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Yet another PrC: The WarDancer
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 76544" data-attributes="member: 710"><p>Okay, I made a new version...</p><p>The WarDancer</p><p>Requirements: </p><p>Base Attack 6+</p><p>Spells: Ability to cast 1st level arcane or divine spells</p><p>Skills: Balance 6 ranks, Perform 10 ranks (Perform (Dance) required), Tumble 6 ranks</p><p>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</p><p>Special: </p><p>You must fulfill one of the following Quests: </p><p>a) </p><p>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. </p><p>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. </p><p>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…)</p><p>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. </p><p>b) </p><p>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. </p><p>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…</p><p></p><p>Class Table</p><p>Level Base Attack Fort Ref Will Special AC Bonus</p><p>1 +0 +0 +2 +2 WarDancing, Cracious Defense +0</p><p>2 +1 +0 +3 +3 +0</p><p>3 +2 +1 +3 +3 Multi Dancing (2 at once) +0</p><p>4 +3 +1 +4 +4 +0</p><p>5 +3 +1 +4 +4 +1</p><p>6 +4 +2 +5 +5 MultiDancing (3 at once) +0</p><p>7 +5 +2 +5 +5 +0</p><p>8 +6 +2 +6 +6 +0</p><p>9 +6 +3 +6 +6 MultiDancing (4 at once) +0</p><p>10 +7 +3 +7 +7 Freedom of Movement +2</p><p>Hit Die: 1d6</p><p>Skill Points per level: 4+INT</p><p>Skills: Balance, Bluff, Diplomacy, Hide, Listen, Move Silently, Intimidate, Perform, Sense Motive, Spot, Tumble</p><p></p><p>Weapon & Armor Profiencies</p><p>The War Dancer does not gain any new weapon or armor profiencies.</p><p>When wearing armor (including shield), the WarDancer suffers Arcane Spell Failure Chance for all of his special abilities gained by dancing. </p><p></p><p>Gracious Defense</p><p>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. </p><p></p><p>WarDances (Sup)</p><p>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.)</p><p>A skilled WarDancer is able to sustain more than one WarDance at the same time. </p><p>A WarDancer can sustain a Dance a number of rounds equal to his Perform Rank. </p><p>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. </p><p>The maximum Speed of a Wardance is equal to the WarDancers Charisma Modifier. </p><p></p><p>Dance of Company</p><p>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. </p><p>Prerequisite: Bardic Music</p><p>(1) Inspire Confidence: Like Bardic Ability, but holds only while the Wardances dances.</p><p>(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. </p><p>(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. </p><p>(4) Dance of Speed: 1 Ally per 2 WarDancer gains a +10 enhancement Bonus to Speed. </p><p>(5) Dance of Heroship: 1 Ally per 3 WarDancer levels gains a 2d10 temporary hitpoints, and a +2 competence bonus on attack rolls. </p><p>(6) Greater Enraging: Any Enraged Allies of the WarDancer gains the benefits of the Greater Rage (like a 16th level Barbarian).</p><p></p><p>Dance of Haste</p><p>This Dance allows the WarDancer do give the WarDancer bonus when using multiple weapons. </p><p>The Dance of haste does not stack with the Monks Flurry of Blows, but can be used instead. </p><p>Prerequisite: Ambidexterity</p><p>(1) Two Weapon Fighting: As per the Feat</p><p>(2) Improved Two Weapon Fighting: As per the Feat, but BAB 6+ required.</p><p>(3) Greater Two Weapon Fighting: As per the Feat, but BAB 11+ required</p><p>(4) Offhand Mastery: You gain full Strength Bonus on your offhand attack. </p><p>(5) Superior Two Weapon Fighting: As per the Feat, but BAB 16+ required</p><p>(6) Dual Strike: When you use the Full Attack Action, do not roll for offhand weapon attacks. </p><p>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. </p><p></p><p>Dance of Destruction</p><p>This Dance allows the WarDancer to create some terrible destructive effects.</p><p>When you change your weapons during the Dance, the Dance has no longer an effect. The Dance is unique for every weapon. </p><p>Prerequisite: Power Attack</p><p>(1) Weapon Specialisation: As per the Fighter Feat, but no Weapon Focus Requirement. </p><p>(2) Sunder: As per the Feat, but you are also allowed to use your unarmed attacks with this ability.</p><p>(3) Improved Critical: As per the Feat. </p><p>(4) Power Critical: You gain +1 on your Thread Multiplier. </p><p>(5) Penentrating Strike: If you attack a target that has Hardness, reduce the hardness by half your WarDancer level before applying damage. </p><p>(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. </p><p> 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.</p><p></p><p>Dance of Striking</p><p>Prereuqisite: Combat Reflexes</p><p>(1) Cleave: As the feat</p><p>(2) Improved Trip: As the feat</p><p>(3) Greater Gleave: As the feat</p><p>(4) Knockdown: As the feat</p><p>(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.</p><p>(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. </p><p></p><p>Dance of Defense</p><p>This Dance gives the WarDancer special defensive options. </p><p>Prerequisite: Expertise</p><p>(1) Improved Disarm: As the feat</p><p>(2) Deflect Arrows: As the feat</p><p>(3) Uncany Dodge (like 5th level Barbarian)</p><p>(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. </p><p>(5) Defensive Roll: Like Rogues Special Ability</p><p>(6) Improved Evasion: Like Monks Abiltiy</p><p></p><p>Dance of Agility</p><p>This Dance allows the WarDancer greater Mobility and supports his Speed.</p><p>Prerequisite: Dodge</p><p>(1) Mobility: as per the feat.</p><p>(2) Lightning Speed: +10 on your base speed. </p><p>(3) Spring Attack: as per the feat.</p><p>(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)</p><p>(5) Whirlwind: As per the feat.</p><p>(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. </p><p>Multidancing</p><p>A skilled WarDancer is able to combine multiple dances into a much more powerful dance. </p><p>Freedom of Movement (Spell)</p><p>You can use a Standard Action to activate this ability.</p><p>You gain the benefits as if under the effect of a Freedom of Movement Spell cast by a 10th level Cleric.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 76544, member: 710"] 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. [/QUOTE]
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