Bladedancer
	Note: This is a restructured and balanced version of the second edition elven bladesinger. It has been made much less powerful and retains a single combat focus. This is an excellent companion to the arcane archer.

Requirements
	Must be able to cast level 1 arcane spells.
	Base Attack Bonus: +5
	Balance: 6 ranks
	Perform (dance): 6 ranks
	Tumble: 6 ranks
	Feats: Expertise, Weapon Finesse, Weapon Focus (one-handed sword)

Game Rule Information
	Abilities: Strength, Dexterity and Constitution are important, as they grant the bladedancer the power, swiftness and endurance necessary to carry out the taxing forms of these lethal dances.
	Races: Most bladedancers are elves or half-elves, though a few humans have learned the forms.
	Alignment: Any.
	Hit Die: d8.

Class Skills
The bladedancer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Spellcraft (Int), and Tumble (Dex). See Chapter 4: Skills of the Player’s Handbook, 3rd Edition for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
	Weapon and Armor Proficiency: Bladedancers are skilled with all simple and martial bladed weapons, such as daggers and swords. They have no proficiency with any other weapons. They have proficiency with light armor only, as heavier armor impairs their dances. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Spellblade: Starting at first level, and every two levels thereafter (3rd, 5th, 7th, 9th), the bladedancer may place special enchantments on his weapons. For every two levels gained, an additional spellblade enchantment may be learned. This enchantment lasts through a number of successful strikes equal to the bladedancer’s Intelligence modifier and may be used once per day for every two levels in this class.
Flameblade: The bladedancer may sheath his weapon in an aura of fire, dealing an additional 1d6 points of fire damage to any target it strikes.
Frostblade: The bladedancer may cover the blade of his weapon in blistering cold, dealing an additional 1d6 points of cold damage to any target it strikes.
Keenblade: The bladedancer may double the threat range for his weapon. A longsword would have a threat range of 17-20 instead of the normal 19-20.
Runeblade: By invoking powerful and magical runes, the bladedancer may add a +1 bonus to both attack and damage with his weapon for every two levels in the bladedancer class.
Shockblade: The bladedancer may sheath his blade in crackling electricity, dealing an additional 1d6 points of electrical damage to any target it strikes.
Dances: At second, fourth, sixth, eighth and tenth level, a bladedancer learns new forms of lethal and defensive dancing to add to his martial prowess, as well as the ability to perform more dances per day. All dances last for a number of rounds equal to the bladedancer’s class level.
Wave Dance: At second level, the bladedancer learns the first of his dances. The wave dance is the art of flowing with the movement of others. While the wave dance is in effect, the bladedancer may add his Wisdom modifier to his Armor Class or his attack bonus. However, he must choose one form at the time he initiates the dance and cannot change unless he begins anew.
Fire Dance: At fourth level, the bladedancer can channel the destructive power of the raging fire dance through his body. In this dance, he gains a +4 bonus to Strength and Constitution, receiving two additional hit points per level. However, his Armor Class is lowered by two and after the dance, he is severely exhausted (-6 Strength and Constitution).
Wind Dance: At sixth level, the bladedancer learns the steps of the wind dance, a graceful art of defense and sanctuary. While engaged in this dance, the bladedancer may double his Dexterity modifier in terms of his Armor Class. So a character with a Dexterity of 20 (+5 modifier) would get a +10 modifier to his Armor Class. In addition, the character may lower his attack bonus and raise his Armor Class by the same amount.
Bone Dance: At eighth level, the bladedancer is now capable of the bone dance. When this dance is employed, the bladedancer must spend a round working his body up into a frenzy of dance and passion. Afterwards, he may double the normal amount of attacks he receives for the duration of this dance.
Iron Dance: At tenth level, the bladedancer learns the forms of the iron dance, the most deadly in his arsenal. After working his body up for a round, the bladedancer may add his cumulative attack bonus (from his base, magical weapons, Strength modifier, Dexterity modifier, Weapon Focus, etc.) to his Armor Class for as long as he continues to dance. He is unable to attack at this time, as the dance is a purely defensive maneuver. However, anyone who attacks the bladedancer and fails must make a Reflex saving throw (DC is the bladedancer’s AC). If the opponent fails, he takes damage as if he was struck by the bladedancer.
If the bladedancer is wielding two-weapons at once, increase his Armor Class by half of the second weapon’s bonus. This is cumulative with the normal bonus from the first weapon.

Prestige Class Table: The Bladedancer

Level	Base
Attack Bonus	Fort
Save	Ref
Save	Will
Save	
Special	
						
1	+1	+0	+2	+0	Spellblade 1/day	
2	+2	+0	+3	+0	Dance 1/day	
3	+3	+1	+3	+1	Spellblade 2/day	
4	+4	+1	+4	+1	Dance 2/day	
5	+5	+1	+4	+1	Spellblade 3/day	
6	+6	+2	+5	+2	Dance 3/day	
7	+7	+2	+5	+2	Spellblade 4/day	
8	+8	+2	+6	+2	Dance 4/day	
9	+9	+3	+6	+3	Spellblade 5/day	
10	+10	+3	+7	+3	Dance 5/day