Savage-Tongued Ghoul Head

Fred Ohm's page

308 posts. No reviews. No lists. No wishlists.



6 people marked this as a favorite.
Blakmane wrote:
Noone has metioned Caustic Slur yet?

What bothers me most about this feat is not that it's purely detrimental to use, or that it's a trap option, or that uses a non-existing status effect.

No, it's that it implies that if you're not a gnome ranger with points in bluff facing one of his favored ennemies, and the special training needed to achieve this FEAT, you can't make your opponents angry through slurs and offensive gestures.
Also, that if your opponent is farther than 60 feets, it'll just pout and recite "sticks and stones..."

It's the same problem as for the Helpless Prisonner feat (same book...).
Making up feats that replace roleplaying or skill uses, just to fill up pages and make players think they have always more options, is awful design. That's why I don't like 4e's powers system.
But I even suspect that Paizo is doing this not only because option bloat sells, but because replacing skill uses and roleplaying gives them a reservoir of underpowered feats that will not endanger the balance of the game even if they don't look twice for interactions and synergies. On the contrary of feats designed to be actual feats, requiring a particular talent or a significant training and achieving useful effects. Those also require more attention from designers.

Well, most feats are fine.


4 people marked this as a favorite.

Here's a bad feat because the guy who wrote it didn't pay attention to what he was doing.

Ferocious Summons (Orc/Half-Orc)
Your summoned creatures gain your ferocity.
Prerequisites: Augment Summoning, Spell Focus (conjuration), half-orc or orc.
Benefit: Creatures you summon gain the ferocity universal monster ability.

They still disappear when they reach 0hp, as per the summoning rules.


1 person marked this as a favorite.
Quote:
It gets kind of boring when every single important building has to be 100% covered in ivy.

Not much more than it is when every single building has stone walls. You can introduce variations after that, covering your castle in other kinds of plants, in vermin, or making it one colossal golem.

I think I understand where you're coming from, though. But your view is partial.
First, the central trope of planar adventures, is that your home plane is not the center of the world. Most likely, if there's a central point in the universe, you're from the planet that it's farthest from. It's been done and redone, because after you fought your seventh necromancer/orc army/demon cult, you'll want to step up to new, bigger things, even if that means you're no longer the big hero - for a time. That won't make the lives you saved previously less important if your past encounters were more than series of randomized numbers. It's actually refreshing to be a clueless prime after having been a legendary hero.

It's also a common starting point for all kinds of adventures. On your planet, you came from your backwater farm to finally save the world. In the universe, you came from your backwater world to postpone the master plan of demogorgon or some other.

And on middle earth, you're an irrelevant hobbit from an isolationist and isolated shire, and you're going to defeat a fallen god in an adventure that will dwarf the heroes of your home.
But even if it will dwarf Bullroarer Took, it won't necessarily make a joke out of him. That only depends on the story you're telling, not on the comparative scale of the fights and powers involved.

Even Golarion is built on this assumption : Treerazer is one of the most powerful being around, because he was exiled from the abyss. Putting him in the shoes of Demogorgon would cheapen the entire multiverse, or make no sense at all. If the most powerful demon is on golarion, why didn't he take over ? If he's too weak to do so, why don't we send a host of paladins to conquer the abyss ? If we're at a stalemate with the abyss, why didn't we die of boredom ? There needs to be something elsewhere to make the characters and their opponents feel small.
Plus, saving a goddess from Graz'zt's grasp, using the rod of law against Miska the Wolf-spider, and jumping with swords drawn in the middle of a reunion between the main demon lords and Lolth's envoy, all before 15th level ? That would be ridiculous...

On the other hand, the usual repartition of NPCs and monsters by CR among the campaign world and timeline is not the best possible. Saying that "the most elite of guards shouldn't be more than 2nd or 3rd level Warriors" is completely arbitrary, and the proposed rules and models for attributing levels in published books are too. The skill system could be loosely used to simulate athletes and physicists at around 5th level, but that would be a joke. The skill system is one of the most easily abused and nonsensically abstracted parts of the game. So, I really don't see the problem with having a royal guard of 8th level fighters. The problem is with changing the usual NPC levels according to the level of the party during the campaign, but the very simple solution is to set them at the start (in accordance with their backgrounds of course) and then send the adventurers to different challenges at different points of their careers. That's why dragons come in different colors and age categories.

Of course, unlimited growth in power isn't the logical consequence of this. Treerazer can be easily defeated by 4 20th level wizards, but that doesn't mean that the characters will ever be able to reach the level necessary to bring down Asmodeus. Just because your rise in levels allowed you to travel to distant planes and meet bigger threats, does not mean you'll ever kill the Lady of Pain. You can play high-level characters without playing Goku.

James Jacobs, on the matter of the epic-level supplement, repeatedly said that there will be a new level cap. I think that makes sense, both for playability (leveling on and on can get boring, and you still get only a few actions per round) and for internal consistency of the setting (mortals shouldn't be able to reach godlike powers without becoming godlike entities). You just have to set the limit. J.J. proposed 36 IIRC, I would prefer 40 or something like E40, but that's up to DM. In any case, you have a skewed idea of what you call powergamers dream about, I think. And wanting to keep the same characters through increasingly epic adventures does not require us to be powergamers, and powergaming does not require more than 20 levels.

Quote:
And with E6 you can keep the game world sane, in line with common expectations, avoiding "Tippyverse," rooted in medieval europe or other real world analogues, and keep adventuring until the campaign ends for some reason other than DM burnout at having to constantly top himself until its all just too ridiculous.

No you can't. Create Food and Water traps are available at level 5. You can't use the D&D rules to replicate movies and novels, at any level. Nor any real world period and place (the attempts to do so in Golarion are awful, though that's mostly unrelated to the rules). Even novels set in D&D settings are largely incompatible with the rules.

Or at least, you can't as long as you base your world on the rules, and if you think that a world like that is insane. But you can staple the rules on incompatible settings, and you can easily avoid making a mockery of your own game. If you want to.


1 person marked this as a favorite.
The Fiendish Codex I, p9 wrote:

Outside the Abyss: If a demon is killed on another plane,

its body eventually returns to the Abyss—unless trapped
through magical means, such as a dimensional anchor spell.
(See the Demonic Death Throes sidebar for more details on
how demon bodies sometimes disappear.) No matter what
happens to the demon’s body, if it is killed outside the Abyss,
its “essence” falls back into the raw chaos of the Abyss, where
it is then be reformed as a new demon.
It is unclear whether these reincarnated demons begin
again at the bottom of the cycle, or if they are just demoted,
but everyone seems certain that death can only be seen as
a failure for a demon, so it is unlikely to avoid punishment
altogether. Thus, when a demon dies on another plane, it risks
falling back into the general pool of demonspawn and can
find itself “demoted” in power and essence, which is not to be
taken lightly. For example, a vrock sent to wreak havoc on the
Material Plane faces a very real danger if it fails in its mission.
If the PCs defeat it and send it shrieking back to the Abyss,
it can fi nd itself back in the body of a dretch, a rutterkin, or
even a mane. Even balors risk this eternal cycle when they
battle for their Abyssal lords. Only the direct intervention
of a demon prince can possibly spare this punishment.
The important exception to all of this occurs when a demon
is summoned out of the Abyss magically, in which case it
simply returns unharmed when the spell ends (or when the
demon is destroyed), no matter what happens to it in the
meantime. Thus, demons summoned to the Material Plane
have little fear of death.
Within the Abyss: If a demon is killed while within the
Abyss, it is permanently destroyed—both its body and its
essence. For this reason, many demons are relatively more
cautious on their home turf than when wreaking havoc on
another plane. While a demotion through reincarnation is
not ideal, most demons view it as a much better option than
complete annihilation.

DEMONIC DEATH THROES
“. . . and as the marilith’s head fell from its shoulders, blood bubbled
forth. Tiny grubs swam in the gore, and as we watched, they consumed
the demon’s body and attempted to crawl away to freedom.
Revolted, we threw the stone table onto the corpse, hoping to squash
the foul creatures. Later, when we cleared away the broken stone,
we found only the demon’s swords and a spattering of black and red
blood. The larvae were gone.”
—“The Battle of Darkspur,” as related in the Black Scrolls
of Ahm

Spoiler:
When a balor dies, it explodes in a blinding flash of light and
flame that consumes its corpse and sends whatever soul it possesses
shrieking back to the Abyss. Few lesser demons die as
spectacularly, but neither do they usually just fall to earth and rot.
The following table includes suggestions of what might occur
when a demon dies outside the Abyss.
Demonic Death Throes
d20 Effect
1 The corpse melts into a pool of black, tarlike ichor.
2 The head (or what remains of it) begins cursing in
a dozen different languages and voices, after which
the corpse simply winks out of existence.
3 Two snakes force their way out of the killing wound
and begin devouring the corpse from either end. If
attacked, the snakes disappear along with the
remains.
4 The corpse crumbles to dust, leaving enough
powdery remains to fi ll a small bag.
5 The fl esh of the demon rots away (as if a hundred
years pass by in an instant), leaving behind only a
skeleton.
6 Half the demon’s body is engulfed in fl ame
(harmless to nearby characters), while the other
half freezes solid and falls to the ground, shattering.
7 A hole opens up in the fabric of the universe, and
an unseen force sucks the demon into the hole with
a loud “pop.”
8 The skin of the demon peels away, leaving its
muscles and organs exposed.
9 All the bones and muscle tissue in the demon leak
out its wounds in purple, smoking rivulets of blood.
The remaining sac of skin bubbles quietly on the
ground.
10 The body discorporates into a foul-smelling mist.
11 Sparks and lightning burst around the killing
wound, blackening the demon’s skin. In moments,
the lightning consumes the corpse, leaving a
smoldering spot on the ground.
12 The demon’s body immediately transforms into
stone and shrinks down to the size of a tiny statuette.
13 Vermin explode out of the corpse, consuming it and
then fl eeing in all directions.
14 The demon turns translucent and then disappears
in an explosive fl ash of light, leaving its shadow
image on all nearby walls.
15 The demon’s skeleton tears itself free of its fl esh,
takes three steps, and then crumbles into dust.
16 Shadowy hands reach up from the fl oor and pull the
corpse into the ground, leaving behind no sign of
the demon.
17 As the demon falls, its corpse explodes into tiny,
1-inch-high duplicates of itself. The tiny demons
immediately begin fi ghting among themselves until
only one remains, which then vanishes in a puff of
smoke.
18 Blinding, yellow light explodes out of the demon’s
eyes and ears. Cracks appear in the creature’s skin
as the light spreads, consuming the fi end’s body in
harmless but spectacular energy.
19 The demon falls to the ground, and its fl esh rots
away in an instant, leaving behind a sickly odor.
The bones remain, but they will turn to dust at the
slightest pressure.
20 Nothing special. The demon expires as if it were a
normal, Material Plane creature.

I like this page, so there. I don't remember any other mention of a dimensional anchor effect on outsider corpses, in 3.5 or pathfinder, but we can assume it's the same, except for the death throws.


2 people marked this as a favorite.

We should make a 2000 NPCs thread around here, and then a database (maybe on d20pfsrd ?) collecting the contributions and organizing them per class, CR, creature type/subtype/kind, environment, combat role, social role/organization, and (importantly) expected survivability for the party and the NPC.
Each could be made on the model of the NPC gallery of the gamemastery guide, with a short description description of its background, tactics and observed effect in combat.
It could include organizations, displayed as clouds of codified relations between major NPCs and stereotyped mooks.

That could save a lot of time, as models for more campaign-specific NPCs or as directly usable ones. The published NPC gallery and NPC guide lack high-level characters.


2 people marked this as a favorite.

Psychic refusal (DoTU) gives +4 SR against mind-affecting stuff
Awaken spell resistance (Draconomicon) gives SR equal to racial HD to dragon types, or +2 to those who already have that
Exalted spell resistance (BoED) gives +4 against "evil spells and spell-like abilities used by evil outsiders"
Boost spell resistance (BoVD) gives +2 to evil characters
Improved spell resistance (Epic level handbook) gives +2
Dark blood (dragon 330) gives +2 to one particular kind of eberron drow


1 person marked this as a favorite.

There's been "official" input.
http://www.d20pfsrd.com/extras/pathfinder-faq#TOC-Vital-Strike-3-7-10-


1 person marked this as a favorite.

In the APG there's also a 'skirmisher' alternative class feature, that grant sneak attack on the first attack you make after having moved 10 feet. Lose improved uncanny dodge.


1 person marked this as a favorite.

A small change.

Dance of the soaring eagle (Su): A 14th-level battle dancer with 14 ranks in Perform (dance) can use her performance to gain a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. Making fly checks require the battle dancer to spend additional uses of her performance, but simply maintaining this dance does not.


2 people marked this as a favorite.

Thanks, I'm glad it's useful to others.

For some reason, I thought the use of the acrobatic skill to move trough threatened squares was still called a tumbling check in pathfinder. Oh well.
Third attempt.
I added some precisions to the functionment of the abilities.
I also changed the A thousand fists ability to be useable more than once per day. Since the dance of death ability is highly situationnal, it seemed to me that the class needed it.
Plus, I dislike once-per-day abilities in general.
Is it too much ?

Spoiler:

Alignment: Any Chaotic.
Hit Die: d10.
Class Skills
The battle dancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Full BAB progression
Good save : reflex
Poor saves : fortitude, will

Lvl Class features
01 AC bonus, Unarmed strike, Acrobatic dancer
02 Battle dancer's performance, Dance of the charming snake
03 Bonus speed +5 feet, Careful movement
04 Dance of the rummaging rat
05 Dancer's strike (magic), Nimble step (Dodge)
06 Bonus speed +10 feet, Dance of the dashing lizard
07 Elusive dancer (Mobility)
08 Dance of the springing tiger
09 Bonus speed +15 feet, Movement mastery (Spring Attack)
10 Dancer's strike (alignment), Dance of the taunting monkey
11 Improved reactions
12 Bonus speed +20 feet, Dance of the crushing python
13 Elaborate dodge
14 Dance of the soaring eagle
15 Dancer's strike (any), Bonus speed +25 feet
16 Dance of the laughing man
17 Steady unbalance
18 Bonus speed +30 feet, Dance of the stumbling giants
19 A thousand fists
20 Dance of Death

CLASS FEATURES
All of the following are class features of the battle dancer.

Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.

AC Bonus (Ex): When unarmored and enencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat.
These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.
The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.
The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows. At first level, her unarmed strikes deal 1d6, and this damage increases every 4 levels thereafter (1d8 at 4th, 1d10 at 8th, 2d6 at 12th, 2d8 at 16th, 2d10 at 20th).
Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

Acrobatic dancer (Ex): At 1st level, a battle dancer can use her bonus in the Perform (dance) skill in place of her bonus in the Acrobatics and Fly skills. When substituting in this way, the battle dancer uses her total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not she has ranks in that skill or if it is a class skill.

Battle dancer's performance: A battle dancer is trained to use the Perform (dance) skill to attain feats extraordinary or supernatural prowess, called Dances. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after the first a battle dancer can use her performance for 2 additional rounds per day. For each round of use spent, the battle dancer can produce one of the types of performance that she has mastered, as indicated by her level.
Starting a performance is a swift action, and it can be maintained each round as a free action. A performance cannot be disrupted, but it ends immediately if the battle dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A battle dancer can use more than one dance at one time, up to a number equal to her charisma modifier. To do so she must spend a number of additional uses of her performance ability equal to the number of different dances she uses in the round.
The battle dancer's performance relies on visual components to affect other creatures. The targets must have line of sight to the battle dancer for the performance to have any effect. A blind battle dancer has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts as a normal use of his performance. Blind creatures are immune to bardic performances with visual components.

Battle dancer performances:
Dance of the charming snake (Sp): A 2nd-level battle dancer with 2 ranks in Perform (dance) gains the ability to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the battle dancer, and capable of paying attention to him. The battle dancer 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 battle dancer has attained beyond 2nd, she can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) to negate the effect. If a creature's saving throw succeeds, the battle dancer 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 battle dancer 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.
Dance of the charming snake is an enchantment (compulsion), mind-affecting ability. It relies on visual components in order to function.

Dance of the rummaging rat (Su): A 4th-level battle dancer with 4 ranks in Perform (dance) gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Acrobatics skill without penalties to move at her full speed on narrow and uneven surfaces, and through squares threatened or occupied by her ennemies.

Dance of the dashing lizard (Su): The battle dancer moves with such grace and speed that she can dance across water. A 6th-level battle dancer with 6 ranks in Perform (dance) can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the springing tiger (Su): A 8th-level battle dancer with 8 ranks in Perform (dance) can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt an Acrobatics check against the CMD of her opponent. If she succeeds, she may make a full attack rather than a standard attack as part of her charge. If she fails, she provokes an attack of opportunity from her opponent.

Dance of the taunting monkey (Su): A 10th-level battle dancer with 10 ranks in Perform (dance) can take a full attack action (for unnarmed melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The Battle dancer is subject to attacks of opportunity while dancing, but may use the Acrobatics skill normally as part of her move to avoid such attacks. A battle dancer prevented from completing her move is also prevented from finishing her full attack. When the battle dancer end of this dance, she becomes staggered for the duration of the encounter.

Dance of the crushing python (Su): The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 12th-level battle dancer with 12 ranks in Perform (dance) can rain a series of hammering blows upon a foe. She must make an Acrobatics check to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the soaring eagle (Su): A 14th-level battle dancer with 14 ranks in Perform (dance) gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging.

Dance of the laughing man (Sp): A 16th-level battle dancer with 16 ranks in Perform (dance) can use her performance ability to force a creature she has already fascinated with her Dance of the charming snake to dance with her, as per the Irresistible Dance spell, except as. Using this ability requires three consecutive full-round actions to activate, at which point all creatures fascinated must make a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) against the effect.

Dance of the stumbling giants (Sp): A 18th-level battle dancer with 18 ranks in Perform (dance) can use her performance ability to cause the ground around her to shake and crumble, as per the Earthquake spell. This ability requires three consecutive full-rounds actions to start the effect.

Dance of Death (Su): A 20th-level battle dancer with 20 ranks in Perform (dance) can lead a terrible round dance with her ennemies. She takes on the appearance of a skeletton draped in a white shroud, and can make touch attacks to force the creatures she has fascinated to succeed on a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) or join the dance in a row, adding one after another between herself and the previous victim, and to follow her, moving at her speed without penalties. The victims must take a move action on her turn to stay in the dance. If one cannot move, or if the battle dancer uses a type of movement he does not possess, he leaves the chain of dancing creature along with those behind him. A creature can break the chain with a successful Bull rush or attack with a melee weapon against one of victims normal defenses. An unarmed attack or a Grapple maneuver force the attacker to make a Will save or join the dance himself, even if he would normally be immune to the dance's effect. After three consecutive rounds of a maintained performance, all creatures still in the round, except the battle dancer, die.
Those who succeed the initial Willl save, or leave before the end of the three rounds, are frightened as long as the battle dancer maintains her Dance of death, or until they are more than 90 feet away from her, and the battle dancer cannot use her Dance of Death on those creatures again for 24 hour. They are no longer fascinated if they were before, but any other fascinated creature that did not suffer a touch attack from the battle dancer do not identify the dance as a threat.
Dance of Death is an enchantment (compulsion), mind-affecting death effect that relies on visual components.

Bonus speed (Ex): The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +5-foot bonus to speed at 3rd level, and every 3 levels thereafter.

Careful movement (Ex): At 3rd level, a battle dancer is so certain of her movements that she is unaffected by adverse conditions. When making an Acrobatics or Perform (dance) check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Dancer's strike (Su): The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades. At 5th level, the battle dancer's aura makes her unarmed strikes count as magic damage. At 10th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it. At 15th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Nimble step: At 5th level, a battle dancer gains the Dodge feat, even if she does not meet the prerequisites.

Elusive dancer: At 7h level, a battle dancer gains the Mobility feat, even if she does not meet the prerequisites.

Movement mastery: At 9th level, a battle dancer gains the Spring attack feat, even if she does not meet the prerequisites.

Improved reactions (Ex): When she attains 11th level, a battle dancer gains a +2 bonus on initiative rolls.

Elaborate dodge (Ex): When she attains 13th level, a battle dancer gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use the total defense action in melee combat.

Steady unbalance (Ex): At 17th level, a battle dancer have learned to fight constantly off balance. She can ignore the staggered condition, and stand up from prone as a free action (though doing so still provokes attacks of opportunities).

A thousand fists (Ex): When a battle dancer reaches 19th level, she may double the number of melee attacks she makes while performing a full attack action. If a battle dancer uses this ability in conjunction with her Dance of the taunting monkey, she can make up to two attacks between moves. She can use this ability a number of times per day equal to her charisma modifier.
A battle dancer can recieve an extra attack from the haste spell, but it does not stack with the bonus attacks granted by this ability.


1 person marked this as a favorite.

A slightly cleaned version.

Alignment: Any Chaotic.
Hit Die: d10.
Class Skills
The battle dancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Full BAB progression
Good save : reflex
Poor saves : fortitude, will

Lvl Class features
01 AC bonus, Unarmed strike, Acrobatic dancer
02 Battle dancer's performance, Dance of the charming snake
03 Bonus speed +5 feet, Careful movement
04 Dance of the rummaging rat
05 Dancer's strike (magic), Nimble step (Dodge)
06 Bonus speed +10 feet, Dance of the dashing lizard
07 Elusive dancer (Mobility)
08 Dance of the springing tiger
09 Bonus speed +15 feet, Movement mastery (Spring Attack)
10 Dancer's strike (alignment), Dance of the taunting monkey
11 Improved reactions
12 Bonus speed +20 feet, Dance of the crushing python
13 Elaborate dodge
14 Dance of the soaring eagle
15 Dancer's strike (any), Bonus speed +25 feet
16 Dance of the laughing man
17 Steady unbalance
18 Bonus speed +30 feet, Dance of the stumbling giants
19 A thousand fists
20 Dance of Death

CLASS FEATURES
All of the following are class features of the battle dancer.

Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.

AC Bonus (Ex): When unarmored and enencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat.
These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.
The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.
The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows. At first level, her unarmed strikes deal 1d6, and this damage increase every 4 levels thereafter (1d8 at 4th, 1d10 at 8th, 2d6 at 12th, 2d8 at 16th, 2d10 at 20th).
Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

Acrobatic dancer (Ex): At 1st level, a battle dancer can use her bonus in the Perform (dance) skill in place of her bonus in the Acrobatics and Fly skills. When substituting in this way, the battle dancer uses her total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not she has ranks in that skill or if it is a class skill.

Battle dancer's performance: A battle dancer is trained to use the Perform (dance) skill to attain feats extraordinary or supernatural prowess, called Dances. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after the first a battle dancer can use her performance for 2 additional rounds per day. For each round of use spent, the battle dancer can produce one of the types of performance that she has mastered, as indicated by her level.
Starting a performance is a swift action, and it can be maintained each round as a free action. A performance cannot be disrupted, but it ends immediately if the battle dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A battle dancer can use more than one dance at one time, up to a number equal to her charisma modifier. To do so she must spend a number of additional uses of her performance ability equal to the number of different dances she uses in the round. She can use a number of different performances

Battle dancer performances:
Dance of the charming snake (Sp): A 2nd-level battle dancer with 2 ranks in Perform (dance) gains the ability to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the battle dancer, and capable of paying attention to him. The battle dancer 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 battle dancer has attained beyond 2nd, she can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) to negate the effect. If a creature's saving throw succeeds, the battle dancer 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 battle dancer 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.
Dance of the charming snake is an enchantment (compulsion), mind-affecting ability. It relies on visual components in order to function.

Dance of the rummaging rat (Su): A 4th-level battle dancer with 4 ranks in Perform (dance) gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble checks to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dance of the dashing lizard (Su): The battle dancer moves with such grace and speed that she can dance across water. A 6th-level battle dancer with 6 ranks in Perform (dance) can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the springing tiger (Su): A 8th-level battle dancer with 8 ranks in Perform (dance) can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a Tumble check against the CMD of her opponent. If she succeeds, she may make a full attack rather than a standard attack as part of her charge. If she fails, she provokes an attack of opportunity from her opponent.

Dance of the taunting monkey (Su): A 10th-level battle dancer with 10 ranks in Perform (dance) can take a full attack action (for unnarmed melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The Battle dancer is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A battle dancer prevented from completing her move is also prevented from finishing her full attack. When the battle dancer end of this dance, she becomes staggered for the duration of the encounter.

Dance of the crushing python (Su): The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 12th-level battle dancer with 12 ranks in Perform (dance) can rain a series of hammering blows upon a foe. She must make a Tumble check to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the soaring eagle (Su): A 14th-level battle dancer with 14 ranks in Perform (dance) gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging.

Dance of the laughing man (Sp): A 16th-level battle dancer with 16 ranks in Perform (dance) can use her performance ability to force a creature she has already fascinated with her Dance of the charming snake to dance with her, as per the Irresistible Dance spell. Using this ability requires three consecutive full-round actions to activate, at which point all creatures fascinated must make a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) against the effect.

Dance of the stumbling giants (Sp): A 18th-level battle dancer with 18 ranks in Perform (dance) can use her performance ability to cause the ground around her to shake and crumble, as per the Earthquake spell. This ability requires three consecutive full-rounds actions to start the effect.

Dance of Death (Su): A 20th-level battle dancer with 20 ranks in Perform (dance) can lead a terrible round dance with her ennemies. She takes on the appearance of a skeletton draped in a white shroud, and can make touch attacks to force the creatures she has fascinated to succeed on a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) or join the dance in a row, adding one after another between herself and the previous victim, and to follow her, moving at her speed without penalties. The victims must take a move action on her turn to stay in the dance. If one cannot move, or if the battle dancer uses a type of movement he does not possess, he leaves the chain of dancing creature along with those behind him. A creature can break the chain with a successful Bull rush or attack with a melee weapon against one of victims normal defenses. An unarmed attack or a Grapple maneuver force the attacker to make a Will save or join the dance himself. After three consecutive rounds of a maintained performance, all creatures still in the round, except the battle dancer, die.
Those who succeed the initial Willl save, or leave before the end of the three rounds, are frightened as long as the battle dancer maintains her Dance of death, or until they are more than 90 feet away from her, and the battle dancer cannot use her Dance of Death on those creatures again for 24 hour. They are no longer fascinated if they were before, but any other fascinated creature that did not suffer a touch attack from the battle dancer do not identify the dance as a threat.

Bonus speed (Ex): The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +5-foot bonus to speed at 3rd level, and every 3 levels thereafter.

Careful movement (Ex): At 3rd level, a battle dancer is so certain of her movements that she is unaffected by adverse conditions. When making an Acrobatics or Perform (dance) check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Dancer's strike (Su): The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades. At 5th level, the battle dancer's aura makes her unarmed strikes count as magic damage. At 10th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it. At 15th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Nimble step: At 5th level, a battle dancer gains the Dodge feat, even if she does not meet the prerequisites.

Elusive dancer: At 7h level, a battle dancer gains the Mobility feat, even if she does not meet the prerequisites.

Movement mastery: At 9th level, a battle dancer gains the Spring attack feat, even if she does not meet the prerequisites.

Improved reactions (Ex): When she attains 11th level, a battle dancer gains a +2 bonus on initiative rolls.

Elaborate dodge (Ex): When she attains 13th level, a battle dancer gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use the total defense action in melee combat.

Steady unbalance (Ex): At 17th level, a battle dancer have learned to fight constantly off balance. She can ignore the staggered condition, and stand up from prone as a free action (though doing so still provokes attacks of opportunities).

A thousand fists (Ex): When a battle dancer reaches 19th level, once per day she may double the number of melee attacks she makes while performing a full attack action. If a battle dancer uses this ability in conjunction with her Dance of the taunting monkey, she can make up to two attacks between moves.
A battle dancer can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by this ability.


2 people marked this as a favorite.

I always liked this class : a more martial version of the monk, with bardic impressions, what's not to love ?

So, in this boring exam period, I spent an afternoon to write a conversion.
The dances abilities looked somewhat underpowered for their level, so I switched their progression to one every other level instead of every third level, added two new ones and rewrote the last one to make for a more solid capstone. I added a per round mechanic to the battle dancer performance, to follow the model from the Bard and to limit a little this new progression. Then I filled the gaps with abilities from the Dervish PrC (complete warrior), more or less adapted, and two bonus feats. And the Versatile performance for perform (dance), because it seemed better to have a battle dancer putting his ranks in Perform instead of Acrobatics.
In the end, it might be more powerful than intended. But it looks cool, and the ways to break it aren't obvious to me, so I'll let you do the arguing against it and I'll read it. Hopefully.
The original class is in the dragon compendium book.

Alignment: Any chaotic.
Hit Die: d10.
CLASS SKILLS
The battle dancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Disable Device (Dex), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Lvl___BAB___________ForRefWillClassfeatures___________________________Unarm ed damageAC bonus
1st__+1_____________+0 +2 +0 AC bonus, unarmed strike, Acrobatic dancer_____________ld6 +0
2nd _+2_____________+0 +3 +0 Battle dancer's performance, Dance of the charming snake_ ld6 +0
3rd__+3_____________+1 +3 +1 Bonus speed +5 feet, Careful movement________________ld6 +0
4th__+4_____________+1 +4 +1 Dance of the roaming rat____________________________ld8 +0
5th__+5_____________+1 +4 +1 Dancer's strike (magic), Nimble step (Dodge)_____________ld8 +1
6th__+6/+1__________+2 +5 +2 Bonus speed +10 feet, Dance of the floating lizard_________ld8 +1
7th__+7/+2__________+2 +5 +2 Elusive dancer (Mobility)_____________________________ld8 +1
8th__+8/+3__________+2 +6 +2 Dance of the springing tiger __________________________1d10 +1
9th__+9/+4__________+3 +6 +3 Bonus speed +15 feet, Movement mastery (Spring Attack)___1d10 +1
10th_+10/+5_________+3 +7 +3 Dancer's strike (alignment), Dance of the vexing monkey____1d10 +2
11th_+11/+6/+1 ______+3 +7 +3 Improved reactions_________________________________1d10 +2
12th_+12/+7/+2 ______+4 +8 +4 Bonus speed +20 feet, Dance of the crushing python_______2d6 +2
13th_+13/+8/+3 ______+4 +8 +4 Elaborate dodge___________________________________2d6 +2
14th_+14/+9/+4 ______+4 +9 +4 Dance of the soaring eagle___________________________2d6 +2
15th_+15/+10/+5 _____+5 +9 +5 Dancer's strike (any), Bonus speed +25 feet______________2d6 +3
16th_+16/+11/+6/+1___+5 +10 +5Dance of the laughing man__________________________2d8 +3
17th_+17/+12/+7/+2___+5 +10 +5Steady unbalance_________________________________2d8 +3
18th_+18/+13/+8/+3___+6 +11 +6Bonus speed +30 feet, Dance of the stumbling giants______2d8 +3
19th_+19/+14/+9/+4___+6 +11 +6A thousand fists___________________________________2d8 +3
20th_+20/+15/+10/+5__+6 +12 +6Dance of Death___________________________________2d10+4

CLASS FEATURES
All of the following are class features of the battle dancer.
Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.

AC Bonus (Ex): When unarmored and enencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat.
These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.
The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.
The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows, and this damage increase as she gains levels.
Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

Acrobatic dancer (Ex): At 1st level, a battle dancer can use her bonus in the Perform (dance) skill in place of her bonus in the Acrobatics and Fly skills. When substituting in this way, the battle dancer uses her total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not she has ranks in that skill or if it is a class skill.

Battle dancer's performance : A battle dancer is trained to use the Perform (dance) skill to attain feats extraordinary or supernatural prowess, called Dances. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st a battle dancer can use her performance for 2 additional rounds per day. For each round uf use spent, the battle dancer can produce one of the types of performance that she has mastered, as indicated by her level.
Starting a performance is a swift action, and it can be maintained each round as a free action. Changing a performance from one effect to another requires the battle dancer to stop the previous performance and start a new one as a swift action. A performance cannot be disrupted, but it ends immediately if the battle dancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A battle dancer can use more than one dance at one time, but must spend additional rounds of her performance ability to do so.

Battle dancer performances:
Dance of the charming snake (Sp): A 2nd-level battle dancer with 2 ranks in Perform (dance) gains the ability to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the battle dancer, and capable of paying attention to him. The battle dancer 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 battle dancer has attained beyond 2nd, she can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) to negate the effect. If a creature's saving throw succeeds, the battle dancer 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 battle dancer 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.
Dance of the charming snake is an enchantment (compulsion), mind-affecting ability. It relies on visual components in order to function.
Dance of the roaming rat (Su): A 4th-level battle dancer with 4 ranks in Perform (dance) gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble checks to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.
Dance of the floating lizard (Su): The battle dancer moves with such grace and speed that she can dance across water. A 6th-level battle dancer with 6 ranks in Perform (dance) can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.
Dance of the springing tiger (Su): A 8th-level battle dancer with 8 ranks in Perform (dance) can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a Tumble check against the CMD of her opponent. If she succeeds, she may make a full attack rather than a standard attack as part of her charge. If she fails, she provokes an attack of opportunity from her opponent.
Dance of the vexing monkey (Su): A 10th-level battle dancer with 10 ranks in Perform (dance) can take a full attack action (for unnarmed melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The Battle dancer is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A battle dancer prevented from completing her move is also prevented from finishing her full attack. When the battle dancer end of this dance, she becomes staggered for the duration of the encounter.
Dance of the crushing python (Su): The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 12th-level battle dancer with 12 ranks in Perform (dance) can rain a series of hammering blows upon a foe. She must make a Tumble check to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.
Dance of the soaring eagle (Su): A 14th-level battle dancer with 14 ranks in Perform (dance) gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging.
Dance of the laughing man (Sp): A 16th-level battle dancer with 16 ranks in Perform (dance) can use her performance ability to force a creature she has already fascinated with her Dance of the charming snake to dance with her, as per the Irresistible Dance spell. Using this ability requires three consecutive full-round actions to activate, at which point all creatures fascinated must make a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) against the effect.
Dance of the stumbling giants (Sp): A 18th-level battle dancer with 18 ranks in Perform (dance) can use her performance ability to cause the ground around her to shake and crumble, as per the Earthquake spell. Using this ability require three consecutive full-rounds actions to start the effect.
Dance of Death (Su): A 20th-level battle dancer with 20 ranks in Perform (dance) can lead a terrible round dance with her ennemies. She takes on the appearance of a skeletton draped in a white shroud, and can make touch attacks to force the creatures she has fascinated to succeed on a Will save (DC 10 + 1/2 the battle dancer's level + her Cha modifier) or join the dance in a row, adding one after another between herself and the previous victim, and to follow her, moving at her speed without penalties. The victims must take a move action on her turn to stay in the dance. If one cannot move, or if the battle dancer uses a type of movement he does not possess, he leaves the chain of dancing creature along with those behind him. A creature can break the chain with a successful Bull rush or attack with a melee weapon against one of victims normal defenses. An unarmed attack or a Grapple maneuver force the attacker to make a Will save or join the dance himself. After three consecutive rounds of a maintained performance, all creatures still in the chain die.
Those who succeed the initial Willl save, or leave before the end of the three rounds, are frightened as long as the battle dancer maintains her Dance of death, or until they are more than 90 feet away from her, and the battle dancer cannot use her Dance of Death on those creatures again for 24 hour. They are no longer fascinated if they were before, but any other fascinated creature that did not suffer a touch attack from the battle dancer do not identify the dance as a threat.

Bonus speed (Ex): The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +5-foot bonus to speed at 3rd level, and every 3 levels thereafter.


Careful movement (Ex): At 3rd level, a battle dancer is so certain of her movements that she is unaffected by adverse conditions. When making an Acrobatics or Perform (dance) check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Dancer's strike (Su): The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades. At 5th level, the battle dancer's aura makes her unarmed strikes count as magic damage. At 10th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it. At 15th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Nimble step: At 5th level, a battle dancer gains the Dodge feat, even if she does not meet the prerequisites.

Elusive dancer: At 7h level, a battle dancer gains the Mobility feat, even if she does not meet the prerequisites.

Movement mastery: At 9th level, a battle dancer gains the Spring attack feat, even if she does not meet the prerequisites.

Improved reactions (Ex): When she attains 11th level, a battle dancer gains a +2 bonus on initiative rolls.

Elaborate dodge (Ex): When she attains 13th level, a battle dancer gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use the total defense action in melee combat.

Steady unbalance (Ex): At 17th level, a battle dancer have learned to fight constantly off balance. She can ignore the staggered condition, and stand up from prone as a free action (though doing so still provokes attacks of opportunities).

A thousand fists (Ex): When a battle dancer reaches 19th level, once per day she may double the number of melee attacks she makes while performing a full attack action. If a dervish uses this ability in conjunction with her Dance of the vexing monkey, she can make up to two attacks between moves.
A battle dancer can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by this ability.


2 people marked this as a favorite.

The mystic properties would be an easier guess if the materials weren't defined by their market price... Now it's again some sort of money-powered magic.