Dancer (3.5e Prestige Class)

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Dancer

Dancer[edit]

You must let the Sabreknife move freely; it must flow from one position to another. The cloak must move naturally, without you thinking about it. Your body must do exactly as your mind tells it.
—Unknown Instructor of the Blue Rose Dance

A master of different Dances, the Dancer is a graceful killer, killing almost without effort. Each Dancer is a master of seven different Dances, from twelve. Each Dance varies in style and speed, going from the slow, circular steps of the Cherry Blossom Dance to the sudden, furious spinning of the Blackberry Dance. The Dancer uses a short sabre (a slashing short-sword), also known as a Sabreknife, in conjunction with a long, flowing cloak.

Becoming a Dancer[edit]

The Dancer has varied entrants, from charismatic rogues to graceful bards, even the occasional fighter multiclasser. The most important criteria for any class to enter is having Perform (dance) as a class skill, and preferably Balance and Tumble as well. Elves are the most common race to join, but humans are by no means a minority. Halflings are also relatively common, and gnomes aren't unheard of. Orcs and goblins are never dancers, because they lack the grace, beauty, and finesse required. Dwarves are also rare, because they lack the charm needed. They prefer the straightforward "hit it with a stick" approach.

Entry Requirements
Alignment: Non-Lawful.
Base Attack Bonus: +3.
Skills: Perform (dance) 8 ranks, Balance 8 ranks, Tumble 8 ranks.
Feats: Dodge, Mobility.
Special: Must own a Sabreknife and a cloak of some kind.

Table: The Dancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Dance
2nd +2 +0 +3 +0 Dance
3rd +3 +1 +3 +1 Skill Focus
4th +4 +1 +4 +1 Dance
5th +5 +1 +4 +1 Dance
6th +6 +2 +5 +2 Evasion
7th +7 +2 +5 +2 Dance
8th +8 +2 +6 +2 Dance
9th +9 +3 +6 +3 Uncanny Dodge
10th +10 +3 +7 +3 Elite Dance

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dance) (Int), 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 Rope (Dex).


Class Features[edit]

All of the following are class features of the Dancer.


Dance (Ex): At level one, and every level after that, excluding multiples of three, the Dancer learns one Dance. Dances are a form of stance that provide certain bonuses to the Dancer. A Dancer may remain in any one Dance for a number of round up to her Charisma modifier. Afterwards, she cannot enter the same dance for a number of rounds equal to the length of time she was in it. To enter a dance, a Dancer must make a Perform (dance) check with a DC determined by the Dance, and then every turn afterwards she must make another Check to maintain it. She may not take 10 on the initiating check. If a Dancer is ever prevented from adding her Dexterity Bonus to AC on an attack, she is immediately exits the Dance. All Dances require the Dancer to make a certain kind of action to remain in the Dance. When wearing armor, using a shield, or carrying a medium or heavy load, a Dancer cannot enter a Dance. The following are all of the Dances available to the Dancer


  • Willow Dance (Ex): The Willow Dance is characterized by slow, flowing motions. The Dancers arm is barely crooked, and moves around the body slowly, but the attacks are lightning fast. Each motion moves through the body, preventing the Dancer from becoming off balance. A Dancer performing the Willow Dance gains a bonus to hit equal to her Cha mod. If she has 13 ranks in Perform (dance), she gains twice the bonus (to a maximum of +12). To maintain the dance, she must either move more than 10ft or take a move action to do nothing (except for continuing to dance). The DC for the Willow Dance is 20, and the Dancer must be wielding a Sabreknife.
  • Aspen Dance (Ex): The Aspen Dance is characterized by fast, circular motions of the Sabreknife. The Sabreknife moves continuously, building momentum for crushing blows. A common motion pattern is for the Dancer to move the Sabreknife in a figure-eight across her body. The Dancer will occasionally use her body to add speed, such as doing a quick spin. A Dancer performing the Aspen Dance gains bonus damage of an amount of d4's equal to half of her Cha mod. If she has 13 ranks in Perform (dance), she uses her full Cha mod (to a maximum of 8d4). To maintain the dance, she must either move more than 10ft or take a move action to do nothing (except for continuing to dance). The DC for the Aspen Dance is 20, and the Dancer must be wielding a Sabreknife.
  • Bird's-foot Dance (Ex): The Bird's-foot Dance is characterized by how the Dancer keeps the Sabreknife close to her body. She moves it all around her body, intercepting blows. She is continually turning to face the enemies around her, watching for attacks. Her strikes consist of sudden extensions of her arm, continuing the motion of her constant parries. A Dancer performing the Bird's-foot Dance gains a bonus to AC equal to her Charisma mod. If she has 13 ranks in Perform (dance), she gets an Attack of Opportunity whenever an opponent misses by less than or equal to her Cha mod. This Attack of Opportunity counts against her Attacks of Opportunity for the round. To maintain the dance, she must either make a full attack or take a move action to do nothing (except for continuing to dance). The DC for the Bird's-foot Dance is 20, and the Dancer must be wielding a Sabreknife.
  • Black Lily Dance (Ex): The Black Lily Dance is characterized by quick, jerky motions, with sudden changes in direction of the blades movement. The Dancer makes a flurry of motion, moving the Sabreknife quickly back and forth, attacking extremely fast. A Dancer performing the Black Lily Dance may, while making a full attack, make an additional attack. However, for the attack she uses her Perform (dance) skill + her weapons enhancement bonus. She may not take 10 on this check. To maintain the dance, she must either make a full attack or take a move action to do nothing (except for continuing to dance). The DC for the Black Lily Dance is 24, and the Dancer must be wielding a Sabreknife. A Dancer must be at least class level 4 to learn this Dance.
  • Cherry Blossom Dance (Ex): The Cherry Blossom Dance is characterized by sweeping, circular steps. Each step is slow and graceful, but ends with a sudden burst of motion, carrying the Dancer into the next step. As she moves across the battlefield, she strikes quickly and then continues moving. A Dancer performing the Cherry Blossom Dance may, while making a full attack, move up to 10ft between attacks. The Dancer cannot return to a square she just exited (though she may return to that square later during her full attack). The Dancer is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. To maintain the dance, she must either make a full attack or take a move action to do nothing (except for continuing to dance). The DC for the Cherry Blossom Dance is 24, and the Dancer must be wielding a Sabreknife. A Dancer must be at least class level 4 to learn this Dance.
  • Moonflower Dance (Ex): The Moonflower Dance is characterized by its use of the cloak. The Dancer swirls the cloak around her body, distorting her position. When attacking, the cloak is moved the attacker first, distracting them. She then moves it out of the way quickly, and darts in for an attack. A Dancer performing the Moonflower Dance gets +1 AC and may make a Perform (dance) check opposed by a target's Sense Motive. If she wins, the target is treated as flatfooted for the next attack that the Dancer makes in that round. To maintain the dance, she must either move more than 10ft or take a move action to do nothing (except for continuing to dance). The DC for the Moonflower Dance is 24, and the Dancer must have on some form of cloak. A Dancer must be at least class level 4 to learn this Dance.
  • Blue Rose Dance (Ex): The Blue Rose Dance is characterized by its constant flowing motion, confusing opponents. The Dancer moves her cloak and Sabreknife around her body, protecting her from attack. The cloak obscures her motions, making it hard to determine where she is in the cloak. In addition, she uses the cloak to intercept attacks, cushioning blows. The Dancer turns constantly, taking slow, circular steps. A Dancer performing the Blue Rose Dance gets +4 to AC, +4 to hit, and DR 5/-. To maintain the dance, she must either move more than 10ft, make a full attack, or take a move action to do nothing (except for continuing to dance). The DC for the Blue Rose Dance is 27, and the Dancer must have on some form of cloak and be wielding a Sabreknife. A Dancer must be at least class level 7 to learn this Dance.
  • Blackberry Dance (Ex): The Blackberry Dance is characterized by its spinning movement. The Dancer spins, swirling her cloak out with one hand and attacking with the Sabreknife held in the other. When she is attacked, she spins 360 degrees, lashing her attacker with her cloak and slashing him with her Sabreknife. When a Dancer performing the Blackberry Dance is attacked and the attack misses, she may take an immediate action to spin and attack back. On the attack, she gets -3 to hit. If she hits, she not only deals only her Sabreknife damage, she also deals 3 nonlethal damage, and the foe is dazed. To maintain the dance, she must either move more than 10ft, make a full attack, or take a move action to do nothing (except for continuing to dance). The DC for the Blackberry Dance is 27, and the Dancer must have on some form of cloak and be wielding a Sabreknife. A Dancer must be at least class level 7 to learn this Dance.
  • Cypress Dance (Ex): The Cypress Dance is characterized by its jumps and acrobatics. The Dancer jumps up, does flips, and spins rapidly in midair. When she attacks, she slashes down with incredible power, gained from her motion. Her Sabreknife is kept away from the body, building momentum for a powerful attack. A Dancer performing the Cypress Dance gains a +1 dodge bonus AC, and her critical threat range is increased by 1. This bonus is applied prior to Keen or Improved Critical, and if the Dancer has one of those she gains a additional 1 threat range (for a total increase of 3). To maintain the dance, she must either move more than 10ft or take a move action to do nothing (except for continuing to dance). The DC for the Cypress Dance is 27, and the Dancer must be wielding a Sabreknife. A Dancer must be at least class level 7 to learn this Dance.

Skill Focus: The Dancer gains Skill Focus Perform (dance) as a bonus feat. In addition, when making a Perform Dance skill check, she may take 10 even if stress and distractions would normally prevent her from doing so.

Evasion (Ex): At 6th level and higher, a Dancer 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 light armor or no armor. A helpless Dancer does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 9th level, a Dancer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Dancer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Elite Dance (Ex): At level ten, the Dancer learns one Elite Dance. A Dancer may remain in any one Elite Dance for a number of round up to her Charisma modifier. Afterwards, she cannot enter the Elite Dance for a number of rounds equal to three times the length of time she was in it. To enter an Elite Dance, a Dancer must make a Perform (dance) check, DC 30, and then every turn afterwards she must make another check to maintain it. She may not take 10 on the initiating check. All Elite Dances require the Dancer to make a certain kind of action to remain in the Dance. When wearing armor, using a shield, or carrying a medium or heavy load, a Dancer cannot enter an Elite Dance. The following are all of the Elite Dances available to the Dancer


  • Viscaria Dance (Ex): The Viscaria Dance is the only partner dance in the Dancers repertoire. As she dances with a partner, the two people pull each other around to evade attacks and to get better angles for attacks. The styles are wide and varied, from something similar to ballroom dancing all the way to the partners throwing each other high into the air and catching them. The Dancer protects both of them using her cloak, intercepting attacks. To be a partner for performing the Viscaria Dance, the candidate must succeed in a DC 20 Perform (dance) check. The Dancer may also increase the DC required for her to perform the dance to a DC 35 by leading the partner, preventing them from having to make the check. To initiate the dance, the Dancer enters the partners square. Both the Dancer and her partner gain +4 to hit, +4 AC, DR 4/-, and whenever one partner would be hit with an attack, the other partner may choose to be hit instead. In addition, both people have there movement speeds reduced to 20ft, and whenever one partner moves, the other may choose to either follow along, remaining in their partners square, or not follow, ending the dance. The partners do not provoke attacks of opportunity while dancing. If one partner is immobilized, the dance ends. To maintain the dance, the partners must either move more than 10ft (each), make a full attack, or take a move action to do nothing (except for continuing to dance). The Dancer must have on some form of cloak and be wielding a Sabreknife.
  • Elm Dance (Ex): The Elm Dance is a dance that focuses on offencive capabilities of the cloak. The Dance is very similar to the Moonflower Dance, due to its use of the cloak. However, it is much more violent, with sudden spins and lashing foes with the cloak. A Dancer performing the Elm Dance gets +1 AC and may make a Perform (dance) check opposed by a target's Sense Motive. If she wins, the target is treated as flatfooted for the next attack that the Dancer makes in that round. In addition, she may also make a Perform (dance) check, DC 30, any time she attacks normally. If she succeeds, she adds a sudden spin to the attack, allowing her to attack all of the surrounding foes with her cloak. The cloak dazes and deals 3 nonlethal damage to any foes that it hits. To maintain the dance, she must either move more than 10ft, make a full attack, or take a move action to do nothing (except for continuing to dance). The Dancer must have on some form of cloak.
  • Maple Dance (Ex): The Maple Dance is a violent, furious dance. The Dance in volve alot of acrobatics, similar to the Cypress Dance. In addition, the Dancer moves rapidly across the battlefield, attacking foes along the way. A Dancer performing the Elm Dance gains a bonus to hit equal to half of her Cha mod, 2d6 bonus damage, and her critical threat range is increased by 1 (this bonus is applied after to Keen or Improved Critical). In addition, while making a full attack the Dancer may move up to 10ft between attacks and gain an additional attack that uses her Perform (dance) skill + her weapons enhancement bonus instead of her normal to hit. To maintain the dance, she must either move more than 10ft, make a full attack, or take a move action to do nothing (except for continuing to dance). The Dancer must be wielding a Sabreknife.

Ex-Dancers[edit]

A Dancer who becomes lawful in alignment cannot progress in levels as a Dancer, and cannot enter any Dances.

Campaign Information[edit]

Playing a Dancer[edit]

Combat: Dancers are always in the middle of the action, which can pose issues, due to their lack of armor. Most Dancers are going to be getting a ton of AoOs, and will therefor try to stay close to as many foes as they can, so that they provoke as often as possible. They will also run into issues when they utilize their mobility because they will provoke themselves, so they have to rely heavily on their Tumble skill.

Advancement: Dancers usually try to enter the Dancer prestige class as quickly as they can, then take all 10 levels. After they finish the PRC, they can take any classes they want. Mostly they will continue the progression they started in levels 1-5. Some Dancers that start out as Bards will attempt to qualify for the Mystical Dances feat.

Resources: Dancers don't really form organizations. If they do, its more of a "Dancers Guild", which will also admit Dervishes, Bards, and other people with dancing skills. Occasionally two Dancers will partner up to fight together. At least one of these Partners will always take Viscaria Dance at 10th level.

Dancers in the World[edit]

Dancing is an art form. We just make it a painful one. Kind-of like Bagpipers, but in a different way.

Dancers are relatively common, and will be seen often by the average person. However, most people don't know about Dancers. All that they know about the Dancers that they have met is that they are very graceful fighters.

NPC Reactions: Most people treat Dancers like bards, since they tend to act like them. Occasionally an NPC will treat a female Dancer like a prostitute, but that is uncommon and a very painful mistake.

Dancer Lore[edit]

Characters with ranks in Knowledge (dance) 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 (dance)
DC Result
11 They use special Dances to fight.
16 Anything else, and most relevant campaign information.
21 A general description of what Dance they are performing at the time.
26 Specific details about their Dance.

Dancers in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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