Dancer (3.5e Class)

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Final Fantasy Tactics' Dancer job class, it's not mine, it's for aesthetics.


Dancers are the lyricist, the voice, the instrument, and the music of their own. The Dancer is an alternative to the spell-based Bard class, whereas this class has a little more combat prowess to the sacrifice of spell casting ability.

Making a Dancer[edit]

A Dancer excels in areas similar to a Rogue and Bard. Hit and Run tactics effectively create the Dancer's power niche in the middle of a confrontation.

Abilities: A Dancer's highest abilities should be their Charisma and Dexterity scores. Otherwise, Strength and Intelligence are suitable mid-number scores, while Wisdom and Constitution can be affordably taken down.

Races: Many races gifted with grace, and ease of movement easily take up the mantle of Dancer. Humans, Elves, and Half-Elves most likely enjoy the benefits of this class, others, however, are not so rare as to be non-existant.

Alignment: Any non-lawful.

Starting Gold: As Bard.

Starting Age: Simple

Table: The Dancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special AC
Fort Ref Will
1st +1 +0 +2 +0 Dancer's Guise, Dancer's Knowledge, Dancing, Knight's Armored Defense +0
2nd +2 +0 +3 +0 +0
3rd +3 +1 +3 +1 Warrior's Vicious Bloodlust +0
4th +4 +1 +4 +1 Sneak Attack +1d6 +0
5th +5 +1 +4 +1 Bonus Feat +1
6th +6/+1 +2 +5 +2 Wizard's Thoughtful Guidance +1
7th +7/+2 +2 +5 +2 +1
8th +8/+3 + 2 +6 +2 Sneak Attack +2d6 +1
9th +9/+4 +3 +6 +3 Immortal Carving Magic Strings +1
10th +10/+5 +3 +7 +3 Bonus Feat +2
11th +11/+6/+1 +3 +7 +3 +2
12th +12/+7/+2 +4 +8 +4 Witch Hunt Frenzy, Sneak Attack +3d6 +2
13th +13/+8/+3 +4 +8 +4 +2
14th +14/+9/+4 +4 +9 +4 +2
15th +15/+10/+5 +5 +9 +5 Forbidden Fruits, Bonus Feat +3
16th +16/11/+6/+1 +5 +10 +5 Sneak Attack +4d6 +3
17th +17/+12/+7/+2 +5 +10 +5 +3
18th +18/+13/+8/+3 +6 +11 +6 Never Zero Steps +3
19th +19/+14/+9/+4 +6 +11 +6 +3
20th +20/+15/+10/+5 +6 +12 +6 Spellstep, Bonus Feat, Sneak Attack +5d6 +4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Gather Information (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

Dancers use their guile, looks, and rigorous training to give themselves an advantage over their foes. All of the following are class features of the Dancer.

Weapon and Armor Proficiency: Dancers have proficiency with all Simple Weapons, the Whip, and the Spiked Chain. A Dancer has no armor proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's manueverability, and removes their special AC bonuses.

AC Bonus (Ex): When unarmored and unencumbered, the dancer adds her Charisma bonus (if any) to her ACas a Dodge bonus. In addition, a Dancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

A multiclass character with Dancer levels faces special restrictions, listed below.

Dancer's Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character, such as Harem-maidens, gypsies, and prostitutes. All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.

Dancer's Knowledge: A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.

Dancing: A heroic dancer is much different than normal dancers of the world, and are capable of employing their art in a manner that inspires allies and demoralizes foes.

Once per day per dancer level, a dancer can use her skill and grace to produce magical effects on those around her (usually including herself, if desired). Each ability requires both a minimum dancer level and a minimum number of ranks in the Perform (Dancing) skill equal to dancer level to qualify; if a dancer does not have the required number of ranks in the Perform (Dancing) skill, she does not gain the dancing ability until she acquires the needed ranks.

Starting a dancing effect is a standard action. Some dancing abilities require concentration, which means the dancer must take a standard action each round to maintain the ability. Even while using dancing that doesn’t require concentration, a dancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). If disoriented or blinded, a dancer has a 20% chance to fail when attempting dancing. If she fails, the attempt still counts against his daily limit.

Knight's Armored Defense (Su): Knight's Armored Defense gives all allies a +2 bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.

Bonus Feats: Dancer's may choose Bonus Feats from the same table as Fighters at every five levels, as long as they meet the pre-requisites for the ability.

Sneak Attack: Starting at 4th level, if a dancer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The dancer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the dancer flanks her target. This extra damage is 1d6 at 4th level, and it increases by 1d6 every four dancer levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a dancer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A dancer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dancer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dancer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Warrior's Vicious Bloodlust (Su): Warrior's Vicious Bloodlust gives all allies a +2 bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.

Wizard's Thoughtful Guidance (Su): Wizard's Thoughtful Guidance gives all allies a +3 bonus to Magical-damage rolls, this bonus is raised by +1 at 10th, 15th, and 20th levels.

Immortal Carving Magic Strings (Su): Immortal Carving Magic Strings mimics the effect of a Dispel Magic spell, or a Dispel Greater Magic spell at 18th level and above. Immortal Carving Magic Strings, while it is sustained, cancels out Anti-magic zones, but not Dead Magic zones.

Witch Hunt's Frenzy (Su): Witch Hunt's Frenzy grants the Empower Spell metamagic feat to all spells cast by allies while she maintains the dance.

Forbidden Fruits (Su): Forbidden Fruits grants a +2 to DC bonus to all Charm and Compulsion effects, and saves against them. This ability increases to +4 at 18th level.

Never Zero Steps (Su): Never Zero Steps grants the hasted status.

Spellstep (Su): Spellstep grants the Dancer the ability to mimic a spell from the 7th level Sorceror, Wizard, Cleric, or Druid lists with a duration, and extend that spells effect duration for as long as she continues to dance. Any material component costs are paid when the Dancer begins Spellstep.


A Dancer who becomes lawful in alignment, or any skills in Perform (Dancing) cannot progress in levels as a dancer, though he retains all his dancer abilities. If he return to be non-lawful he can progress in levels as a dancer.

A multiclass dancer, whether they were a dancer before taking levels in another class or otherwise, faces special restrictions. The AC Bonus is limited to the maximum number of dancer levels the character has.

Epic Dancer[edit]

Table: The Epic Dancer

Hit Die: d6

Level Special
24th Sneak Attack +6d6
25th Bonus Feat
28th Sneak Attack +7d6
30th Bonus Feat, Dancing Amidst the Gods

6 + Int modifier skill points per level.

Dancing Amidst the Gods: A 30th level Dancer's Perform (Dance) skill checks can cast spells from the 9th, and below, level Cleric, Bard, and Wizard/Sorceror lists. She determines the spell, and must make a DC of 15 + Spell's Level VS her Perform (Dance) skill. (Example: Cheron has a Perform (Dance) of 10, and attempts to cast "Cure Moderate Wounds" a 2nd Level Spell. She must roll at least a 7 to succeed in casting the spell.) Spells with material components must be paid in gold, or she may not cast that particular spell.

Bonus Feats: The epic Dancer gains a bonus feat (selected from the list of epic Rogue bonus feats).

Elf Dancer Starting Package[edit]

Weapons: Dagger, Whip

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Perform (Dance) 4 INT
Diplomacy 4 CHA
Disguise 4 CHA
Sleight of Hand 4 DEX
Balance 4 DEX
Listen 4 WIS

Feat: Improved Intiative

Gear: Bedroll, Flint and Tinder, Dancer's Outfit

Gold: 57GP

Campaign Information[edit]

Playing a Dancer[edit]

Religion: Dancers are a diverse lot regarding religion, some follow their bardic brethren in the pursuit of path and riches, while others simply find an atheist view.

Other Classes: More often than not, the only classes who tend to disapprove of the Dancer's ways are the strictest of Paladins and Clerics, finding their sometimes unsavory ways offensive, crude, and dishonorable.

Combat: Dancers typically hold up the rear in combat, darting in and out of quick strikes while supplying assistance to their comrades.

Advancement: Dancers most easily join in the Shadow Dancer ranks, or take levels in Rogue to become more effective in combat. Though, some choose the life of an Assasin, and become some of the world's most suave, and sexy shadows of death.

Dancers in the World[edit]

"I spent a night with a Lord once, he got what he gave his gold for."
—Narella Omia, Half-Elf Dancer

Dancers are a fit in amidst seedy cities, and caravans of gypsies. Entertainers of all kind may be Bards, or Dancers.

Daily Life: Dancers are as hectic as their Bardic brethren, and seek their path in the world, whether with greedy lust for gold, or with an enthusiasm for their arts.

Notables: Narella Omia, a Half-Elf Dancer who has since rose into sovereignty due to some... messy... business practices.

Organizations: Dancers as groups tend to be traveling bands of gypsies, or bandits. Small groups of Dancers can be found almost anywhere in this fashion.

NPC Reactions: NPCs most often find Dancers as they find Bards, entertaining, or annoying.

Dancer Lore[edit]

Characters with ranks in Knowledge (Local) can research Dancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Dancers are just that, individuals who go through life performing dances for gold and glory.
10 Dancers often travel in groups of gypsies, or as bandits. As such, they are generally less trusting when a group of them are present.
15 Dancers may reach into the planes and arcane arts with their dances to produce spells as if from thin air.
20 Characters who gain this level of knowledge may know any local groups or important people of note within the Dancer class.

Dancers in the Game[edit]

Dancers may be either Player Characters, or Non-Player Characters as to your needs as a DM or Player.

Adaptation: Dancers may also be Entertainers, Harem-Girls, or Prostitutes.

Sample Encounter: ECL7

EL5: Narella Omia, and her guards may be encountered upon the road, being ambushed by vandals and bandits, or perhaps even in their home city. Narella is not a gifted combatant, and at best puts up a meagre, and dirty fight while her guards chip away at the adventurer's health and equipment. ((To Be Finished))

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