Dagger Dancer by Monkey

This prestige class is available as Open Game Content

A very powerful class at first appearance, its true deception is in that power. This class is primarily designed for Rogues and Monks, however, any class may transfer to it. It is a dance using daggers which increases a persons ability to fight in combat. Most Dagger Dancers are arrogant in their fighting skills, however, they have good reason to. If the previous class was a spell caster, either arcane or divine, they may no longer gain any levels in that class, and loose one casting level for every four levels of this class. For the purposes of Ex-Member Status, they are now Ex-Members of their Class.

 

Requirements

Feats: Point Blank Shot, Far Shot, Rapid Shot, Shot on the Run, Precise Shot, Weapon Focus (Dagger), Lightning Reflexes, Combat Reflexes

Skills(Ranks): Concentration(8)

Hit Die: 1d10
Skill Points:  Int modifier
Class Skills: Balance (Dex), Concentration (Con),  Intuit Direction (Wis), Spot (Wis)

 

Level

Attack

Fort

Reflex

Will

Damage

Special

1

+5

+0

+1

+0

+1

Dagger (1)

2

+5

+0

+2

+0

+1

Dagger (2), Blade Armor

3

+5

+1

+3

+1

+2

Dagger (3), Eagle Eye

4

+5

+2

+4

+2

+2

Dagger (4)

5

+7

+2

+5

+2

+3

Dagger (5)

6

+7

+3

+6

+3

+3

Dagger (6), Blade Runner

7

+7

+3

+7

+3

+4

Dagger (7)

8

+7

+4

+8

+4

+4

Dagger (8)

9

+9

+4

+9

+4

+5

Dagger (9), Perfect Shot (1/day)

10

+9

+5

+10

+5

+5

Dagger (10)

11

+9

+5

+11

+5

+6

Dagger (11), Perfect Shot (2/day)

12

+9

+6

+12

+6

+6

Dagger (12)

13

+10

+6

+13

+6

+7

Death Blossom, Perfect Shot (3/day)

 

Class Features

Weapon Proficiency: Dagger

Armor Proficiency: None Allowed 

 Dagger - The number of daggers that can be used in the dance. Each dagger is suspended in a ring of four around the dancer. At any time the DM may call for a concentration roll, if the dancer fails the roll, he suffers the standard dagger damage. This represents his in-ability to sense where his daggers are. Once the Dancer Reaches level 8, he is immune to this failing. As long as the dancer is just attacking or placing his daggers, all attacks using the daggers or actions concerning them being put in place are treated as one round. He moves at such a speed its frightening.

 Blade Armor - After acquiring a second dagger in the dance, the dancer may now add each dagger to his AC rating. Each dagger is a +1 to armor class as long as they are drawn and the dancer does not leave the stance required to do the dance. This will be overruled later by another ability.

 Eagle Eye - At this level the Dancer has gained the ability to spot a single target out of many. With this skill he is given a +6 to all spot checks during combat. This also lowers the DC by 1/2 his level, rounded down. But only for that target.

 Blade Runner - With this ability, the dancer may now move and the daggers follow him, this still requires concentration. 

 Perfect Shot - Usable only certain amounts of times per day, this allows the dancer to always hit a character regardless of their armor class. 

 Death Blossom - By using all of his daggers and strength, for one attack the dancer deals all critical damage, however, he faints afterwards, having only 3 hit points left. While no damage is present on his body, he is just exhausted. This will heal naturally or with magical means. Most Dancers never use this skill, but they have it available, in times of need. Imagine getting hit with 12 daggers all critical in one round.

 Note: It should go without saying, but....

       1) If a dagger dancer picks up any weapon other than a dagger, they gain a +10 to the AC of the target. This is because of the extensive training.

       2) If a dagger dancer puts on any armor, they will not be able to dance, therefore they loose all abilities of a dancer until the armor is removed.

       3) They gain a special harness which has the ability to be outfitted with a magical cloak. It comes with a normal cloak. It has 12 slots to hold any type of dagger and it should be worn nearly always. If the player elects to not use it, they take 1 round per four daggers.