Mog Dancer (3.5e Prestige Class)

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Mog Dancer
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Editing: Constructive edits welcome

Mog Dancer[edit]

Mog Dancers employ the forces of nature invoked through the power of dance. By entering a dance they cannot attack or pick which spells they use, but the spells themselves, and the fact that they do not run out of spells, make up for the lack of control.

Prerequisites[edit]

Entry Requirements
Base Attack Bonus: +5.
Race: Moogle.
Skills: Perform (Dance) 10 ranks, Spellcraft 5 ranks, At least 10 ranks in either Knowledge (Geography), Knowledge (Nature) 10 ranks, Knowledge (Dungeoneering) 4 ranks, or Knowledge (The Planes) 4 ranks.
Special: Bardic Music.


Table: The <-class name->

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Environmental Dance, Known Environment +1
2nd +1 +0 +3 +3 +1 level of existing class
3rd +2 +1 +3 +3 Known Environment +2
4th +3 +1 +4 +4 +1 level of existing class
5th +3 +1 +4 +4 Known Environment +3, Mirage Arcana 1/day
6th +4 +2 +5 +5 +1 level of existing class
7th +5 +2 +5 +5 Known Environment +4, Mirage Arcana 2/day
8th +6 +2 +6 +6 +1 level of existing class
9th +6 +3 +6 +6 Known Environment +5, Mirage Arcana 3/day
10th +7 +3 +7 +7 Greater Environmental Dance, +1 level of existing class
Class Skills (6 + Int modifier per level)
The mog dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features[edit]

All the following are class features of the Mog Dancer:

Environmental Dance (Su)

The dance counts as a use of one of your bard's songs per day. Mog Dancer class levels stack with Bard levels for determining dances per day. Dancing is a standard action and requires concentration. When dancing pick from the appropriate spell list below at random (rolling a d4). The spell cannot be chosen but it's targets can be as needed. If struck for damage the Mog Dancer must make a concentration check. If the dance is broken or stopped the casting ends.

In addition each terrain has its own Granted Power. You may use only one Granted Power per day, though the effect and duration is listed for the particular terrain. Unless otherwise stated or impossible, all uses of granted powers are free, immediate actions.

You can only continue one dance up to as many rounds as your Mog Dancer class levels + Con modifier. Spells are Cha based.

Environmental Dance can be employed with Mirage Arcana cast as a swift action at the start of the dance, to simulate a different environment than the current one. As per the spell a Will save to disbelieve is allowed. If the save is made, you still mimic the spells from the false terrain, but they act as shadow conjuration, doing 20% effect. At level 10 it becomes 60% real as Greater Environmental Dance.

A few of the environmental dances are based on weather or unusual effects in the area. When faced with overlapping terrains like this, either can be used (such as a Stormy Plain invoking either Stormy effects of Plain effects).

Known Environment (Ex)

A Mog Dancer can memorize the details of an environment with a successful skill check of Knowledge (geography) DC 20. A failed check means they cannot try again for a week. Upon memorizing an environment all dance spells cast from that environment have a +1 on their DC. Also, it becomes easier to mimic an environment with Arcane Mirage. The spell Arcane Mirage gets a +2 to the DC, and if disbelieved it deals 20% more than it would have (40% or 80% real respectively).

A Mog Dancer can memorize one environment at level 1, and every 2 levels beyond it can gain another memorized environment. A Mog can write over previous knowledge at any time, but cannot have more than 5.

A Knowledge (Nature), Knowledge (The Planes), Knowledge (Architecture), or Knowledge (Dungeoneering) check may be required instead for certain environments, at DM digression.

Spells per Day

When a new Mog Dancer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Mog Dancer, he must decide to which class he adds the new level for purposes of determining spells per day.

The Epic Mog Dancer[edit]

Table: The Epic Mog Dancer
Hit Die: d6

Level Special
21st Known Environment +6
22nd Damage Cap 150%, +1 level of existing class
23rd Known Environment +7
24th +1 level of existing class
25th Known Environment +8
26th Damage Cap 200%, +1 level of existing class
27th Known Environment +9
28th +1 level of existing class
29th Known Environment +10
30th Supreme Environmental Dance, Damage Cap 250%,+1 level of existing class

Skill Points Per Level
(6 + Int modifier per level).

The epic mog dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features[edit]

All the following are class features of the Epic Mog Dancer

Known Environment

A Mog Dancer can memorize the details of an environment with a successful skill check of Knowledge (geography) DC 20. A failed check means they cannot try again for a week. Upon memorizing an environment all dance spells cast from that environment have a +1 on their effective caster level. Also, it becomes easier to mimic an environment with Arcane Mirage. The spell Arcane Mirage gets a +2 to the DC, and if disbelieved it deals 20% more than it would have (40% or 80% real respectively).

A Mog Dancer can memorize one environment at level 1, and every 2 levels beyond it can gain another memorized environment. A Mog can write over previous knowledge at any time, but cannot have more than 5.

A Knowledge (The Planes) or Knowledge (Dungeoneering) check may be required instead for certain environments.

Damage Cap

For dance spells which have a numerical value, they are treated as if Empowered at level 22. All variable, numeric effects of the empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. At level 26, this number rises to to an increase of one (200%). At level 30, this becomes one and one-half (250%). For example at level 30, Fireball cast when dancing deals 25d6 maximum, assuming caster level is high enough.

Supreme Environmental Dance

Environmental Dance becomes harder to resist, with the save DC rising +2 if from the natural environment without Mirage Arcana. This stacks with Known Environment. In addition to previous rules, if Mirage Arcana is disbelieved it is still partly real. It becomes 80% real, and if it is a Known Environment, it is 100% real.

---

Mog Dancer Environments & Spells[edit]

Terrain[edit]

Table: Plains

Roll 1d4 Spell
1 Entangle
2 Hold Person
3 Haste
4 Freedom of Movement

Granted Power: Increase movement speed by 10 ft. for 1 round every class level.


Table: Forest

Roll 1d4 Spell
1 Faerie Fire
2 Barkskin
3 Plant Growth
4 Blight

Granted Power: Speak with Animals 3/day.


Table: Arctic

Roll 1d4 Spell
1 Chill Touch*
2 Icewalking*
3 Sleet Storm
4 Wall of Ice

Granted Power: Resist 5 points of cold damage per class level when activated, ends when all resistance is stripped off.
1 *Works to a range of 30ft from the Mog Dancer.
2 *As Spider Climb, but works on Icy surfaces only.


Table: Mountain

Roll 1d4 Spell
1 Enlarge/Reduce Person*
2 Soften Earth and Stone
3 Spike Growth
4 Stoneskin

Granted Power: Gain the Stonecutting ability.

  • Either one can be cast.


Table: Swamp/Marsh

Roll 1d4 Spell
1 Obscuring Mist
2 Delay Poison
3 Vampiric Touch*
4 Black Tentacles

Granted Power: Apply your 1/2 your class level as a bonus against one save vs poison (round down).

  • Works to a range of 30ft from the Mog Dancer.


Table: Desert

Roll 1d4 Spell
1 Endure Elements
2 Blur
3 Fireball
4 Fire Shield

Granted Power: Sense Direction, you know which way is north while traveling in the desert.


Table: Underground

Roll 1d4 Spell
1 Confusion, Lesser
2 Web
3 Stone Shape
4 Spike Stone

Granted Power: Darkvision 60 ft. for as many rounds as your class level a day.


Table: Dungeon

Roll 1d4 Spell
1 Magic Missile
2 Spider Climb
3 Keen Edge
4 Crushing Despair

Granted Power: Apply 1/2 your class level as a bonus against a single save vs a trap (round down).


Table: Urban

Roll 1d4 Spell
1 Charm Person
2 Enthrall
3 Dispel Magic
4 Poison*

Granted Power: Apply 1/2 your class level as a bonus with a single social skill check (round down).

  • Works to a range of 30ft from the Mog Dancer.


Table: Marine

Roll 1d4 Spell
1 Obscuring Mist
2 Acid Arrow
3 Water Breathing
4 Control Water

Granted Power: Always succeed your Swim check for a number of rounds equal to 1/2 your class level.


Table: Tropical Jungle

Roll 1d4 Spell
1 Entangle
2 Summon Swarm
3 Stinking Cloud
4 Contagion

Granted Power: Apply 1/2 your class level to Hide checks while in the jungle (round down).


Table: Volcanic

Roll 1d4 Spell
1 Burning Hands
2 Flaming Sphere
3 Fireball
4 Wall of Fire

Granted Power: Resist 5 points of fire damage per class level when activated, ends when all resistance is stripped off.


Table: Elemental Plane

Roll 1d4 Spell
1 Endure Elements
2 Summon Nature's Ally II*
3 Protection from Energy
4 Dismissal

Granted Power: Apply 1/2 your class level as a bonus on a saving throw of a spell of the appropriate element, Fire resisting Fire spells, and so forth (round down).

  • Summons the appropriate Small Elemental.

Weather/Unique[edit]

Table: Sunny

Roll 1d4 Spell
1 Cure Light Wounds*
2 Heat Metal
3 Daylight
4 Rainbow Pattern
  • Works to a range of 30ft from the Mog Dancer.

Granted Power: Recover hp equal to your class level.


Table: Windy

Roll 1d4 Spell
1 Jump
2 Shatter
3 Wind Wall
4 Air Walk

Granted Power: Act as hasted for as many rounds as 1/2 your class level (round down).


Table: Storming

Roll 1d4 Spell
1 Shocking Grasp*
2 Gust of Wind
3 Call Lightning
4 Shout

Granted Power: Resist 5 points of electric damage per class level when activated, ends when all resistance is stripped off.

  • Works to a range of 30ft from the Mog Dancer.


Table: Blizzard

Roll 1d4 Spell
1 Obscuring Mist
2 Chill Metal
3 Sleet Storm
4 Ice Storm

Granted Power: See clearly through storms, fogs, and other non-magical gas/weather obstructions for as many rounds as 1/2 your class level (round down).


Table: Holy (hallowed or sacred land)

Roll 1d4 Spell
1 Sanctuary
2 Cure Moderate Wounds*
3 Searing Light
4 Cure Critical Wounds*

Granted Power: Turn undead as a cleric equal to your character's total level.

  • Works to a range of 30ft from the Mog Dancer.


Table: Unholy (unhallow or cursed land)

Roll 1d4 Spell
1 Doom
2 Inflict Moderate Wounds*
3 Blindness/Deafness
4 Inflict Critical Wounds*

Granted Power: Turn rebuke as a cleric equal to your character's total level.

  • Works to a range of 30ft from the Mog Dancer.



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