Flame Dancer

 Bard Archetype

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Fortitude
Low
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Will
High
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Reflex
High
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Charisma
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Flame Dancer is a sub-class in Pathfinder: Wrath of the Righteous. Flame Dancers can use abilities that boosts his and ally's abilities in a range. They are fit for any role but work best as supports.

 

"Flame dancers capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of Flame dancers lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances."

  

Flame Dancer Information

  • Base Class: Bard
  • High saves: Will and Reflex.
  • Class skills: All.
  • A Bard Proficient with all simple weapons, plus the longsword, rapier, shortsword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
  • Cantrips - Bards can cast a number of cantrips or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

 

 

Flame Dancer Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  0  0  +2 +2 Bard ProficienciesCantripsInspire Courage, Bardic KnowledgeDetect Magic
Level 2  1 0 +3 +3 Bard TalentWell-Versed
Level 3  +2 +1 +3 +3 Fire Dance
Level 4  +3 +1 +4 +4  
Level 5  +3 +1 +4 +4 FascinateInspire Courage
Level 6  +4 +2 +5 +5 Bard TalentFire Dance
Level 7  +5 +2 +5 +5 Bardic Performance (Move Action)
Level 8  +6/+1 +2 +6 +6 Fan the Flames
Level 9  +6/+1 +3 +6 +6 Inspire Greatness
Level 10  +7/+2 +3 +7 +7 Jack of All TradesBard Talent
Level 11  +8/+3 +3 +7 +7 Inspire CourageFire Dance
Level 12  +9/+4 +4 +8 +8 Soothing Performance
Level 13  +9/+4 +4 +8 +8 Bardic Performance (Swift Action)
Level 14  +10/+5 +4 +9 +9 Bard Talent
Level 15  +11/+6/+1 +5 +9 +9 Inspire Heroics
Level 16  +12/+7/+2 +5 +10 +10  
Level 17  +12/+7/+2 +5 +10 +10 Inspire Courage
Level 18  +13/+8/+3 +6 +11 +11 Bard Talent
Level 19  +14/+9/+4 +6 +11 +11  
Level 20  +15/+10/+5 +6 +12 +12 Deadly Performance

 

Flame Dancer Abilities

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Bard Proficiencies

A bard is proficient with all simple weapons, plus the longsword, rapier, short sword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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Bardic Knowledge

A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all Knowledge and Lore skill checks untrained.

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Lore Master

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge or Lore skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. 

 

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Jack of All Trades

The bard gains a +1 bonus on all skill checks.

 

 

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Cantrips

Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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Bard Talent

As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.

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Inspire Courage

 A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

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Well-Versed

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

 

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Inspire Greatness

A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

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Soothing Performance

A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure of serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.

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Inspire Heroics

A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.

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Fascinate

At 6th level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature stands quietly and observes the performance for as long as the bard continues to maintain it. Any damage to the target automatically breaks the effect.

 

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Fire Dance

At 3rd level, a fire dancer's performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the performance gains resist fire 10 as long as the performance is maintained. At 6th level, this resistance increases to 20. At 11th level, this resistance increases to 30.

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Fan the Flames

At 8th level, a fire dancer adds burning hands, flaming sphere, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively).

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Deadly Performance

A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will Save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect . If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.

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Bardic Performance (Move Action)

A 7th level, a bard can start a bardic performance as a move action instead of a standard action.

 

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Bardic Performance (Swift Action)

At 13th level, a bard can start a bardic performance as a swift action.

 

 

 

 

 




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