Bladedancer
Sworn to defend all goodly folk from the depredations of evil drow bladedancers are a highly trained, dedicated, and motivated order of holy warriors who serve the drow goddess Eilistraee with almost fanatical devotion. Trained from early childhood in the arts of swordcraft and song bladedancers are taught the ancient art of bladedancing, a style of fighting with two swords developed by Eilistraee herself and taught to her faithful long ago. Wearing suits of elven chain and wielding pairs of long swords or bastard swords bladedancers throw themselves into battle while singing songs of praise to their goddess. Known far and wide by the followers of Eilistraee and the other drow powers bladedancers are held in great esteem by other faithful of Eilistraee and viewed with a mixture of fear and loathing by evil drow. Wherever the followers of Eilistraee confront the worshipers of Lolth, Vhaeraun, Selvetarm, Kiaransalee, and Ghaunadar there shall be found bladedancers leading the fight. When engaged in combat bladedancers are both beautiful and frightening to behold with their graceful dancelike movements and their blades a twirling in a dance of death. Bladedancers are some of the foremost experts in the area of combating evil drow.
Adventures:
Bladedancers often adventure to aid other goodly folk in their struggles against evil creatures, particularly against evil drow. Bladedancers also adventure out of curiosity and wanderlust.
Alignment:
All bladedancers must be of good alignment (LG, NG, or CG)
Races:
Only elves (of any sub-race) can become bladedancers. Humans and half-elves are to short lived to receive the training while dwarves lack the grace and agility. Gnomes and halflings lack the size needed for fighting with two long or bastard swords.
Religion:
All bladedancers worship Eilistraee, among her followers bladedancers fulfill the role often filled by paladins among more lawful faiths. Bladedancers also venerate Corellon Larethian in his roles as the creator of the elven race, the father of Eilistraee, and as the elven god of war and warriors.
Background:
Most bladedancers are born and raised within a temple of their goddess where they receive their training from older more experienced bladedancers, warriors, and clerics of Eilistraee. Most are the sons and daughters of clerics and divine champions.
Classes:
Bladedancers work well with other warriors, bards, and clerics of Eilistraee. Wizards and rogues must first prove their courage and skill in battle before a bladedancer will accept them, even then they will view most rogues with suspicion unless they are also devoted worshipers of Eilistraee.
Abilities:
Strength, Dexterity, and Wisdom are all very important to bladedancers. Since they are warriors who are unable to wear any armor heavier than elven chain strength and dexterity are vital for swift fast movement. Wisdom is needed for spellcasting.
Hit Die: d10
Skill points at first level: (6+ Int. modifier) x4
Skill points per level: 6+ Int. modifier
Skills:
Balance (Dex), Climb (Str), Craft (armorsmithing,bowmaking,weaponsmithing), Diplomacy (Cha), Heal (Wis), Hide (Dex)
Intuit Direction (Wis), Intuit Danger (Wis), Jump (Str), Knowledge (religion,history(drow),underdark*) (Int), Listen (Wis),
Move Silently (Dex) Perform (harp,flute,sing,dance)(Cha),Profession (hunting,fishing)(Wis) Ride (Dex), Search (Int),
Sense Motive (Wis) Spot (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis)
*Knowledge (underdark) is basically the same as Knowledge (nature) but applies to the underdark
Class Features:
Armor and weapon proficiencies:
Bladedancers are proficient with leather, studded leather, mithral shirts, and elven (or drow) chain, all other armors are too heavy for them to wear while bladedancing. Bladedancers are proficient in all simple and martial weapons as well as with bastard swords and hand crossbows. Bladedancers aren’t proficient with shields nor may they ever become proficient with shields or medium and heavy armor.
Evasion:
At 2nd level, a bladedancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a fireball spell), the bladedancer takes no damage with a successful saving throw.
Improved Evasion:
At 10th level bladedancers gain improved evasion. This ability works like evasion, except that while the bladedancer still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, the bladedancer now takes only half damage on a failed save (the bladedancer’s reflexes allow him to get out of harms way with incredible speed).
Uncanny Dodge:
Starting at 2nd level, bladedancers gain the extraordinary ability to react to danger before their senses would normally allow the to do so. At 2nd level and above they retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible foe. (They still lose their Dexterity bonus if immobilized.)
At 5th level, bladedancers can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the bladedancer. The exception to this is that a rogue at least four levels higher than the bladedancer can flank him (and thus sneak attack him).
At 10th level, bladedancers gain an intuitive sense that alerts them to danger from traps, giving them +1 bonus to Reflex saves made to avoid traps and a+1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th level, they rise to +3, and at 19th level they rise to +4.
Divine Health:
Bladedancer’s are immune to all poisons and diseases, including magical diseases such as mummy rot and lycanthropy.
Divine Grace:
A bladedancer applies his Charisma modifier (if positive) as a bonus to all saving throws.
Aura of Courage:
Beginning at 2nd level, bladedancers are immune to fear (magical or otherwise). Worshipers of Eilistraee within 10 feet of the bladedancer gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to other followers of Eilistraee is a supernatural ability.
Spells:
Beginning at 4th level bladedancers gain the ability to cast divine spells, they use the same spell list and requirements for their casting as paladins.
Code of Conduct:
Bladedancer’s must live up to the dogma of Eilistraee as follows: Be always kind, save in battle with evil. Encourage happiness everywhere. Learn and teach new songs, dances, and the flowing dance of skilled swordwork. Promote harmony between the races. Befriend strangers, shelter those without homes, and feed the hungry. Repay rudeness with kindness. Repay violence with swift violence so that those that cause it are swiftly dealt with. Defend the weak, free the oppressed, and aid drow in distress. Give drow the Lady’s message: " A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace and live beneath the sun again where trees and flowers grow". Of course those drow who come to the surface with violence and conquest in mind will find a bladedancer to be a relentless and utterly ruthless foe who will never rest until the goodly folk of the surface realms are safe. In addition bladedancers must tithe at least 50% of all non-magical treasure gained from adventuring to their temple (or to the closest temple of Eilistraee). They may only keep those magical items which they are going to use themselves (in other words no hoarding), all other magical items gained through adventuring must be turned over to the nearest temple so that they may be better employed in furthering the goals of Eilistraee and in defending her faithful.
Neutralize Poison:
Beginning at 3rd level, bladedancers can neutralize poison, as per the spell neutralize poison, once per week. They can use this ability more often as they advance in levels (twice per week at 6th level, three times per week at 9th level, and so forth). Neutralize poison is a spell-like ability for bladedancers.
Limited multi-class options:
Bladedancer’s can only multi-class as fighters, clerics (of Eilistraee), divine champions, divine disciples, or holy liberators without losing the ability to continue to advance as a bladedancer. Regardless of the choices for multi-class taken the bladedancer class must be the first taken, only after gaining enough experience to advance in level may a bladedancer multi-class.
Sword bonus:
When using swords bladedancers gain a +1 bonus to their attack, damage, and initiative rolls. As they advance in levels this bonus increases (see table below).
Bonus feats:
Bladedancers fight using a style, which involves the use of two swords. Trained for decades in a style which emphasizes speed, agility, and mobility grants the bladedancer the following feats; Improved initiative, Dodge, Mobility, Expertise, and Lightning reflexes. This is due to long years of training and drill in bladedancing.
Blindsight:
At 4th level bladedancers gain 30’ range blindsight, this is a supernatural ability.
Bladedancing:
Bladedancers suffer no penalties to attack or damage rolls when fighting with two weapons of size small or medium. In effect they gain the feats Ambidexterity, Two-weapon fighting, Two-weapon fighting specialization, and Improved two-weapon fighting specialization free. At 9th level bladedancers receive the feat Improved two-weapon fighting.
Leadership:
At 6th level bladedancers receive the Leadership feat as a bonus feat.
Level |
Base attack bonus |
Fort save |
Reflex save |
Will save |
Sword bonus |
Special |
1 |
+1 |
+2 |
+2 |
+2 |
+1 |
Divine health, Divine grace, Bonus feats |
2 |
+2 |
+3 |
+3 |
+3 |
+1 |
Aura of courage, Evasion, Uncanny dodge ( Dex bonus to AC), |
3 |
+3 |
+3 |
+3 |
+3 |
+1 |
Neutralize poison |
4 |
+4 |
+4 |
+4 |
+4 |
+1 |
Blindsight |
5 |
+5 |
+4 |
+4 |
+4 |
+2 |
Uncanny dodge (can’t be flanked) |
6 |
+6/+1 |
+5 |
+5 |
+5 |
+2 |
Neutralize poison 2/week, Leadership feat |
7 |
+7/+2 |
+5 |
+5 |
+5 |
+2 |
|
8 |
+8/+3 |
+6 |
+6 |
+6 |
+2 |
|
9 |
+9/+4 |
+6 |
+6 |
+6 |
+3 |
Neutralize poison 3/week, Improved two-weapon fighting |
10 |
+10/+5 |
+7 |
+7 |
+7 |
+3 |
Improved evasion, Uncanny dodge (+1 against traps) |
11 |
+11/+6/+1 |
+7 |
+7 |
+7 |
+3 |
|
12 |
+12/+7/+2 |
+8 |
+8 |
+8 |
+3 |
Neutralize poison 4/week |
13 |
+13/+8/+3 |
+8 |
+8 |
+8 |
+4 |
Uncanny dodge (+2 against traps) |
14 |
+14/+9/+4 |
+9 |
+9 |
+9 |
+4 |
|
15 |
+15/+10/+5 |
+9 |
+9 |
+9 |
+4 |
Neutralize poison 5/week |
16 |
+16/+11/+6/+1 |
+10 |
+10 |
+10 |
+4 |
Uncanny dodge (+3 against traps) |
17 |
+17/+12/+7/+2 |
+10 |
+10 |
+10 |
+5 |
|
18 |
+18/+13/+8/+3 |
+11 |
+11 |
+11 |
+5 |
Neutralize poison 6/week |
19 |
+19/+14/+9/+4 |
+11 |
+11 |
+11 |
+5 |
Uncanny dodge (+4 against traps) |
20 |
+20/+15/+10/+5 |
+12 |
+12 |
+12 |
+5 |
Level |
1st level |
2nd level |
3rd level |
4th level |
1 |
- |
- |
- |
- |
2 |
- |
- |
- |
- |
3 |
- |
- |
- |
- |
4 |
0 |
- |
- |
- |
5 |
0 |
- |
- |
- |
6 |
1 |
- |
- |
- |
7 |
1 |
- |
- |
- |
8 |
1 |
0 |
- |
- |
9 |
1 |
0 |
- |
- |
10 |
1 |
1 |
- |
- |
11 |
1 |
1 |
0 |
- |
12 |
1 |
1 |
1 |
- |
13 |
1 |
1 |
1 |
- |
14 |
2 |
1 |
1 |
0 |
15 |
2 |
1 |
1 |
1 |
16 |
2 |
2 |
1 |
1 |
17 |
2 |
2 |
2 |
1 |
18 |
3 |
2 |
2 |
1 |
19 |
3 |
3 |
3 |
2 |
20 |
3 |
3 |
3 |
3 |