Martial Dancer (3.5e Class)

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Martial Dancer

The art of fighting Unarmed while gracefully dancing. They go through rigorous training to learn this martial art. They learn how to strengthen their body and improve their agility and reflexes through magic dances.

Making a Martial Dancer

Abilities:Strength and Constitution are important since they are melee combatants. Dexterity and Charisma boost defense and multiple class features.

Races: Any race is suitable for this class.

Alignment: Any non-evil.

Table: The Martial Dancer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Flurry of Dances Damage Bonus AC Bonus Speed Bonus
Fort Ref Will
1st +1 +0 +2 +2 Unarmed Strike, Flurry of Dances , Lithe Body, Bonus Feat –1/–1 1d6 +0 +0 ft.
2nd +2 +0 +3 +3 Uncanny Dodge, Battle Instincts +1 +1/+1 1d6 +1 +0 ft.
3rd +3 +1 +3 +3 Acrobatic Combatant +3/+3 1d8 +1 +0 ft.
4th +4 +1 +4 +4 Ki Strike (Magic) , Graceful Tumble +4/+4 1d8 +1 +10 ft.
5th +5 +1 +4 +4 Improved Uncanny Dodge , Flawless Stride +5/+5 1d8 +2 +10 ft
6th +6/+1 +2 +5 +5 Graceful Agility +2 , Bonus Feat +6/+6/+1 1d8 +2 +10 ft.
7th +7/+2 +2 +5 +5 Dancing Strike +1, Ki Strike (Aligned) +7/+7/+2 1d10 +2 +20 ft.
8th +8/+3 +2 +6 +6 Cat Like Reflexes , Improved Flanking +8/+8/+3 1d10 +3 +20 ft.
9th +9/+4 +3 +6 +6 Battle Instincts +2 +9/+9/+4 1d10 +3 +20 ft.
10th +10/+5 +3 +7 +7 Ki Strike (Adamantine), Blindsense 30ft +10/+10/+10/+5 1d10 +3 +30 ft.
11th +11/+6/+1 +3 +7 +7 Bonus Feat, Dancing Strike +2 +11/+11/+11/+6/+1 2d6 +4 +30 ft.
12th +12/+7/+2 +3 +8 +8 Graceful Agility +4 , Natural Agility +12/+12/+12/+7/+2 2d6 +4 +30 ft.
13th +13/+8/+3 +4 +8 +8 Ki Strike (Trans-dimensional), +13/+13/+13/+8/+3 2d6 +4 +40 ft.
14th +14/+9/+4 +4 +9 +9 - +14/+14/+14/+9/+4 2d6 +5 +40 ft.
15th +15/+10/+5 +5 +9 +9 Forceful Strike +15/+15/+15/+10/+5 2d8 +5 +40 ft.
16th +16/+11/+6/+1 +5 +10 +10 Bonus Feat +16/+16/+16/+11/+6/+1 2d8 +5 +50 ft.
17th +17/+12/+7/+2 +5 +10 +10 Timeless Body +17/+17/+17/+12/+7/+2 2d8 +6 +50 ft.
18th +18/+13/+8/+3 +5 +11 +11 Graceful Agility +6 +18/+18/+18/+13/+8/+3 2d8 +6 +50 ft.
19th +19/+14/+9/+4 +6 +11 +11 Battle Instincts +3 +19/+19/+19/+14/+9/+4 2d10 +6 +60 ft.
20th +20/+15/+10/+5 +6 +12 +12 Mongoose Reflexes, Blindsight 30ft +20/+20/+20/+15/+10/+5 2d10 +7 +60 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession(Wis), Search (Int), Sense Motive (Cha), Spot (Wis), Swiw (Str), Tumble (Dex)

Class Features

Weapon and Armor Proficiency: Martial Dancers are not proficient with any armor or shields. They are not proficient with any weapon.

When wearing armor, using a shield, or carrying a medium or heavy load, a Martial Dancer loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): A Martial Dancer is far better than their Monk cousins at defending themselves. When unarmored and unencumbered, the Martial Dancer adds his Charisma bonus (if any) to his AC. In addition, a Martial Dancer gains a +1 bonus to AC at 2nd level. This bonus increases by 1 for every three Martial Dancer levels thereafter (+2 at 5th, +3 at 8th, +4 at 11th, +5 at 14th, +6 at 17th level and +7 at 20th level).

These bonuses to AC apply even against touch attacks (including incorporeal touch attacks) or when the Martial Dancer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Fast Movement (Ex): A Martial Dancer dedicates more time to learning his Martial Dance skills more than training his speed and mobility, unlike a Monk who balances the two. As such, a Martial Dancer gains improvements to unarmed strike damage a level earlier than their Monk counterparts, but gains bonuses to unarmored speed a level later than a Monk. At 4th level, a Martial Dancer gains an enhancement bonus to his speed, as shown on Table: The Martial Dancer. A Martial Dancer in armor or carrying a medium or heavy load loses this extra speed.

Unarmed Strike: At 1st level, a Martial Dancer gains Improved Unarmed Strike as a bonus feat (Or if the DM allows it they gain Unarmed Fighting Style). A Martial Dancer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Martial Dancer may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Martial Dancer striking unarmed. A Martial Dancer may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Martial Dancer’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Martial Dancer’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Martial Dancer also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Martial Artist. The unarmed damage on the above table is for Medium Martial Artists. A Small Martial Artist deals less damage than the amount given there with his unarmed attacks, while a Large Martial Artist deals more damage; see the following table.


Table: Martial Dancer Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–2nd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
3rd–6th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
7th–10th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
11th–14th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
15th–18th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
19th-20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Flurry of Dances (Ex): As a standard action, when unarmored, a Martial Dancer may strike with a flurry of dances at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Dances Attack Bonus column on Table: The Martial Dancer. This penalty applies for 1 round, so it also affects attacks of opportunity the Martial Dancer might make before his next action. When a Martial Dancer reaches 5th level, the penalty lessens to –1, and at 9th level it disappears.

When a Martial Dancer reaches 10th level, his flurry of dances ability improves. In addition to the standard single extra attack he gets from flurry of dances, he gets a second extra attack at his full base attack bonus.

Lithe Body (Ex): A Martial Dancer makes a Perform Dance check. If the check is divisible by 10, add that number to attack rolls when using flurry of dances.(E.G A 20 dance check is a +2).

Uncanny Dodge (Ex): At 2nd level, a Martial Dancer retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Martial Dancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Battle Instincts: (Ex): A Martial Dancer at 2nd level a Martial Artist gains a +1 competence bonus on his initiative checks. This bonus increases to +2 at 9th level and an additional +1 every 10 levels there after.

Bonus Feat : A Martial Dancer at the 1st,6th,11th and 16th level gains a bonus feat.

Acrobatic Combatant (Ex): The Martial Dancer is an amazingly agile fighter who moves fluidly from one movement to the next. This blend of agility and speed lends itself in several way to the Martial Dancer. A Martial Dancer of third level gains the Combat Reflexes feat as a bonus feat. If any effect causes a Martial Dancer to fall prone, he may attempt an immediate DC 20 Perform(Dance) check to remain on his feet dispite the effect. If a Martial Dancer does ever end up prone, opponents gain no extra bonuses to attacks for the Martial Dancer being prone, and during his turn, a Martial Artist may either "dance up" from a prone position as a free action that does not provoke an attack of opportunity. Also, whenever a Martial Dancer is fighting defensively, his dodge bonus improves to one half his class level rounded down, until his next turn, although he still takes the -4 penalty to all attacks. Any time the Martial Dancer takes a total defense action, the dodge bonus improves to be equal to his class level until his next turn.

Ki Strike (Su): At 4th level, a Martial Dancer’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s level. At 7th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness, and finally at 13th level a Martial Dancer's attacks are treated as ghost-touch weapons for the purpose of striking incorporeal creatures. In addition, he can interact with and destroy force objects such as a resilient sphere or wall of force. Such objects have a hardness equal to its caster level, and 3 hp per caster level. The break DC is 10 + caster level.

Graceful Tumble (Ex): Through countless times of dancing around opponents and dodging their blows the Martial Dancer now has the ability to use his Perform(Dance) skill in place of Tumble. If you had ranks in the Tumble skill you may add them to Perform(Dance) when you intend to tumble.

Improved Uncanny Dodge (Ex): At 5th level and higher, a Martial Dancer can no longer be flanked, and opponents gain no benefit from doing so. This defense denies a rogue the ability to sneak attack the Martial Dancer by flanking him, unless the attacker has at least four more rogue levels than the target has Martial Dancer levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Flawless Stride (Ex): Starting at 5th level, a Martial Dancer can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment. This ability also allows him to run and charge in situations where others cannot. He may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, and tumble over tables to get to his destination. Depending on the circumstances, he still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let him move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Martial Dancer loses this ability when wearing heavy armor, or carrying a heavy load.

Graceful Agility (Ex): A Martial Dancer is trained to be excellent at balancing, jumping and dancing. They are trained to jump over ordinary every day obstacles like fences, carts, short walls, etc in a fluid and supple way. A Martial Dancer gains a +2 Bonus on all Balance, Jump and Tumble checks. This bonus continues to increase to +4 at 12th level and +6 at 18th level. In addition, a Martial Dancer may choose to use his Dexterity modifier instead of his Strength modifier on all Climb or Jump checks.

Dancing Strike (Ex): Studying more on striking than a traditional Monk, and using advanced knowledge of anatomy, pressure points and soft spots on various creatures, a Martial Dancer is better able to make an excruciating attack against his opponent. At 7th level a Martial Artist permanently increases his natural threat range with unarmed strikes when using Flurry of Dances by 1, making his natural threat range with unarmed strikes 19-20 X2. At 11th level, he permanently increases his natural threat range with unarmed strikes when using Flurry of Dances by an additional 1 making his natural threat range 18-20 X2. This benefit stacks with the Improved Critical (Unarmed) feat, giving an 11th level Martial Dancer with Improved Critical (Unarmed) feat a threat range of 15-20 X2. As well, starting at 7th level, a Martial Dancer may use various fighting stances to change the type of damage he deals with unarmed strikes. As a swift action during his turn, a Martial Dancer may choose a damage type out of bludgeoning, piercing or slashing damage. Once he makes this choice his unarmed strikes continue to deal the chosen damage type until he uses another swift action to change it. A Martial Dancer may also change types freely while not in combat.

Cat-like Reflexes (Ex): A Martial Dancer of 8th level has near super-human reflexes gaining a +2 bonus to Reflex saves and may now benefit from twice his Dexterity modifier for the purposes of determining how many attacks of opportunity he may make in a round.

Improved Flanking (Ex): A Martial Dancer of 8th level or higher, who is flanking an opponent gains a +2 bonus on attacks while flanking an opponent, giving a Martial Dancer a +4 bonus instead of a +2 bonus on attacks while flanking. This bonus stacks with any other similarly granted bonuses on flanking attacks. Other characters flanking with the Martial Dancer do not gain this increased bonus without a similar ability of their own.

Blindsense (Ex): A Martial Dancer of 10th level gains Blindsense out to 30 feet. Using nonvisual ques such as acute smell or hearing, a Martial Dancer notices things it cannot see. A Martial Dancer does not need to make Spot or Listen checks to pinpoint the location of a creature within range of his Blindsense ability, provided that the Martial Dancer has line of effect to that creature. Any opponent the Martial Dancer cannot see still has total concealment against him, and the Martial Dancer still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the Martial Dancer, and a Martial Dancer is still denied his Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Natural Agility (Ex): Balancing, Jumping and Tumbling(or Dancing, whichever he prefers) come so naturally to a Martial Dancer, that they make always take 10 on all Balance, Jump and Tumble checks, even when stress or other distractions would normally prevent them from doing so.

Forceful Strike (Ex): Through training for increased strength and the toughening of his skin from years of practicing his strikes against various harder surfaces such as wood, stone, and metal, a Martial Dancer is capable of striking an opponent harder than usual without harming themselves when they make a critical strike. A 15th level Martial Artist permanently increases his critical multiplier with unarmed strikes to X3. A 15th level Martial Artist with Improved Critical (Unarmed) feat has a threat range of 15-20 X3

Timeless Body (Ex): Upon attaining 17th level, a Martial Dancer no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Martial Dancer still dies of old age when his time is up.

Mongoose-like Reflexes (Ex): As fast as the reflexes of a cat are, a Mongoose is the only animal on earth with the consistant ability to react to and successfully evade a snake's bite at close range. At 20th level and above, a Martial Dancer's reflexes have grown to rival that of a mongoose. The Martial Dancer gains an additional +2 bonus on Reflex saves for a total +4 bonus. Whenever an enemy makes a 5-foot step into or out of the Martial Dancer's reach , he may make an attack of opportunity against them. If that attack hits he can make a free trip or disarm attempt with out provoking an attack of opportunity with a +4 to his check.

Blindsight (Ex):A Martial Dancer of 20th level is so aware and in-tune with his surroundings that nothing escapes his notice, and gains Blindsight 30 feet. This ability is similar to blindsense, but is far more discerning. Using nonvisual sense such as sensitivity to vibrations, keen smell, acute hearing or echolocation, a Martial Dancer maneuvers and fights as well as a sighted creature. Invisibility, darkness and most kinds of concealment are irrelevant, though the Martial Dancer must have line of effect to a creature or object to discern that creature or object. The Martial Dancer does not have to make Spot or Listen checks to notice creatures within range of his blindsight ability. A Martial Artists blindsight is continuous and he need do nothing to use it.



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