Tryll - Redemption Bladedancer  
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Description

     The Bladedancer is a warrior who has combined a rare form of martial arts with armed combat, to create a beautiful, deadly form of attack. The bladedancer uses complicated steps and patterns to weave a deadly attack and defense. Many love to watch this character in action, and most fear to be on the receiving end of such elegant but lethal attacks.

Weapon Proficiencies

     Bladedancers specialize in fighting two-handed, and chose their major and minor weapons carefully. The bladedancer's second weapon must be of a smaller class than her first, although two daggers are acceptable.
     Acceptable weapon choices are: dagger, short sword, long sword, scimitar, khopesh and hand-axe (two hand-axes may be wielded together).
     Whatever their first weapon of choice, the bladedancer must specialize in that weapon. If the campaign allows additional weapon specialization, the bladedancer will not be able to take advantage of this - she will be specialized in the main weapon, and in no other (even his off-hand weapon).

Non-weapon Proficiencies

     The bladedancer is required to chose the dancing non-weapon proficiency.

Equipment

     The bladedancer will not wear any armor heavier than studded leather. Anything heavier slows his movements, and makes him incapable of executing patterns.

Special Benefits

     Bladedancers learn patterns, which they train and study in constantly. These patterns have different purposes, and can be used to varying effect in battle situations. The patterns are listed below.
     The number of patterns a bladedancer can know is limited by her level. A bladedancer may learn one pattern for every 3 levels she possesses. Bladedancers can chose from available patterns, even choosing ones from lower levels, if they so wish.
     Patterns can be done in place of any and all attacks for that round. Therefore, if a bladedancer wished to execute a pattern, he could do so, but could not attack normally in the same round (unless that pattern allows attacks to occur).
     A bladedancer may execute a pattern only if using his two weapons of choice. Should he be fighting with a single weapon, or with any weapon not part of his bladedancer patterns, the bladedancer may not take advantage of any bladedancer ability or pattern.
     Only one pattern may be executed in any given round. Should a bladedancer be in the middle of maintaining a pattern, and wishes to switch to another, he may do so. However, he immediately ends the first pattern, losing all advantages that pattern offered. During additional rounds, in which a pattern is being maintained, normal attacks are allowed (unless otherwise stated).
     In order to execute a pattern, the bladedancer needs to roll a check on a listed ability score, or alternatively, the character's level. Should the pattern fail, certain special penalties are applied. These penalties vary from pattern to pattern, and are described below.
     Should a bladedancer fail to properly execute a pattern, the penalty might be instantaneous, or may last several rounds. In the case of the latter, the bladedancer may not attempt a new pattern until the penalty from the previous pattern expires.

Swan (Level 1)

Description:     This pattern allows the bladedancer to take down an opponent. Using a series of feints and jabs, the bladedancer steps in and sweeps low, using his foot to sweep the victim's legs out from under him. A fallen opponent must spend one action in getting up again.
Ability Check:     Dexterity -2.
Duration:     Instantaneous.
Failure:     If the swan pattern fails, then the bladedancer has left himself open to a free attack from his would-be victim.

Tortoise (Level 1)

Description:     The bladedancer goes into a heightened defense mode when utilizing this pattern. If successful, tortoise gives the bladedancer a higher defense mode, adding a +2 bonus to his AC. However, due to the defensive nature of this mode, the bladedancer may only attack once this round (with the off-hand weapon).
Ability Check:     Constitution.
Duration:     This pattern may be maintained for one round for every level the bladedancer possesses.
Failure:     If the bladedancer does not properly execute the tortoise pattern, then he is off-balance, and suffers a -2 penalty to AC for the remainder of the round.

Cobra (Level 3)

Description:     This pattern accelerates the bladedancer's movements, making his attacks lightning quick. If successfully executed, cobra gives the bladedancer a -2 bonus to initiatives.
Ability Check:     Dexterity -4.
Duration:     This pattern may be maintained for one round for every two levels the bladedancer possesses.
Failure:     If the pattern fails, the bladedancer has overbalanced herself. he loses all attacks for that round, and suffers a -2 penalty to her AC for the remainder of the round.

Spider (Level 4)

Description:     Spider allows the bladedancer to gain an extra attack for that round. The extra attack will be with his off-hand weapon.
Ability Check:     Dexterity -4.
Duration:     Instantaneous.
Failure:     The bladedancer moves so fast, he loses track of his own weapons. His two weapons collide, and he drops one to the ground (50% chance for either).

Bear (Level 5)

Description:     Using the bear pattern, the bladedancer summons all his skill and energy into one brutal attack with his main weapon. The attack is at a +2 to hit, and, if successful, does automatic double damage (weapon damage is doubled, but pluses to damage due to Strength, specialization or weapon pluses are not).
Ability Check:     Strength and Dexterity.
Duration:     Instantaneous.
Failure:     The bladedancer is over-balanced, and suffers a -2 penalty to AC for 1d6 rounds. Furthermore, no further patterns may be attempted until the AC penalty is gone.

Wolf (Level 5)

Description:     This pattern allows the bladedancer to shield a friend or companion from harm. If the pattern is successful, the bladedancer may use any number of her attacks for that round in attempts to parry attacks directed against another character within melee range.
     In order to successfully parry, the bladedancer must roll an attack against AC 0 for each attempt.
Ability Check:     Dexterity -3.
Duration:     Round attempted.
Failure:     The bladedancer's pattern has distracted the character it was meant to protect. That character must pass a Wisdom check, or be distracted for 1d4 rounds. Distracted characters suffer a -2 penalty to AC and THACO.

Swan Wing (Level 6)

Description:     The bladedancer becomes a flurry of motion, her weapons flying in a seemingly chaotic blur. This pattern allows the bladedancer to make one attack against all opponents within melee range. Attacks alternate between the main and off-hand weapons.
Ability Check:     Dexterity -4.
Duration:     Instantaneous.
Failure:      If the swan wing pattern fails, then the bladedancer has left himself open to a free attack from all opponents within melee range.

Tortoise Shell (Level 7)

Description:     The bladedancer goes into a heightened defense mode when utilizing this pattern. If successful, tortoise shell gives the bladedancer a higher defense mode, adding a +4 bonus to his AC. However, due to the defensive nature of this mode, the bladedancer may only attack once this round (with the off-hand weapon).
Ability Check:     Constitution -2.
Duration:     This pattern may be maintained for one round for every two levels the bladedancer possesses.
Failure:     If the bladedancer does not properly execute the tortoise pattern, then he is off-balance, and suffers a -4 penalty to AC for 1d3 rounds.

Cobra Fang (Level 8)

Description:     Like the third level pattern cobra, this pattern accelerates the bladedancer's movements, making his attacks lightning quick. If cobra fang is successfully executed, the bladedancer receives a -4 bonus to initiative.
Ability Check:     Dexterity -6.
Duration:     This pattern may be maintained for one round for every three levels the bladedancer possesses.
Failure:     If the pattern fails, the bladedancer has overbalanced herself. he loses all attacks for that round, and suffers a -4 penalty to her AC for 1d4 rounds.

Spider Web (Level 9)

Description:     This pattern begins to tap into magical forces previously unavailable. The bladedancer spins and twirls his weapons quickly in front of him. The weapons leave trails of light behind them, soon forming a protective web around the bladedancer. This web is insubstantial, but like a shield spell, totally negates all magic missile attacks. Unlike a shield spell, the web adds a +2 bonus to the bladedancer's AC.
     Due to the complicated nature of this pattern, it takes two rounds to properly execute.
Ability Check:     Dexterity -2, Intelligence.
Duration:     1 round for every two levels the bladedancer possesses.
Failure:     The magical properties of the web point inwards. The bladedancer suffers a -2 penalty to THACO for 1d4 rounds.

Bear Claw (Level 10)

Description:     This is perhaps one of the deadliest patterns known. The bladedancer makes his normal attacks for the round, rolling each attack in advance, before applying damage. Should all the normal attacks strike their target, the bladedancer receives an additional number of attacks equal his normal number of attacks for the round. All attacks must be against the same target.
Ability Check:     Strength -2, Dexterity -3.
Duration:     Instantaneous.
Failure:     The bladedancer's attacks are made with a -4 penalty for 1d4+4 rounds.

Wolf Paw (Level 12)

Description:     The bladedancer is able to haste himself. This ability will not function with any form of movement rate or speed altering magics (such as haste or boots of speed). No aging penalty is applied.
Ability Check:     Strength, Constitution -2.
Duration:     Wolf paw lasts for 1d6 + 4 rounds.
Failure:     The bladedancer is exhausted. All attacks suffer a -4 penalty for 1d6+4 rounds.

Soar (Level 14)

Description:     This pattern allows the bladedancer to fly, as if affected by the spell of the same name. Due to the complex nature of the pattern, it takes 3 rounds to complete.
     When the pattern ends, the bladedancer is exhausted. He suffers a -4 penalty to THACO, AC and damage rolls for 1d6 turns.
Ability Check:     Constitution -2, Intelligence -2.
Duration:     1d6 turns.
Failure:     The bladedancer suffers the same exhaustion penalties as if he had succeeded in successfully completing the pattern.

Shell (Level 14)

Description:     The bladedancer weaves a complex pattern around herself. This woven pattern glows with a soft blue radiance. This pattern completely blocks all first, second and third level mage and cleric spells.
Ability Check:     Dexterity -2, Intelligence.
Duration:     1 turn.
Failure:     The bladedancer has improperly harnessed the magical energies around her. he suffers a -4 penalty to all saves vs. spells for 1 turn.

Venom (Level 16)

Description:     This pattern causes the bladedancer's weapons to be coated with a paralytic poison. Any character or creature struck by such an envenomed weapon must roll a successful save vs. poison. If the save is failed, the victim is paralyzed for 1d3 rounds.
Ability Check:     Constitution -3, Intelligence.
Duration:     Instantaneous.
Failure:     The bladedancer must roll a save vs. poison with a -4 penalty. Failure indicates that he is affected by the poison he attempted to harness, and is paralyzed for 1d3 rounds.

Life (Level 16)

Description:     While this pattern is in effect, the bladedancer is affected as if wearing a ring of vampiric regeneration.
Ability Check:     Constitution -4, Intelligence.
Duration:     1d4 rounds.
Failure:     The bladedancer suffers 1d6 hps of damage per round for 1d4 rounds.

Sleep (Level 16)

Description:     This pattern takes 1 turn to weave properly. At the end of the turn, the bladedancer enters a deep and healing sleep. This sleep lasts for 1d4 hours, and can not be interrupted by any means short of a damaging attack.
     When the sleep ends, the bladedancer has healed 1d10+10 hps of damage for every hour he slept. Should the bladedancer be prematurely woken, the pattern has no effect, and no damage is healed.
Ability Check:     Constitution -4.
Duration:     1 turn plus 1d4 hours.
Failure:     The bladedancer does not know if the pattern was properly executed until after he wakes from the healing sleep. If the pattern fails, then no damage is healed.

Pack (Level 17)

Description:     The bladedancer who properly executes a pack pattern creates a mystic bond between herself and a number of his companions (1 companion for every four levels the bladedancer possesses). The range of this communication is limited to 100 yards.
     For the duration of the pattern, the bladedancer and his companions may communicate telepathically between themselves. Any and all attempts at communication are broadcast to each "pack" member - so no secret communication is possible.
     Any character who does not wish to be a member of the "pack" link is automatically considered to have passed his saving throw. Therefore, no one can be involved in the pack pattern involuntarily.
     Once part of the pattern, any character can chose to leave it, but may not reenter unless the bladedancer initiates a new pack pattern.
Ability Check:     Wisdom -3, Intelligence.
Duration:     1 hour.
Failure:     The bladedancer begins to broadcast his every thought to all within 100 yards. This is involuntary, and lasts for 1 hour. All sentient creatures within 100 yards of the bladedancer can hear his every thought, as if affected by an ESP spell.

Special Hindrances

     Bladedancers must be single classed. Should a bladedancer decide to dual class, he loses all advantages of the bladedancer class, becoming a fighter of a similar level. Bladedancers use the paladin/ranger experience progression chart.

Money

     Standard for warrior.

Races

     Human, elven and half-elven.


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