Transferred for ease of reading.
Kit: RISKDANCER
Class: Fighter
Race: Any
Alignment: Any
Description: Those who observe and study the arts of combat know that one factor, more than any other, determines the outcome of any engagement: Speed. From being quick enough to slip an attack past an opponent's block, to arranging troop movements so that they can fortify a position before the enemy arrives, the essence of battle is time. To this end, Riskdancers cast off anything they see as nonessential, and spend more time practicing sprinting and acrobatics than more traditional weaponmastery. In battle, they will occasionally touch on unexpected reserves of energy, and burst forth into a frightening dervish of attacks.
Advantages:* Base +1 Attack per Round
* +1 to Movement Rate at Levels 2, 8, and 16 (not always seen as an advantage)
* After Level 4, each melee hit has a 5% chance to Haste the Riskdancer for 3 rounds
* After Level 15, each melee hit has a 1% chance to Improved Haste the Riskdancer for 1 round
* Gains access to the ToB HLA of Improved Alacrity (up to 3x/day)
Disadvantages* Can wear no heavier than Hide
* Limited to Specialization (++) in any Weapon Proficiency or Weapon Style
* Cannot choose the ToB HLAs of Hardiness, Magic Resistance, Critical Strike, or Greater Deathblow
Notes: Riskdancers who Dual-Class to Thief will not be able to choose the ToB HLA of Use Any Item. The Riskdancer's Improved Alacrity ability has the side effect of blocking all spellcasting during its duration.
What do y'all think? I'm not crazy about the way Improved Alacrity can essentially give the Riskdancer a brief period of invincibility (as they can drink Healing Potions as rapidly as they want), but I think the idea of exploding all one's combat abilities at once is worth it for this kit idea. It also might be interesting to explore this as a Bard kit, rather than a Fighter.
[EDIT:] Removed the AC bonuses & changed Armor limitation from Leather to Hide. Even so, I'm thinking that the temptation of Dualing a low-level Riskdancer to Mage or Druid just for the ApR bonus might be too much. Generally, I'm not a fan of locking out Dual-classes, so making this a Bard is starting to look more appealing. If so, I would probably make their Imp. Alacrity
allow spellcasting, but add a +4 modifier to Casting Time. Locked-out Bard HLAs would be Enhanced Bard Song, Magic Flute, and the Spike & Exploding Traps.
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Limiting to ** isn't a disadvantage compared to a plain fighter: the only big advantage of ***** versus ** is +1 attacks per round, which the RD gets innately with *all* weapons
Oh, with the True (BG1) Grandmastery numbers, yes. I was actually thinking with the vanilla stats, where the only ApR boost comes at **: The RD studies a weapon
just enough to get faster with it. But yes, that carries the side effect that he can max out in more weapons.
Giving bonuses to AC and limiting armor is counter productive - the best leather armor in SoA gives 3 AC (and is easily obtainable from Ribald). By 14th level, that's equivalent to 0 AC, 2 points worse than the best available armors (which are only available in the Underdark and carry some penalties). Losing 2 points of AC is a disadvantage, but hardly a noticeable one (there are many ways to manage aggro or improve AC/damage resistance).
Improved Alacrity doesn't speed up item usage.
Did not know that.
It's also pretty lame for this character - you can only combine Greater Whirlwind, Power Attack and Deathblow.
Don't forget War Cry!

(Actually, Stunning nearby enemies for a short period of time could actually be quite useful if you have no THAC0 bonuses & are fast enough to run up to them.) It was my intention to hit the RD hard, as the kit needs some stiff disadvantage to balance out that base ApR boost. Of course, crippling the kit's HLAs only increases the incentive to Dual to something else before HLAs become a factor.
A cool disadvantage would be to limit the character's strength to 15 and prevent him from wearing +Strength items (more than that and your muscles will be bulky enough to slow you down).
I think natural muscle = bulk, while magically enhanced STR is "invisible," but that
is a good point. I keep encountering reasons to make this a Bard kit (they don't even need an armor restriction because all Bard armors are flexible anyway, they could easily have Free Action added to their list of spells, etc.), but then again I don't want to stomp on the Blade: This kit is starting to look more & more like a Blade under permanent Offensive Spin. Granted, the Blade needs to be improved anyway, because Bards in general just plain suck, but I still don't like making existing kits obsolete.