Post by Mog Boss on Mar 23, 2019 2:09:21 GMT
Dancers are able to turn the tide of battle by inflicting magical status ailments upon opponents through their various dances. They also shift between different dances to determine what style they are using. Their magic comes from the movement of their bodies. Dancers are unique in the fact that, like Spell-blades, they are close-range combatants who utilize their magical energies. When a Dancer begins a Dance, they select a target - and so long as that dance is sustained, that Dance's status effect is sustained upon its target. Only one Dance may be sustained at a time.
Dancer (Job) - The Dancer is able to switch between the 'Waltz' and the 'Tango' stance in order to change the bonus that they gain whilst sustaining a dance. When in 'Waltz' stance, they gain +1 AC. When in Tango stance, they gain +3 to hit only to Melee basic attacks. It takes one full turn to change stances, and you may select one stance on your first turn of a battle, as a free action.
+20 HP, +80 MP, +20 SP.
Dancing - While dancing an individuals movement is reduced to half (rounded down). Dances are sustained for each turn and anything that halts a users movment, such as going prone or being stunned ends a dance. In order to target an individual with a dance they must be within 5 tiles of the dancer. A target going out of range will not end the dance, but the effect will not become active until the target returns to view. All dances can be activated through a bonus action.
Evasive Steps (T1) - While performing a dance the dancer is focused on its target. Attacks made by the target to the dancer suffer disadvantage. (This only applies to single target attacks.)
Dextrious Use (T1) - The dancer moves with such grace that any weapon in their hand is a weapon of finese. They are capable of adding their dexterity mod to any melee weapon even if it does not have the Finese trait.
Dance Like Water (T3) - This individual is able to flow like water when they dance. They are able to dance even while moving at top speed, moving elegantly from side to side and making complex bodily maneuvers. Dancing no longer hinders movement speed.
Impeccable Balance (T3) - Through years of perfecting their balance giving them impeccable poise. They are immune to being knocked prone, and gain advantage on any saves that involve knockback.
Dance Was Made for More than One (T4) - While sustaining a Dance, the Dancer is able to pick two targets instead of one for their Dance's status infliction.
Finishing Flourish (T4) - If a dancer has sustained a single dance for at least 3 turns they can end their dance with a powerful finisher. A finisher will double a single instance of damage of an ability if the attack is made towards the currently active target, at the cost of ending the dance.
Improv Master(T5) - This individual has learned to improvise thier movements essentially mixing two types of dances at once. When dancing they can use 2 dances at the same time.
Drain Samba (D) - When the target of this dance is attacked the attacker drains 1d10+dancers' dexterity mod HP. Cannot exceed damage done.
Aspir Samba (D) - When the target of this dance is attacked the attacker drains 1d10+dancers dexterity mod MP. Cannot exceed damage done.
Spectral Jig (C) - While dancing, as a reaction halve all damage done until the start of the users next turn, while ending their current dance.
Shield Samba (B) - While dancing as a full action the dancer mixes up their dance performing the shield samba. Until the start of their next turn allies within view gain 5 DR. This does not interrupt the current dance.
Heathen Frolic (B) - While this dance is active the target must subtract their MDB from any Magical damage roll made, and their MAB from any Magical attack roll made, as MDB and MAB are negated.
Feather Step (A) - While dancing, mix in a step as light as a feather into your dance. Make a melee attack roll. On a succesful attack the target is rendered vulnerable. Until the start of the dancers next turn all attacks made on this target have advantage, and deal 1d10 additional damage.
Resplendance (Unique) (S) - A dance that seems to twist time and dance around the user and the target. While performing the dance reality seems to fall away and they seem to be fighting in a white void. While the dance is active the target and the user are incapable of perceiving anything else. Attacks made towards them have advantage they also suffer disadvantage when making skill saves. They are also incapable of targeting anything else besides each other.
Dancer (Job) - The Dancer is able to switch between the 'Waltz' and the 'Tango' stance in order to change the bonus that they gain whilst sustaining a dance. When in 'Waltz' stance, they gain +1 AC. When in Tango stance, they gain +3 to hit only to Melee basic attacks. It takes one full turn to change stances, and you may select one stance on your first turn of a battle, as a free action.
+20 HP, +80 MP, +20 SP.
Dancing - While dancing an individuals movement is reduced to half (rounded down). Dances are sustained for each turn and anything that halts a users movment, such as going prone or being stunned ends a dance. In order to target an individual with a dance they must be within 5 tiles of the dancer. A target going out of range will not end the dance, but the effect will not become active until the target returns to view. All dances can be activated through a bonus action.
Evasive Steps (T1) - While performing a dance the dancer is focused on its target. Attacks made by the target to the dancer suffer disadvantage. (This only applies to single target attacks.)
Dextrious Use (T1) - The dancer moves with such grace that any weapon in their hand is a weapon of finese. They are capable of adding their dexterity mod to any melee weapon even if it does not have the Finese trait.
Dance Like Water (T3) - This individual is able to flow like water when they dance. They are able to dance even while moving at top speed, moving elegantly from side to side and making complex bodily maneuvers. Dancing no longer hinders movement speed.
Impeccable Balance (T3) - Through years of perfecting their balance giving them impeccable poise. They are immune to being knocked prone, and gain advantage on any saves that involve knockback.
Dance Was Made for More than One (T4) - While sustaining a Dance, the Dancer is able to pick two targets instead of one for their Dance's status infliction.
Finishing Flourish (T4) - If a dancer has sustained a single dance for at least 3 turns they can end their dance with a powerful finisher. A finisher will double a single instance of damage of an ability if the attack is made towards the currently active target, at the cost of ending the dance.
Improv Master(T5) - This individual has learned to improvise thier movements essentially mixing two types of dances at once. When dancing they can use 2 dances at the same time.
Drain Samba (D) - When the target of this dance is attacked the attacker drains 1d10+dancers' dexterity mod HP. Cannot exceed damage done.
Aspir Samba (D) - When the target of this dance is attacked the attacker drains 1d10+dancers dexterity mod MP. Cannot exceed damage done.
Spectral Jig (C) - While dancing, as a reaction halve all damage done until the start of the users next turn, while ending their current dance.
Shield Samba (B) - While dancing as a full action the dancer mixes up their dance performing the shield samba. Until the start of their next turn allies within view gain 5 DR. This does not interrupt the current dance.
Heathen Frolic (B) - While this dance is active the target must subtract their MDB from any Magical damage roll made, and their MAB from any Magical attack roll made, as MDB and MAB are negated.
Feather Step (A) - While dancing, mix in a step as light as a feather into your dance. Make a melee attack roll. On a succesful attack the target is rendered vulnerable. Until the start of the dancers next turn all attacks made on this target have advantage, and deal 1d10 additional damage.
Resplendance (Unique) (S) - A dance that seems to twist time and dance around the user and the target. While performing the dance reality seems to fall away and they seem to be fighting in a white void. While the dance is active the target and the user are incapable of perceiving anything else. Attacks made towards them have advantage they also suffer disadvantage when making skill saves. They are also incapable of targeting anything else besides each other.