Dancer
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“To watch us dance is to hear our hearts speak.” — The Hopi Tribe


Overview

AKA: whatever, man…
Dancers use their bodies to weave complex magical patterns that afflict foes with a variety of ailments, bestow on allies great power, and steal the life and spirit right from their chosen "partner." They are largely focused on rendering their enemies incapable of action, giving allies a much-needed boost against difficult foes.

Base Statistics

These are the basic statistics for anybody with Dancer set as their main job.

HP 20 Weapon Power 1d6 Weapon Type Unarmed
MP 20 Spell Power 1d10 Armor Type Light Armor
Job Bonus +1 Evasion, +1 Speed Job Tree Mystic/Bard

Skills

Characters with Dancer as their main job can use the following skills.

Explore Agility: Dancers move with speed and grace.
Social Spirit: Dancers know how to exploit their flair.
Knowledge Spirit: Some people tell Dancers things that should probably be kept secret…

Dance

Dancers gain the following powers as they gain job levels. The three major categories of Dancer abilities are Steps, which cause a penalty to their foes, Waltzes, which heal their allies, and Sambas, which steal life and magic from their foes.

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1: Samba: Witch Hunt

A dancer saps her enemies' mind, slowly exhausting them.

Witch Hunt Spell 1 A
5 MP
Deals HALF SPELL POWER damage to all enemies' MP.

2: Steps: Box Step

Box Step pins a foe in, making them unable to defend themselves.

Box Step Spell 1 A
10 MP
Roll SPELL POWER. Half of this is damage, and half is a penalty to the target's Stamina. The penalty lasts until the target's next turn.

3: Waltz: Curing Waltz

The Curing Waltz lets allies fight on.

Curing Waltz Spell 1 A,
10 MP
Heals HALF SPELL POWER HP for each ally.

4: Samba: Mincing Minuet

The Mincing Minuet creates magical slashes that hit all foes.

Mincing Minuet Spell 1 A
10 MP
Deals HALF SPELL POWER damage to each enemy.

5: Steps: Stutter Step

The stutter step cuts off an enemy's magical protections.

Stutter Step Spell 1 A
10 MP
Roll SPELL POWER. Half of this is damage, and half is a penalty to the target's Willpower. The penalty lasts until the target's next turn.

6: Waltz: Healing Waltz

The Healing Waltz flicks away an ally's suffering.

Healing Waltz Spell 2 A,
20 MP
Removes an ailment from one ally.

7: Samba: Jitterbug Duet

The Jitterbug Duet turns an enemy's strength into your own.

Jitterbug Duet Spell 2 A
20 MP
Drains SPELL POWER HP from the enemy.

8: Steps: Quick Step

With Quick Step, the dancer keeps an enemy from getting in a rhythm.

Quick Step Spell 1 A
10 MP
Roll SPELL POWER. Half of this is damage, and half is a penalty to the target's Evade. The penalty lasts until the target's next turn.

9: Waltz: Carnival Cancan

The Carnival Cancan is a celebration of health and plenty!

Carnival Cancan Spell 3 A,
30 MP
Bestows Bubble on each party member.

10: Samba: Mysterious Waltz

The Mysterious Waltz blends dancing styles, sapping an enemy's mental power.

Mysterious Waltz Spell 2 A,
20 MP
Drains SPELL POWER MP from the enemy.

Epic: Flourish: Sword Dance

With a dexterous twirl, a Dancer can deal tremendous damage.

Sword Dance Tech 4 A Deal QUADRUPLE WEAPON POWER damage.

Feats

Dancers can customize their abilities with feats, gaining new abilities and options.

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Rank I

Flirt

Prerequisite: Dancer Level 1
Flirt makes the dancer less likely to be hit.

Flirt [Ability] Tech 1 A Until your next turn, the target enemy must roll a 10 or better on 1d20 to act on their turn.

Steps: Polka

Prerequisite: Dancer Level 1
These bold steps keep enemies from attacking to their fullest.

Polka Spell 1 A
10 MP
Roll SPELL POWER. Half of this is damage, and half is a penalty to the target's Weapon Power. The penalty lasts until the target's next turn.

Steps: Tempting Tango

Prerequisite: Dancer Level 1
A deceptively simple dance step that befuddles a foe.

Tempting Tango Spell 1 A
10 MP
Inflicts Confuse on an enemy.

Steps: Dark Dance

Prerequisite: Dancer Level 1
These gyrations are difficult to look at

Dark Dance Spell 1 A
10 MP
Inflicts Blindness on an enemy.

Steps: Sleepy Shuffle

Prerequisite: Dancer Level 1
A slow dance lulls foes into a snooze.

Sleepy Shuffle Spell 1 A
10 MP
Inflicts Sleep on an enemy.

Rank II

Steps: Heathen Frolick

Prerequisite: Dancer Level 5
A dark dance from a dismal time keeps your enemy from using his most powerful magic.

Heathen Frolick Spell 1 A
10 MP
Roll SPELL POWER. Half of this is damage, and half is a penalty to the target's Spell Power. The penalty lasts until the target's next turn.

Steps: Slow Dance

Prerequisite: Dancer Level 5
The Dancer and his partner both slow down.

Slow Dance Spell 2 A
20 MP
Inflicts Slow on an enemy.

Steps: Samba of Silence

Prerequisite: Dancer Level 5
The dancer hypnotically silences a foe.

Samba of Silence Spell 2 A
20 MP
Inflicts Silence on an enemy.

Steps: Speed Samba

Prerequisite: Dancer Level 5
This step puts an unusual status on the enemy, giving all who strike it some edge.

Drain Samba Spell 2 A
20 MP
Until the end of combat, whenever anyone deals damage to the target, they gain Speed equal to half the damage they just dealt.

Waltz: Boogie Woogie

Prerequisite: Dancer Level 5
You dance faster, and so does your ally.

Boogie Woogie Spell 2 A
20 MP
Bestows Haste on an ally.

Rank III

Steps: Drain Samba

Prerequisite: Dancer Level 8
This step puts an unusual status on the enemy, giving all who strike it some edge.

Drain Samba Spell 3 A
30 MP
Until the end of combat, whenever anyone deals damage to the target, they heal half the damage they just dealt.

Waltz: Magical Masque

Prerequisite: Dancer Level 8
Your gyrations deflect all incoming hostile spells.

Magical Masque Spell 3 A
30 MP
Until your next turn, no Spells can affect your party.

Waltz: Dirty Dancing

Prerequisite: Dancer Level 8
Your gyrations make your allies strike true

Dirty Dancing Spell 3 A
30 MP
Until your next turn, your allies basic attacks are automatically critical hits.

Epic

Steps: Aspir Samba

Prerequisite: Dancer Epic Level
This step puts an unusual status on the enemy, giving all who strike it magical power.

Aspir Samba Spell 3 A
30 MP
Until the end of combat, whenever anyone deals damage to the target, they recover MP equal to half the damage they just dealt.

Steps: Breakdance

Prerequisite: Dancer Level Epic Level
All of your enemies take a quick break.

Samba of Silence Spell 4 A
40 MP
Inflicts Stop on all enemies.

Waltz: Manna Mombo

Prerequisite: Dancer Level Epic Level
Your dances empower your allies to decimate foes.

Manna Mombo Spell 4 A
40 MP
Until your next turn, no abilities cost MP to use.

Steps: Forbidden Dance

Prerequisite: Bard Epic Level
A bard can allow fate to dictate the curses her dancing gives.

Forbidden Dance Spell 4 A,
40 MP
Roll 1d20 for each enemy.
On a roll of 5 or better, they are poisoned.
On a roll of 10 or better, they are miniaturized.
On a roll of 15 or better, they are frogged.
On a roll of 20, they are zombified.
Note that these effects are cumulative — a roll of 20 includes all previous effects.
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