DEFENSE AC 21 (+5 mithral chain shirt +1, +3 Dex, +1 Deflection, +2 Dodge), touch 16, flat-footed 16
CMD 18 (19 vs disarm)
HP 47 (3d10+6+2d8+4+1d8+2)
Fort (3) +6, Ref (5) +9, Will (4) +4
Defensive Abilities Hide in Plain Sight: A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Resistances cold 5, electricity 5
OFFENSE Speed 30 feet
+1 scimitar +8(1d6+4; 18-20/x2)
sling +7 (1d4; 20/x2; 50 feet)
Special Actions Bardic Performance (9/day)
Battle Dance: A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.
Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.
Leaf on the Wind (Su): At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening performance.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st 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 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range 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 bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
STATISTICS Abilities Str 10 (+0), Dex 17 (+3), Con 14 (+2), Int 14 (+2), Wis 8 (-1), Cha 16 (+3)
Base Attack +4; Melee Touch +4; Ranged Touch +7
CMB +4 (+5 to disarm)
Traits Fencer: +1 trait bonus to critical confirmation rolls made with bladed weapons
Magical Knack: +2 to bard caster level
Feats Weapon Finesse (1): Dex modifier to attack rolls with small selection of weapons
Dodge (F1): +1 dodge bonus to AC
Dervish Dance (F2): Dex modifier to attack and damage with scimitars.
Mobility (3): +4 Dodge bonus to AC against attacks of opportunity caused by movement
Combat Reflexes (5): Dexterity modifier (3) in additional attacks of opportunity per round, and can make attacks of opportunity while flat-footed
Acrobatics (4) +15
Bluff (6) +12 (+13 to feint in combat or create a diversion to hide)
Disguise (6) +12
Knowledge - Planes (6) +13
Perception (6) +8
Perform - Dance (5) +12
Stealth (6) +14
EQUIPMENT Carrying Capacity: Light – 38 lbs; Medium – 76 lbs; Heavy = 115 lbs; Current – 32 lbs (Light)
Weapons – +1 scimitar (2315 gp, 4 lbs), sling (0 gp, 0 lbs), sling bullets x 10 (0.1 gp, 0.5 lbs)
Armour – +1 mithral chain shirt (2100 gp, 12.5 lbs)
Other Combat Gear –
Potions – cure light wounds x 3 (150 gp), reduce person x 2 (100 gp)
Wands – cure light wounds, undetactable alignment
Other Magic Items – +1 ring of protection (2,000 gp), +1 cloak of resistance (1,000 gp, 1 lb), boots of elvenkind (2,500 gp, 1 lb)
Mundane Gear – masterwork backpack (52 gp, 4 lbs), bardbed vest (10 gp, 4 lbs), bedroll (0.1 gp, 5 lbs),
Petrova grew up in Katapesh in a loving family of fetchlings. She learned from a young age the importance of make-up and deep cloaks, of smiling at the neighbours and asking after their day, and a plethora of techniques designed to blend in. Nobody in their slightly-slummy neighbourhood knew they were anything but a family of unusually fair-skinned half-elves, and that's how they liked it.
When Petrova came of age, she went out into the city looking for work. Her natural grace and beauty (even in non-fetchling standards), and her willowy dance soon landed her a job as a tavern dancer. Patrons showered her with coins, appreciation, and unwanted attentions, but she enjoyed being hidden in plain sight, and the money was good, so she bore the leers and lecherous looks.
One night, as Petrova was leaving work after a long night of dancing and leers, she chanced to hear a scream from a local alleyway: one of her dancer colleagues had attracted the wrong kind of attention from a few lecherous customers. Without thinking, Petrova leaped to her aid, drawing the men off and allowing her time to run. Then Petrova found herself face to face with four much larger and angry men. If not for the timely arrival of a concerned citizen, things might have gone badly, even though Petrova handled herself quite well, knocking one man down and cutting another with the first man's curved sword. Once they had run the men off, Petrova's new friend Azmir escorted her to the safety of an inn.
Impressed with the young woman's bravery and skill (despite a lack of any formal combat training), Azmir took it upon himself both to train her himself, and find competent trainers for the skills she needed but lacked himself. His own adventuring days were nearly done, but he was going to make sure this young woman kept herself alive in her own adventures. Because Petrova wanted them. Helping save her friend had awakened a desire in her heart to help clean up the streets of Her neighbourhood. Petrova the vigilante was born.
Over the past three years, Petrova has built quite a reputation for herself in Katapesh, all under the pseudonym of The Shadow Dancer. All evening and into the wee hours, Petrova dances in full view for the adulation of her fans and customers, then after closing time, dons her vigilante costume: black leathers that cling tightly but allow freedom of movement, and a strip of black cloth with holes over her eyes to disguise her features.
Petrova has done quite well for herself, accepting tokens of thanks for those she helps who can afford such gestures. Some of the money she gives to support the poor, some she uses to help improve her parents' situation, and some she uses to help outfit herself, not naive to the need for better and stronger equipment to help her in her quest.
Petrova bears a great love for the city, and would do almost anything to ensure its safety. She is somewhat naive to its darker elements and the corruption in its government, and has never traveled beyond the confines of its walls. She wants to see the world someday, but there's always more to do for the safety of Katapesh and its citizens.
Despite her Katapesh roots, Petrova never took to worship of Saranrae, perhaps because the goddess' focus on the sun and light was in such a direct contrast to her own tendencies of hiding in the shadows. That being said, without light thee can be no shadows cast, so when the Shadow Dancer was called among other local heroes by the church on a matter of grave importance, Petrova didn't hesitate to answer the call. Another citizen of Katapesh needed her help, even if he was already dead.
Tall and lithe at just over 6 feet, Petrova boasts many willowy and pleasing curves, accentuated by the tight clothing she (and her customers) prefers. Her normal style of dress is rather plain though well-made, her dancing outfit is usually quite blatantly red to accentuate her pale complexion, and her Shadow Dancer costume is all tight black leathers that expose perhaps a bit more bosom than absolutely necessary. A tiny hint of sparkling mithral peeks out over her cleavage, and a dull black vest covered in patches covers her torso. Her black, billowing cloak catches even the slightest breezes. In any event, she wears her hair long (except in vigilante mode - then it's pulled back into a tight bun), her skin is deathly pale, and her eyes are a vibrant yellow.