since the book is considered an artifact, you will not be easily gain access to it. Typically, you will have to spend some kind of fee (in a lawful city, chaotic ones may require some illegal measures), approximately worth 500 gold piece. You might be able to even buy it for 1.000 times the price…

Class Table
Level Base Attack Fort Ref Will Special AC Bonus
1 +0 +0 +2 +2 WarDancing, Cracious Defense +0
2 +1 +0 +3 +3 +0
3 +2 +1 +3 +3 Multi Dancing (2 at once) +0
4 +3 +1 +4 +4 +0
5 +3 +1 +4 +4 +1
6 +4 +2 +5 +5 MultiDancing (3 at once) +0
7 +5 +2 +5 +5 +0
8 +6 +2 +6 +6 +0
9 +6 +3 +6 +6 MultiDancing (4 at once) +0
10 +7 +3 +7 +7 Freedom of Movement +2
Hit Die: 1d6
Skill Points per level: 4+INT
Skills: Balance, Bluff, Diplomacy, Hide, Listen, Move Silently, Intimidate, Perform, Sense Motive, Spot, Tumble

Weapon & Armor Profiencies
The War Dancer does not gain any new weapon or armor profiencies.
When wearing armor (including shield), the WarDancer suffers Arcane Spell Failure Chance for all of his special abilities gained by dancing.

Gracious Defense
When not wearing armor (including shield), the Wardancer may add his charisma modifer to his AC plus a special bonus depending on his WarDancer Class Level. He does not lose this Bonus when flatfooted, stunned or similar conditions, but when he is helpless.

WarDances (Sup)
There are several WarDances. Each Dance gives some unique advantages, depending upon the intensitiy or “speed” the WarDancer dances it. If the advantage is a feat, you do not need to fulfill the usual prerequisites, unless notet otherwise. WarDances do not affect the WarDancers ability to fight with ranged weapons (but it may help her against it.)
A skilled WarDancer is able to sustain more than one WarDance at the same time.
A WarDancer can sustain a Dance a number of rounds equal to his Perform Rank.
The benefits of a WarDance increase with the speed the WarDancer dances. Increasing speed is a Move Equivalent Action that does not prove an attack of opportunity. If the WarDancers wants to dance multiple Dances, he can only speed on single dance at the same time.
The maximum Speed of a Wardance is equal to the WarDancers Charisma Modifier.

Dance of Company
This unique Dance allows the WarDancer to inspire other characters with their Dance. This requires one Bardic Music attempt. This WarDance does only work if the ally is able to move, and does not work on the WarDancer himself, unlike usual.
Prerequisite: Bardic Music
(1) Inspire Confidence: Like Bardic Ability, but holds only while the Wardances dances.
(2) CounterDance: Whenever one of the Allies has to make a Saving Throw against an effect that inhibits Movement (like Entanglement, Hold Spells, but also Petrifying Gaze Attacks), the target may use the WarDancers Perform Check Result for the Save instead of his regular Save. The WarDancer does automatically use this ability on itself.
(3) Enraging Dance: 1 Ally per 3 WarDancer Levels falls into a rage similar to the Rage of 1st level Barbarian, but the Rage does only end when the WarDancer stops dancing.
(4) Dance of Speed: 1 Ally per 2 WarDancer gains a +10 enhancement Bonus to Speed.
(5) Dance of Heroship: 1 Ally per 3 WarDancer levels gains a 2d10 temporary hitpoints, and a +2 competence bonus on attack rolls.
(6) Greater Enraging: Any Enraged Allies of the WarDancer gains the benefits of the Greater Rage (like a 16th level Barbarian).

Dance of Haste
This Dance allows the WarDancer do give the WarDancer bonus when using multiple weapons.
The Dance of haste does not stack with the Monks Flurry of Blows, but can be used instead.
Prerequisite: Ambidexterity
(1) Two Weapon Fighting: As per the Feat
(2) Improved Two Weapon Fighting: As per the Feat, but BAB 6+ required.
(3) Greater Two Weapon Fighting: As per the Feat, but BAB 11+ required
(4) Offhand Mastery: You gain full Strength Bonus on your offhand attack.
(5) Superior Two Weapon Fighting: As per the Feat, but BAB 16+ required
(6) Dual Strike: When you use the Full Attack Action, do not roll for offhand weapon attacks.
For every succesfull attack you make, you automatically add your offhand weapon damage You still suffer the penalties for two weapon fighting on your attack rolls. For the purpose of damage reductions, apply each weapons bonus to the appropriate damage. For the purpose of breaking hardness and any other effects were the total of damage inflicted with one blow is important, the added damage is used.

Dance of Destruction
This Dance allows the WarDancer to create some terrible destructive effects.
When you change your weapons during the Dance, the Dance has no longer an effect. The Dance is unique for every weapon.
Prerequisite: Power Attack
(1) Weapon Specialisation: As per the Fighter Feat, but no Weapon Focus Requirement.
(2) Sunder: As per the Feat, but you are also allowed to use your unarmed attacks with this ability.
(3) Improved Critical: As per the Feat.
(4) Power Critical: You gain +1 on your Thread Multiplier.
(5) Penentrating Strike: If you attack a target that has Hardness, reduce the hardness by half your WarDancer level before applying damage.
(6) Devastating Blow: When you hit critical in combat, do not apply damage normaly. Instead, roll all later attacks (attacks with lower attack bonus) with the same weapon, and add the damage together. Bonus Damage applies. You cannot make critical hits with the other attacks, but the extra damage from the first critical still applies.
This damage is considered dealt within a single attack, so you have greater chances to break damage reduction, hardness or to score enough damage for the “Death of Massive Damage” rule.

Dance of Striking
Prereuqisite: Combat Reflexes
(1) Cleave: As the feat
(2) Improved Trip: As the feat
(3) Greater Gleave: As the feat
(4) Knockdown: As the feat
(5) Superior Cleave: When you qualify for a cleave attack, you may take a 5 feet before make that attack. You may use this feat multiple times per combat, but move no more than your base speed this round.
(6) Bashing: When you inflict 10 or more points of damage with a single blow against one opponent, you can make a free bullrush attempt against this foe. This feat does only work once per combat, and you may not move more than your base speed.

Dance of Defense
This Dance gives the WarDancer special defensive options.
Prerequisite: Expertise
(1) Improved Disarm: As the feat
(2) Deflect Arrows: As the feat
(3) Uncany Dodge (like 5th level Barbarian)
(4) Greater Disarm: When you inflict 10 or more points of damage against one foe, you may make a free disarm attempt. Works only once per combat.
(5) Defensive Roll: Like Rogues Special Ability
(6) Improved Evasion: Like Monks Abiltiy

Dance of Agility
This Dance allows the WarDancer greater Mobility and supports his Speed.
Prerequisite: Dodge
(1) Mobility: as per the feat.
(2) Lightning Speed: +10 on your base speed.
(3) Spring Attack: as per the feat.
(4) Fleet of Foot: You gain make up to a 90° turn while charging. Works only in Light Armor and on light Load (but check Arcane Spell Failure)
(5) Whirlwind: As per the feat.
(6) Wandering Strike: When you use a Fullround Action, you can move before and after your attack and still retain your full attack numbers. You suffer a –2 penalty for every 5 feet you moved, and cannot move more than your base speed.
Multidancing
A skilled WarDancer is able to combine multiple dances into a much more powerful dance.
Freedom of Movement (Spell)
You can use a Standard Action to activate this ability.
You gain the benefits as if under the effect of a Freedom of Movement Spell cast by a 10th level Cleric.
 

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