Dancer
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Trainer Combat
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Active Pokémon Support
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Passive Pokémon Support
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Associated Skills: Acrobatics, Athletics, Charm

Dances have been important parts of celebrations and rituals since the birth of civilization. Whether used for simple entertainment or for significant religious ceremonies and practices, dance has been passed down through the ages just like music, storytelling, and other artistic traditions. No one can say exactly when dance became an integral part of human culture, but it’s clear from observing Pokémon such as Spinda and Maractus that it has been an important part of life for many living things since before the time of man.

A Dancer has learned to apply the art of dance to life as a Pokémon Trainer in a variety of ways, ranging from teaching their Pokémon elegance and tempo to augment their fighting capabilities to applying the acrobatic maneuvers of dance to their own battle techniques. This makes the Dancer a flexible Class that can appeal to many different Trainers. Martial Artists may use the Class to supplement their offensive Moves while Ace Trainers and other more passive Classes may use Dancer Features to play a more active support role in battles.

Dancer
[CLASS] [+SPEED]
Prerequisites: Novice Acrobatics; Novice Athletics or Charm
Static
Effect: Choose Spinning Dance or Own Tempo. You gain the chosen Ability.

Mechanic – Dance Moves: Dance Moves you create with the Dance Form Feature look like the Move below. First, name the Dance Move whatever you like. Secondly, choose two Combat Stage gains for the effect. This may either be +2 Combat Stages to a single Stat, like Swords Dance, or +1 Combat Stage to two different Stats, like Dragon Dance. Once chosen, this cannot be changed. Dragon Dance, Quiver Dance, and Swords Dance count as Dance Moves for the purposes of Dancer Features as well. A Dance Move’s Contest Type must be chosen from a Contest Type associated with a Stat that the Dance Move affects. Cool is associated with Attack, Tough is associated with Defense, Beauty is associated with Special Attack, Smart is associated with Special Defense, and Cute is associated with Speed.

Name Freq AC Type Damage Range Special Effect Contest
? EOT None Normal - N.png Self ? ? - Get Ready!

Dance Form
[+Speed]
Prerequisites: Dancer
Static
Effect: Create and learn two Dance Moves, plus one more for each other Dancer Feature you have. Whenever you gain another Dancer Feature, create and learn another Dance Move.

Beguiling Dance
[+Speed]
Prerequisites: Dance Form
Static
Effect: When creating Dance Moves, you can choose to create a Dance Move that has Range: 4, 1 Target, AC 3, and lowers a Combat Stat (chosen at creation) by -2 Combat Stages. This Move is otherwise the same as other Dance Moves you could create except that Dance Moves created with this template have the Contest Effect Excitement instead of Get Ready!.

Dance Practice
[+Speed]
Prerequisites: Dancer
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points Effect: The target loses 2 Tutor Points and gains your choice of Spinning Dance or Own Tempo. Dance Practice may target a Pokémon only once.

Choreographer
[+Speed]
Prerequisites: Dance Form; Adept Acrobatics, Athletics, or Charm
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points
Effect: The target loses 2 Tutor Point and learns a Dance Move created by yourself. Choreographer may target a Pokémon multiple times.

Power Pirouette
[+Speed]
Prerequisites: Dance Form; Expert Acrobatics, Athletics, or Charm
Scene x2 – Swift Action
Trigger: You perform a Dance Move
Effect: Choose one effect:

  • All adjacent targets are Confused.
  • You gain +1 Combat Stage to a Stat of your choice not raised by the triggering Move.
  • Destroy all Hazards within 5 meters, and remove Leech Seed, Trapped, and Stuck from yourself.

Passing Waltz
[+Speed]
Prerequisites: Dance Practice; Master Acrobatics, Athletics, or Charm
1 AP – Free Action
Trigger: You or one of your Pokémon with Own Tempo or Spinning Dance uses a Dance Move
Effect: Choose an ally within 3 meters of the triggering target. That ally gains Combat Stages from the triggering Move instead of the user.


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