Dancer (3.5e Class)

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


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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 the 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: Dancers are often carefree, and careless, choosing the path that fancies them most, leading them down a chaotic path of life, but many have their own reasons for the paths they choose. A Dancer may be non lawful.

Starting Gold: As Bard.

Starting Age: Simple

Table: The Dancer

Hit Die: d6

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

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, the Spiked Chain, and the Guisarme (Depending upon your DM's Discretion, and the setting, Dancers may also use Pistols or Handgun-styled firearms.). 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.

Dancer's Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (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 Elegant Fighting (Su): While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at 10th level.

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

Knight's Armored Defense (Su): A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.) A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. 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 level divisible by five, as long as they meet the pre-requisites for the ability.

Sneak Attack: A Dancer may use Sneak Attack as similar to a Rogue at the appropriate levels upon the Level Table.

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 VS. 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.

Epic Dancer[edit]

Table: The Epic Dancer

Hit Die: d6

Level Special
21st Bonus Feat
22nd Sneak Attack +d8
24th Death Attack
25th Bonus Feat
28th Bonus Feat
30th Dancing Amidst the Gods

6 + Int modifier skill points per level.

Death Attack: A Dancer gains Death Attack as if an Assassin of proper 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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