Dancer of Titania (3.5e Prestige Class)

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Dancer of Titania
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Becoming a Dancer of Titania[edit]

Entry Requirements
Abilities: Charisma 16+
Alignment: Chaotic Good, Neutral Good, Chaotic Neutral, Neutral
Race: Fey
Skills: Perform (Dance): 10 Ranks
Patron: Titania
Special: Must be accepted by the goddess Titania as a dancer of Titania

Table: The Dancer of Titania

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Dancer's Guise, Dancer's Elegant Fighting, Dancer's Knowledge, Knight's Armored Defense, Evasion
2nd +1 +3 +3 +0 Improvised Weapons, Claws
3rd +2 +3 +3 +1 Warrior's Vicious Bloodlust, Wizard's Thoughtful Guidance, “Mesmerizing Dance”
4th +3 +4 +4 +1 Immortal Carving Magic Strings, “Arousing Dance”
5th +3 +4 +5 +2 Increased Claw Damage, “Fearsome Dance”
6th +4 +5 +6 +2 Witch Hunt Frenzy, Improved Evasion
7th +5 +5 +6 +3 Forbidden Fruits, “Ecstatic Dance”, Spellstep
8th +6 +6 +7 +4 Never Zero Steps, Rend
9th +6 +6 +7 +4 “Frenzied Dance
10th +7 +7 +8 +5 “Dancing Amidst the Gods”

Class Skills (8 + Int modifier per level)

Class Features[edit]

Weapon and Armor Proficiency: Dancers have proficiency with all Simple Weapons, the Whip, the Spiked Chain, and the Guisarme. 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 +2 at 5th and 10th levels.

Evasion (Ex): At 1st level and higher, a dancer of Titania can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dancer is wearing no armor. A helpless dancer does not gain the benefit of evasion.

Improvised Weapons (Ex): At 2nd level, a dancer of Titania is able to use anything on hand as a weapon, including tankards, rocks, bottles, and the like. She suffers no penalty on attack rolls while using improvised weapons.

Claws (Ex): At 2nd level, a dancer of Titania’s hands grow long, tough nails, allowing her to make claw attacks, with the damage determined by their size (see below). If the dancer of Titania already has claw attack their damage is increased by +2.

Small: 1d4

Medium: 1d6

Large: 1d8

The damage from the dancer of Titania’s claws increases by one dice at 5th and 10th levels. For example, a 5th level medium dancer deals 2d6, and a 10th level small dancer deals 3d4.

Warrior's Vicious Bloodlust (Su): Warrior's Vicious Bloodlust gives all allies a +2 bonus to Attack rolls, and this bonus is raised by +2 at 6th and 9th levels.

Wizard's Thoughtful Guidance (Su): Wizard's Thoughtful Guidance gives all allies a +2 bonus to Magical-damage rolls, this bonus is raised by +2 at 6th and 9th levels.

Mesmerizing Dance (Su): At 3rd level, a frenzied disciple can dance in a hypnotic manner that can captivate those that watch for too long. A number of times per day equal to their Charisma modifier, a dancer of Titania may engage in a spiraling dance. All enemy creatures within 40 feet must make a Will save (DC 10 + character level + Charisma modifier), or become fascinated, as the bard’s “fascinate” ability. This ability lasts for a number of rounds equal to her class level after she stops dancing. After the initial action to activate this ability, the dancer of Titania is free to perform other standard actions, although her move is reduced by half due to her dancing.

Immortal Carving Magic Strings (Su): Immortal Carving Magic Strings mimics the effect of a Dispel Magic spell, or a Dispel Greater Magic spell at 8th level and above. Immortal Carving Magic Strings, while it is sustained, cancels out Anti-magic zones, but not Dead Magic zones.

Arousing Dance(Su): At 4th level, a dancer of Titania may dance in a highly provactive manner that makes her extremely desirable. This has the same activation and durations as the mesmerizing dance ability above. During the dance, all enemy creatures within 40 feet must make a will save (DC 10 + character level + charisma modifier) or be affected by the “seduction” spell.

Fearsome Dance(Su): At 5th level, a dancer of Titania knows how to dance in such a way as to inspire fear and dread in those who watch. This has the same activation as the mesmerizing dance ability above. During the dance and a number of rounds afterward equal to her class level, the dancer produces a “cause fear” effect with a 40-foot radius against enemy creatures.

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.

Improved Evasion (Ex):This ability works like evasion, except that while the dancer still takes no damage on a successful reflex save against attacks henceforth she henceforth takes only half damage on a failed save. A helpless dancer does not gain the benefit of improved evasion.

Ecstatic Dance (Su): At 7th level, a dancer of Titania can work herself into a transcendental dance that lets her ignore damage, debilitating effects, and certain supernatural effects. This has the same activation and duration as the mesmerizing dance ability above. Once the dance is complete, the dancer of Titania is immune to all mind-affecting spells or supernatural abilities. In addition, the dancer acts as if she had the Diehard feat.

Forbidden Fruits (Su): Forbidden Fruits grants a +2 to DC bonus to all Charm and Compulsion effects, and Saves. This ability increases to +4 at 10th level.

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.

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

Rend (Ex): At 8th level, a dancer of Titania who successfully hits with both claw attacks can tear the flesh, leaving terrible wounds. This attacks deals an additional 2 die of damage.

Frenzied Dance(Su): At 9th level, once per day, a dancer of Titania may work herself into a terrible, whirling dance, similar to a barbarian’s rage. This has the same activation and duration as the mesmerizing dance ability above. The dancer gains a +2 bonus to Strength and Constitution and a +1 morale bonus on will saves, but she takes a -2 penalty to AC. The dancer is fatigued for the same number of rounds that she was involved in the frenzied dance. This ability does not stack with the barbarian’s rage ability- the dancer must choose one or the other, though it does not count against the number of times per day she may rage.

Dancing Amidst the Gods (Su): A 10th 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.)



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