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Specialist Class: The Wardancer

The Wardancer is a specialized fighter class available only to Wood Elf adventurers. Those who choose this class follow the path of Riastarthae, a fighting spirit they believe is deeply embedded in the structure of the multiverse. Wardancers must have a strength of 12, a dexterity of 13, and a constitution of 12. Those with scores higher than 15 in all three abilities gain an additional 10% to all experience gained.   Armor and Weapons:   Wardancers fight without shield or armor, relying instead on their movement training which gives them an AC bonus of +1 per level; this AC may be increased through exceptional dexterity or magical protections (not magical armor). They thrive on melee, preferring hand-to-hand combat or hand-thrown weapons like spears and axes. BAB progression is the same as that of a berserker, +1 for every level attained. They may choose one small weapon with which they can fight two-handed at no penalty to hit albeit with a 1/2 strength modifier to damage. Other weapons, such as longswords, spears, and battleaxes, are used with two hands at 1.5 strength modifier to damage.   Special Abilities:   Wardancers gain surprise on 1-3 and are themselves surprised only on a 1. Their great hatred of giant class opponents gives them a damage bonus of +1 per level when fighting goblins, orcs, hobgoblins, bugbears, ogres, and trolls. They can blend into the underbrush, move silently, climb, track and set or avoid snares/pits in woodland settings.   Wardancers may also call upon the Rhiastarthae to perform a dance for 5-10 rounds per combat (as the warp frenzy is chaotic in nature, the length of time it can be sustained varies). They can use this power once per day for every three levels of experience they have attained (wardancers at 3rd level they can dance once per day, at 6th they can dance twice per day and so on). They must announce their intention to dance before entering combat. Channeling the Rhiastarthae is only possible during melee and confers the following extra abilities:  
  • If they spend one round dancing as a display in front of their opponents before melee begins, they have a chance to confuse such opponents up to 3" away for 1-3 rounds (save vs magic applies).
  • If they are shot at by arrows while engaged in such a display, they can dodge or knock aside one nonmagical missile for each level of experience they have attained by rolling a save vs petrification for each one.
  • If spears are hurled at them when they are in combat, they can catch one hurled spear for every three levels of experience they have attained and hurl it back in the same round by rolling a save vs petrification for each one.
  • When in combat against a single opponent, their martial skill can dazzle their opponent, causing a penalty of -2 to hit and -3 to damage unless they save vs magic.
  • When charging into a melee, they may let out a terrifying battle scream that causes fear (2-5 rounds) in a 1" radius unless a successful save vs magic is made.
  • Once per day they may engage in a whirlwind attack that doubles their attacks (at the cost of all dexterity bonuses). Such an attack lasts for as long as the wardancer has opponents within reach but as soon as there are no more opponents in reach, the wardancer falls unconscious for 1-6 turns.
  •   The End of the Warp Frenzy:   The Rhiastarthae can only be maintained for as long as the wardancer has an opponent in view; the wardancer may pursue fleeing opponents who can still be seen, but they may not track them or search for them. Once no more opponents can be seen, the warp frenzy ends and the dancer must rest for twice the number of rounds s/he has danced.   Society:   At a young age, wood elves leave their groves to form fianna, small bands of roving fighters dedicated to hunting down goblins, hobgoblins, and other hostile creatures. A few of these young wood elf warriors are imbued with the Riastarthae, a magically sustained fighting spirit that is deeply intertwined with the destructive power of life itself. Long after their companions have returned to the groves, these exceptionally fierce fighters continue to lead a life of battle, led by those shamans who can invoke and, to some degree, control the Warp Frenzy. They remain thereafter ever on the outside of wood elf society, both admired and feared. The more community minded of them take leadership of the fianna, where they guide and look after the young elves who join. But they keep their battle secrets hidden even from other wood elves-unless another whose spirit likewise burns with the fire of the Riastarthae appears in their midst, in which case they recruit the young elf to their society.   Encounters with Wardancers are rare, as are all encounters with elves. But in areas where wood elves can be found, they are not uncommon. For their part, the Wardancers are generally not overtly hostile to human society, but they are deeply suspicious of it. Those who become adventurers or hire out as mercenaries in the human world have suffered some disgrace for which they must atone and of which they do not speak. Very occasionally, there may be one who is simply curious about the human world, for the Wardancers have fiercely independent spirits, even when it comes to the beliefs and taboos of their own kind.   When Wardancers attain 9th level of experience, they may start their own fianna. They may thereafter use experience points either to rise further in level or to attract warriors to their fianna. They can do so by spending the same amount of experience points at the upper end of the level of the warrior so recruited. In any event, the total number of Wardancers that can serve in a fianna may not exceed the level of the leader-so a 9th level leader of a fianna can have nine 1st-level Wardancers, 3 3rd-level Wardancers, etc.   Experience Progression:
    Experience Points Experience Level 8-Sided Dice for Accumulated Hit Points Chance to confuse
    0-3,000 1 2 5%
    3,001-6,000 2 3 12%
    6,001-12,000 3 4 20%
    12,001-24,000 4 5 29%
    24,001-48,000 5 6 39%
    48,001-96,000 6 7 50%
    96,001-192,000 7 8 62%
    192,001-384,000 8 9 75%

    The Basics

    Minimum Requirements:   STR 12 CON 12 DEX 13   Weapon Proficiencies:   Long Sword, Short Sword, Spear, Battle Axe, Hand Axe, Dagger, Bow, Club/Cudgel   Weapon Specializations:   None   Special Abilities:   Hide in the underbrush   Move silently in the underbrush   Hear noise in the underbrush   Climb trees   Detect snares and pits   Set snares and pits   Track   Special Attacks/Defenses:   Dazzle Opponent   Dodge Missile   Catch Spear   Battle Scream   Whirlwind Attack   Hit Dice:   8-sided dice for hit points

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