Lev
2010-08-27, 07:00 PM
IN PROGRESS
Flow Dancer
Intro
http://www.laurascarborough.com/images/Laura%20PICS/sparkle.jpg
What could be best described as a circus performer, the Flow Dancer is a fusion between the honed body and presence of a dancer, the talent of an object manipulator and the weapon skills of an agile weaponmaster.
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Primary Class Effects
Stunts act as a mix between class features, feats, spells and skill tricks, which are purchased and used like feats.
The broad range of the abilities used by the Flow Dancer cover multiple other classes already inside the core books, instead of having to multiclass most of the key abilities for those classes are already integrated, in addition the Mystic Path feature at level 9 will allow even more in-class customization.
Because of the diversity of the class options, a Flow Dancer can be played socially, combat oriented, spell-like ability oriented or simply in an entertaining way.
Built-For-Cinema mentality, most of the abilities and effects included are meant to inspire the imagination and allow the player to improvise and innovate to solve problems facing the group and look amazing while doing it. If you want a flashy character with abilities you can really "describe" during both encounters or nonencounter environments then Flow Dancer is a good choice.
Please enjoy, and if you have anything to contribute please do so!
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+2|+0|Graceful Movement (+1), Mesmerize, Combat Reflexes
2nd|+1|+1|+3|+0|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
3rd|+2|+2|+3|+1|Harmony, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
4th|+3|+2|+4|+1|Fluid Movement (10ft), Graceful Movement (+2)
5th|+3|+3|+4|+1|Fire Performance, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
6th|+4|+3|+5|+2|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Battleflow Dance
7th|+5|+3|+5|+2|Graceful Movement (+3), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
8th|+6/+1|+4|+6|+2|Fluid Movement (15ft), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
9th|+6/+1|+4|+6|+3|Mystic Path, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
10th|+7/+2|+5|+7|+3|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Graceful Movement (+4)
11th|+8/+3|+5|+7|+3|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
12th|+9/+4|+6|+8|+4|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png, Bardic Knowledge
13th|+9/+4|+6|+8|+4|Graceful Movement (+5)
14th|+10/+5|+6|+9|+4|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
15th|+11/+6/+1|+7|+9|+5|Fluid Movement (20ft)
16th|+12/+7/+2|+7|+10|+5|Graceful Movement (+6)
17th|+12/+7/+2|+8|+10|+5|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
18th|+13/+8/+3|+8|+11|+6|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif
19th|+14/+9/+4|+8|+11|+6|Graceful Movement (+7), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
20th|+15/+10/+5|+9|+12|+6|Mystic Path Mastery
[/table]
Legend: Bonus Stunt http://img90.imageshack.us/img90/8785/starmark.png, Bonus Mastery http://www.paris.org/Icons/metro.m.icon.gif
Alignment: Non-Lawful
Hit Die: 1d8
Skills & Proficiencies
Proficiencies:
Flow Dancers have Light Armor Proficiency and no shield proficiency.
Flow Dancers can be proficient in the following: Unarmed, Dagger, Club, Rapier, Straightsword, or Flail granted that the flail is one size category smaller than yours, which is considered a light weapon.
Class Skills:
Skill Points at 1st Level (6 + Int modifier) ×4.
Skill Points at Each Additional Level 6 + Int modifier.
The flow dancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex)
Masteries
Primary Masteries
9 Section Whip and Double Meteor
You gain proficiency with all single handed chain weapons and gain the Two Weapon Fighting feat. You gain a +1 to attack roll when using double meteor hammer.
[9 Section Whips]
9 Section Whip New
Mighty Whip
Poi New
[Double Meteor Hammers]
Double Meteor Hammer New
Staff and Doublestaff
You gain proficiency with all lengths of staffs and gain the Two Weapon Fighting feat, you gain +1 to attack rolls when using a single staff, you can also treat a "doublestaff" as a light weapon in terms of dual wielding it.
Hoop and Doublehoop
You gain proficiency with hoop weapons and gain the Two Weapon Fighting feat. When not two weapon fighting you gain +1 to attack roll with hoops.
Fans and Claws
You gain proficiency with metal fans and metal claw weapons, you gain the Two Weapon Fighting feat.
[Fans]
War Fan
Iron Fan New
[Claws]
Claw Bracer
Panther Claw
Stump Knife
Tiger Claws
Triple Dagger
Ward Cestus
Punching Dagger
Bladed Gauntlet
Clubs and Knives
You gain the Two Weapon Fighting feat and consider small clubs and knives to be light weapons. You gain proficiency with Clubs and Knives.
[Clubs]
Juggler's Club New
[Knives]
Juggler's Sapara New
Sword and Sai
You gain the Two Weapon Fighting feat and consider single handed swords as light weapons. You gain proficiency with 1 handed Swords and Sai.
Whip and Chain
You gain proficiency with spiked chain and whip and gain +1 to attack rolls with them.
Meteor Hammer and Rope Dart
You gain proficiency with Meteor Hammer and Rope Dart weapons and gain +1 to attack rolls with them.
Acrobatics
You can “Take 10” on the following checks at any time:
Jump, Perform (dance), & Tumble. You gain +2 to these skills.
Aerial
You gain Use Rope skill as a class skill regardless of class and can take 10 when using ropes, silks, or any similar material up to drapes or curtains still hanging on the wall.
Make a DC15 Use Rope check as a full round action, if you succeed you can perform a Battleflow Dance vertically downward the next round, you need neither hand to be free during your battleflow dance and can drop 5' vertically per attack without using your hands to continue the flow, you cannot use 2 handed weapons when using Battleflow Dance in this way.
Unarmed
You gain Improved unarmed strike and your unarmed strike damage die improves by 1 size category. You gain +2 to escape artist checks.
Fire
This mastery gives you Perform [Fire] as a class skill regardless of your class, any self induced hazards with using any fire tool are reduced by 75%. You gain the ability to use a 10GP flask of special fuel and a held fire source to project a 10'x5' cone of fire that does 1d6/4HD plus another 1d6 for every size modifier you are above medium and enemies are lit "on fire" unless they succeed a DC12 reflex save. The downside is that fire breathing is dangerous (danger is 20% chance of failure untrained, 5% chance of failure with Fire Performance class skill (roll a d20, 1 is fumble), and having fire mastery allows you to roll 1d4 when you fumble, another 1 indicates failure. Setting yourself on fire this way deals 2d6 damage (since it counts as a critical) and puts you "on fire" as described in the DMG, if it deals 12 damage to you then you also can contract ARDS (chemical pneumonia) disease.
ARDS - Inhaled - DC16 Fort - Initial 1d4 con 1d4 dex, Secondary 1d4STR 1d4DEX 1d4CON 1d4CHA // Initial damage after 6 hours, secondary damage after 24 hours. Every day player must make the fortitude save or take ability damage, if that fails then a long term heal check (DC12 for the first day, DC8 for following days) can prevent the character from hitting 0 Con at which point the character will have 1 Con.
Fire mastery also grants +1 saves against fire and fire effects, 1 fire resistance and +1 to knowledge checks about fire.
Throwing
You gain proficiency with all light throwing weapons and gain Throwing Finesse as a bonus feat.
Secondary Masteries
Whip Sword Mastery
Requires: Mastery [Sword], Mastery [9s Whip] OR [Whip]
You become proficient at Whip Swords. You gain +1 to attack rolls made with a whip sword.
Sword Chuck Mastery
Requires: Mastery [9s Whip], Mastery [Staff]
You become proficient with Sword Chucks, you gain the Two Weapon Fighting feat and consider Sword Chucks as light weapons.
Class Features
Mesmerize (Ex):
COMBAT FASCINATE SKILL
A Flow Dancer with 4 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become mesmerized with her.
Make a perform check vs their will save, if you succeed the creature becomes mesmerized. A mesmerized creature takes -4 to all visual skill checks, -2 to reflex saves, has -2 initiative and is mildly distracted in terms of concentration checks. On the second round that a creature is mesmerized it loses -2 dexterity bonus (if it has one) to AC, on the third round it is considered flat footed.
This ability can be used in combat though the Flow Dancer takes -8 to perform checks made in this way, additionally creatures more than 30' away have a +2 to will saves, 60'+ have a +4 and 90'+ cannot be effected unless you are huge size or more, in which case they gain +6.
For every three levels a Flow Dancer attains beyond 1st, she can target one additional creature with a single use of this ability.
Failing this check raises the DC of all performance based skill checks by 2 for everyone who sees you within 90', this effect stacks.
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Graceful Movement (Ex):
SKILL BONUS A flow dancer gains a bonus to all movement and body related checks as long as that bonus does not exceed her dexterity modifier. The effected skills are: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Perform, Ride, Slight of Hand, Survival (For terrain purposes), Swim, Tumble, Use Rope (For movement purposes)
REFLEX BONUS A Flow Dancer's Graceful Movement also provides a bonus to Reflex saves equal to her Charisma modifier.
AC BONUS A Flow Dancer gains additional AC equal to her Graceful Movement bonus as long as it doesn't exceed her Charisma modifier and that she isn't carrying anything more than a light load, wearing anything heavier than light armor or any armor that incurs a armor check penalty. If her armor does have an armor check penalty then she loses Graceful Movement AC equal to the ACP of that armor.
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Combat Reflexes (Feat):
Bonus Feat
You gain Combat Reflexes as a bonus feat.
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Fluid Movement (Ex):
SPEED/SLOWFALL BONUS At level 4 a flow dancer learns to be so efficient in movement that she is able to move faster than normal while expending the same amount of effort. You gain +10ft to your base land speed and during a tumble check to reduce damage from falls you reduce an extra 10ft. Both these effects increase by 5ft at level 8 and 15.
FAST ACROBATICS BONUS
At level 8 you also gain the ability to use your fluid movement technique with Balance, Climb and Tumble skills:
You may make Balance checks while moving at
normal speed without taking a –5 penalty.
You may make Climb checks to move at half speed
without taking a –5 penalty.
You may make Tumble checks while moving at
normal speed without taking a –10 penalty.
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Battleflow Dance, 1/day. (Ex):
Melee Attack Pattern
You can make a Full Round Attack with a Flowdance Weapon and still move up to your movement.
Between each attack, you must move at least 5’ (but not back to the square you were just in). You gain +1 bonus to your attack & damage rolls. The Battleflow Dance lasts 1 round per 2 ranks in Perform (dance). You are still susceptible to Attacks of Opportunity while moving, but you are allowed to use Tumble. You may combine Bardic music with your Battleflow Dance, but not Rage / Frenzy. You cannot have on more than Light armor. At the end of
your Battleflow Dance you must make a Fortitude Save (8 + rounds spent in the Battleflow Dance) failure means you become Fatigued for the duration of the encounter.
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Harmony
Conditional Attack Bonus
Whenever clear music is playing the Flow Dancer gains +2 to perform checks, whenever Bardic Music is playing you gain +1 to attack rolls and gain +2 to concentration checks.
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Fire Performance
Weapon Preparation
When you have this ability you are always assumed to have bought at least 1GP worth of flammable fluid (cooking oil, burning sap, firewater, ect) and have modified and upkept your mastered weapons to have fire resistant wicks on them (dense or alchemical fabric), as a standard action you may prepare your wicks and as a move action set them on fire.
Burning weapons take no damage and have 3 effects which last 10 rounds each:
Stage 1) You cast bright light for 30' and shadowy light for 20' after that, foes hit by your weapon take 1 fire damage, and you also gain +1 to attack rolls when in the dark.
Stage 2) You cast bright light for 15' and shadowy light for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
Stage 3) You cast shadowy illumination for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
If you choose to not move the weapon at all (or very slowly, but not attack) the light increments increase by 25% in distance.
When using Fire Performance you do not have the risk of lighting yourself on fire or the time usages, and the effects of the fire are less drastic.
This bonus also counts towards the Fire Mastery in terms of limiting the danger of using it's effects.
Using Fire Tools: Due to the sound and light produced by a flaming weapon or performance tool are partly disabled, they take -4 to listen and -2 to spot checks when using a fire tool, if it's shadowy illumination already then they take -4 and if it's dark they take -6 to spot checks. Fire Performance class feature limits the effects down to -2//-2 when the tool is being used, or -0//-0 when it's held still. Once the fire goes out, the metal is still very hot and thus a cool down time of 10 rounds comes into play. Re-fueling before that time may be extremely dangerous and could spit off toxic vapors or cause scalding burns.
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Mystic Path
Class Options
At level 9 a flow dancer has 3 different paths it can choose from, these paths are:
The Divine Path
Those dancers who follow the divine path give up their mortal understandings and expressions to be guided by the forces above, they become an embodiment of flow uninhibited by their senses or confusions and through their flow find a connection to the other worlds.
Benefit: Those who follow the divine path can then gain stunts from the Divine Stunt list. All Divine stunts count as supernatural divine abilities.
The Weave
Those who study the patterns of the flow finally understand that the weave itself is a pattern, and through that can manipulate the weave through becoming a physical representation of the changes they wish to invoke.
Benefit: Those who follow The Weave can then gain stunts from the Arcane Stunt list. All Arcane stunts count as supernatural arcane abilities.
The Dancer Ascetic
Those who seek perfection in their flow unlock understanding of their own perfect truths, boundless insight exists within everyone as long as they know how to tap into it.
Those who choose the Dancer Ascetic path give up the life of whimsy to perfect their art and transcend what is believed physically possible.
Benefit: Those who follow The Dancer Ascetic path can then gain stunts from the Ascetic Stunt list and gain 2 bonus feats.
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Bardic Knowledge
Knowledge Feature
A Flowdancer may make a special bardic knowledge check with a bonus equal to her Flowdancer level + her Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Flowdancer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Flowdancer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
- - - - -
DC - Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
- - - - -
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Mystic Path Mastery
Bonus Paths
At level 20 you gain access to the remaining Mystic Paths and gain 2 extra bonus stunts.
Optional Variant!
Instead of taking the 2 extra bonus stunts you may choose one of these options upon gaining Mystic Path Mastery, provided she already had the following path:
Choose one:
Ascetic- You gain the feat Leadership and gain an automatic additional +6 to your leadership pool.
Ascetic- Perfect Body, you may use a standard action to take a single +20 to any check or save on the next round, you can use this ability 3 times a day.
Divine- Ascension, your type becomes outsider and you become an embodiment of the flow. You gain at will usage of the stunt Lifting Current, activating or deactivating this stunt is a free action. Your skin takes on an otherworldly glow, your eyes are white and your voice sounds like many people are saying the same words simultaneously. Gain +2 to diplomacy and intimidate checks.
Arcane- Mystic Vortex, you may open a portal as an immediate action at will (twice per action, once if you don't have both hands free), this portal works like the stunt Flowering Door but only stays in play until the end of the next action. For instance you could use spring attack to move, open up a portal and warp to an enemy during the move, upon choosing your standard action the portal closes, you could hit the enemy, open up a portal and send him to a different location, then close the portal, take the rest of your move action, open a portal and warp back.
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Alternate Class Options
Elemental Flowdancer
This class option allows the Flow Dancer to sacrifice her usual line of stunts and masteries to instead use elements as her medium.
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((CONTINUED BELOW))
Flow Dancer
Intro
http://www.laurascarborough.com/images/Laura%20PICS/sparkle.jpg
What could be best described as a circus performer, the Flow Dancer is a fusion between the honed body and presence of a dancer, the talent of an object manipulator and the weapon skills of an agile weaponmaster.
----------------
Primary Class Effects
Stunts act as a mix between class features, feats, spells and skill tricks, which are purchased and used like feats.
The broad range of the abilities used by the Flow Dancer cover multiple other classes already inside the core books, instead of having to multiclass most of the key abilities for those classes are already integrated, in addition the Mystic Path feature at level 9 will allow even more in-class customization.
Because of the diversity of the class options, a Flow Dancer can be played socially, combat oriented, spell-like ability oriented or simply in an entertaining way.
Built-For-Cinema mentality, most of the abilities and effects included are meant to inspire the imagination and allow the player to improvise and innovate to solve problems facing the group and look amazing while doing it. If you want a flashy character with abilities you can really "describe" during both encounters or nonencounter environments then Flow Dancer is a good choice.
Please enjoy, and if you have anything to contribute please do so!
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+2|+0|Graceful Movement (+1), Mesmerize, Combat Reflexes
2nd|+1|+1|+3|+0|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
3rd|+2|+2|+3|+1|Harmony, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
4th|+3|+2|+4|+1|Fluid Movement (10ft), Graceful Movement (+2)
5th|+3|+3|+4|+1|Fire Performance, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
6th|+4|+3|+5|+2|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Battleflow Dance
7th|+5|+3|+5|+2|Graceful Movement (+3), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
8th|+6/+1|+4|+6|+2|Fluid Movement (15ft), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
9th|+6/+1|+4|+6|+3|Mystic Path, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
10th|+7/+2|+5|+7|+3|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Graceful Movement (+4)
11th|+8/+3|+5|+7|+3|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
12th|+9/+4|+6|+8|+4|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png, Bardic Knowledge
13th|+9/+4|+6|+8|+4|Graceful Movement (+5)
14th|+10/+5|+6|+9|+4|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif, Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
15th|+11/+6/+1|+7|+9|+5|Fluid Movement (20ft)
16th|+12/+7/+2|+7|+10|+5|Graceful Movement (+6)
17th|+12/+7/+2|+8|+10|+5|Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
18th|+13/+8/+3|+8|+11|+6|Bonus Masteryhttp://www.paris.org/Icons/metro.m.icon.gif
19th|+14/+9/+4|+8|+11|+6|Graceful Movement (+7), Bonus Stunthttp://img90.imageshack.us/img90/8785/starmark.png
20th|+15/+10/+5|+9|+12|+6|Mystic Path Mastery
[/table]
Legend: Bonus Stunt http://img90.imageshack.us/img90/8785/starmark.png, Bonus Mastery http://www.paris.org/Icons/metro.m.icon.gif
Alignment: Non-Lawful
Hit Die: 1d8
Skills & Proficiencies
Proficiencies:
Flow Dancers have Light Armor Proficiency and no shield proficiency.
Flow Dancers can be proficient in the following: Unarmed, Dagger, Club, Rapier, Straightsword, or Flail granted that the flail is one size category smaller than yours, which is considered a light weapon.
Class Skills:
Skill Points at 1st Level (6 + Int modifier) ×4.
Skill Points at Each Additional Level 6 + Int modifier.
The flow dancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex)
Masteries
Primary Masteries
9 Section Whip and Double Meteor
You gain proficiency with all single handed chain weapons and gain the Two Weapon Fighting feat. You gain a +1 to attack roll when using double meteor hammer.
[9 Section Whips]
9 Section Whip New
Mighty Whip
Poi New
[Double Meteor Hammers]
Double Meteor Hammer New
Staff and Doublestaff
You gain proficiency with all lengths of staffs and gain the Two Weapon Fighting feat, you gain +1 to attack rolls when using a single staff, you can also treat a "doublestaff" as a light weapon in terms of dual wielding it.
Hoop and Doublehoop
You gain proficiency with hoop weapons and gain the Two Weapon Fighting feat. When not two weapon fighting you gain +1 to attack roll with hoops.
Fans and Claws
You gain proficiency with metal fans and metal claw weapons, you gain the Two Weapon Fighting feat.
[Fans]
War Fan
Iron Fan New
[Claws]
Claw Bracer
Panther Claw
Stump Knife
Tiger Claws
Triple Dagger
Ward Cestus
Punching Dagger
Bladed Gauntlet
Clubs and Knives
You gain the Two Weapon Fighting feat and consider small clubs and knives to be light weapons. You gain proficiency with Clubs and Knives.
[Clubs]
Juggler's Club New
[Knives]
Juggler's Sapara New
Sword and Sai
You gain the Two Weapon Fighting feat and consider single handed swords as light weapons. You gain proficiency with 1 handed Swords and Sai.
Whip and Chain
You gain proficiency with spiked chain and whip and gain +1 to attack rolls with them.
Meteor Hammer and Rope Dart
You gain proficiency with Meteor Hammer and Rope Dart weapons and gain +1 to attack rolls with them.
Acrobatics
You can “Take 10” on the following checks at any time:
Jump, Perform (dance), & Tumble. You gain +2 to these skills.
Aerial
You gain Use Rope skill as a class skill regardless of class and can take 10 when using ropes, silks, or any similar material up to drapes or curtains still hanging on the wall.
Make a DC15 Use Rope check as a full round action, if you succeed you can perform a Battleflow Dance vertically downward the next round, you need neither hand to be free during your battleflow dance and can drop 5' vertically per attack without using your hands to continue the flow, you cannot use 2 handed weapons when using Battleflow Dance in this way.
Unarmed
You gain Improved unarmed strike and your unarmed strike damage die improves by 1 size category. You gain +2 to escape artist checks.
Fire
This mastery gives you Perform [Fire] as a class skill regardless of your class, any self induced hazards with using any fire tool are reduced by 75%. You gain the ability to use a 10GP flask of special fuel and a held fire source to project a 10'x5' cone of fire that does 1d6/4HD plus another 1d6 for every size modifier you are above medium and enemies are lit "on fire" unless they succeed a DC12 reflex save. The downside is that fire breathing is dangerous (danger is 20% chance of failure untrained, 5% chance of failure with Fire Performance class skill (roll a d20, 1 is fumble), and having fire mastery allows you to roll 1d4 when you fumble, another 1 indicates failure. Setting yourself on fire this way deals 2d6 damage (since it counts as a critical) and puts you "on fire" as described in the DMG, if it deals 12 damage to you then you also can contract ARDS (chemical pneumonia) disease.
ARDS - Inhaled - DC16 Fort - Initial 1d4 con 1d4 dex, Secondary 1d4STR 1d4DEX 1d4CON 1d4CHA // Initial damage after 6 hours, secondary damage after 24 hours. Every day player must make the fortitude save or take ability damage, if that fails then a long term heal check (DC12 for the first day, DC8 for following days) can prevent the character from hitting 0 Con at which point the character will have 1 Con.
Fire mastery also grants +1 saves against fire and fire effects, 1 fire resistance and +1 to knowledge checks about fire.
Throwing
You gain proficiency with all light throwing weapons and gain Throwing Finesse as a bonus feat.
Secondary Masteries
Whip Sword Mastery
Requires: Mastery [Sword], Mastery [9s Whip] OR [Whip]
You become proficient at Whip Swords. You gain +1 to attack rolls made with a whip sword.
Sword Chuck Mastery
Requires: Mastery [9s Whip], Mastery [Staff]
You become proficient with Sword Chucks, you gain the Two Weapon Fighting feat and consider Sword Chucks as light weapons.
Class Features
Mesmerize (Ex):
COMBAT FASCINATE SKILL
A Flow Dancer with 4 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become mesmerized with her.
Make a perform check vs their will save, if you succeed the creature becomes mesmerized. A mesmerized creature takes -4 to all visual skill checks, -2 to reflex saves, has -2 initiative and is mildly distracted in terms of concentration checks. On the second round that a creature is mesmerized it loses -2 dexterity bonus (if it has one) to AC, on the third round it is considered flat footed.
This ability can be used in combat though the Flow Dancer takes -8 to perform checks made in this way, additionally creatures more than 30' away have a +2 to will saves, 60'+ have a +4 and 90'+ cannot be effected unless you are huge size or more, in which case they gain +6.
For every three levels a Flow Dancer attains beyond 1st, she can target one additional creature with a single use of this ability.
Failing this check raises the DC of all performance based skill checks by 2 for everyone who sees you within 90', this effect stacks.
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Graceful Movement (Ex):
SKILL BONUS A flow dancer gains a bonus to all movement and body related checks as long as that bonus does not exceed her dexterity modifier. The effected skills are: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Perform, Ride, Slight of Hand, Survival (For terrain purposes), Swim, Tumble, Use Rope (For movement purposes)
REFLEX BONUS A Flow Dancer's Graceful Movement also provides a bonus to Reflex saves equal to her Charisma modifier.
AC BONUS A Flow Dancer gains additional AC equal to her Graceful Movement bonus as long as it doesn't exceed her Charisma modifier and that she isn't carrying anything more than a light load, wearing anything heavier than light armor or any armor that incurs a armor check penalty. If her armor does have an armor check penalty then she loses Graceful Movement AC equal to the ACP of that armor.
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Combat Reflexes (Feat):
Bonus Feat
You gain Combat Reflexes as a bonus feat.
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Fluid Movement (Ex):
SPEED/SLOWFALL BONUS At level 4 a flow dancer learns to be so efficient in movement that she is able to move faster than normal while expending the same amount of effort. You gain +10ft to your base land speed and during a tumble check to reduce damage from falls you reduce an extra 10ft. Both these effects increase by 5ft at level 8 and 15.
FAST ACROBATICS BONUS
At level 8 you also gain the ability to use your fluid movement technique with Balance, Climb and Tumble skills:
You may make Balance checks while moving at
normal speed without taking a –5 penalty.
You may make Climb checks to move at half speed
without taking a –5 penalty.
You may make Tumble checks while moving at
normal speed without taking a –10 penalty.
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Battleflow Dance, 1/day. (Ex):
Melee Attack Pattern
You can make a Full Round Attack with a Flowdance Weapon and still move up to your movement.
Between each attack, you must move at least 5’ (but not back to the square you were just in). You gain +1 bonus to your attack & damage rolls. The Battleflow Dance lasts 1 round per 2 ranks in Perform (dance). You are still susceptible to Attacks of Opportunity while moving, but you are allowed to use Tumble. You may combine Bardic music with your Battleflow Dance, but not Rage / Frenzy. You cannot have on more than Light armor. At the end of
your Battleflow Dance you must make a Fortitude Save (8 + rounds spent in the Battleflow Dance) failure means you become Fatigued for the duration of the encounter.
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Harmony
Conditional Attack Bonus
Whenever clear music is playing the Flow Dancer gains +2 to perform checks, whenever Bardic Music is playing you gain +1 to attack rolls and gain +2 to concentration checks.
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Fire Performance
Weapon Preparation
When you have this ability you are always assumed to have bought at least 1GP worth of flammable fluid (cooking oil, burning sap, firewater, ect) and have modified and upkept your mastered weapons to have fire resistant wicks on them (dense or alchemical fabric), as a standard action you may prepare your wicks and as a move action set them on fire.
Burning weapons take no damage and have 3 effects which last 10 rounds each:
Stage 1) You cast bright light for 30' and shadowy light for 20' after that, foes hit by your weapon take 1 fire damage, and you also gain +1 to attack rolls when in the dark.
Stage 2) You cast bright light for 15' and shadowy light for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
Stage 3) You cast shadowy illumination for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
If you choose to not move the weapon at all (or very slowly, but not attack) the light increments increase by 25% in distance.
When using Fire Performance you do not have the risk of lighting yourself on fire or the time usages, and the effects of the fire are less drastic.
This bonus also counts towards the Fire Mastery in terms of limiting the danger of using it's effects.
Using Fire Tools: Due to the sound and light produced by a flaming weapon or performance tool are partly disabled, they take -4 to listen and -2 to spot checks when using a fire tool, if it's shadowy illumination already then they take -4 and if it's dark they take -6 to spot checks. Fire Performance class feature limits the effects down to -2//-2 when the tool is being used, or -0//-0 when it's held still. Once the fire goes out, the metal is still very hot and thus a cool down time of 10 rounds comes into play. Re-fueling before that time may be extremely dangerous and could spit off toxic vapors or cause scalding burns.
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Mystic Path
Class Options
At level 9 a flow dancer has 3 different paths it can choose from, these paths are:
The Divine Path
Those dancers who follow the divine path give up their mortal understandings and expressions to be guided by the forces above, they become an embodiment of flow uninhibited by their senses or confusions and through their flow find a connection to the other worlds.
Benefit: Those who follow the divine path can then gain stunts from the Divine Stunt list. All Divine stunts count as supernatural divine abilities.
The Weave
Those who study the patterns of the flow finally understand that the weave itself is a pattern, and through that can manipulate the weave through becoming a physical representation of the changes they wish to invoke.
Benefit: Those who follow The Weave can then gain stunts from the Arcane Stunt list. All Arcane stunts count as supernatural arcane abilities.
The Dancer Ascetic
Those who seek perfection in their flow unlock understanding of their own perfect truths, boundless insight exists within everyone as long as they know how to tap into it.
Those who choose the Dancer Ascetic path give up the life of whimsy to perfect their art and transcend what is believed physically possible.
Benefit: Those who follow The Dancer Ascetic path can then gain stunts from the Ascetic Stunt list and gain 2 bonus feats.
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Bardic Knowledge
Knowledge Feature
A Flowdancer may make a special bardic knowledge check with a bonus equal to her Flowdancer level + her Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Flowdancer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Flowdancer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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DC - Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
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Mystic Path Mastery
Bonus Paths
At level 20 you gain access to the remaining Mystic Paths and gain 2 extra bonus stunts.
Optional Variant!
Instead of taking the 2 extra bonus stunts you may choose one of these options upon gaining Mystic Path Mastery, provided she already had the following path:
Choose one:
Ascetic- You gain the feat Leadership and gain an automatic additional +6 to your leadership pool.
Ascetic- Perfect Body, you may use a standard action to take a single +20 to any check or save on the next round, you can use this ability 3 times a day.
Divine- Ascension, your type becomes outsider and you become an embodiment of the flow. You gain at will usage of the stunt Lifting Current, activating or deactivating this stunt is a free action. Your skin takes on an otherworldly glow, your eyes are white and your voice sounds like many people are saying the same words simultaneously. Gain +2 to diplomacy and intimidate checks.
Arcane- Mystic Vortex, you may open a portal as an immediate action at will (twice per action, once if you don't have both hands free), this portal works like the stunt Flowering Door but only stays in play until the end of the next action. For instance you could use spring attack to move, open up a portal and warp to an enemy during the move, upon choosing your standard action the portal closes, you could hit the enemy, open up a portal and send him to a different location, then close the portal, take the rest of your move action, open a portal and warp back.
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Alternate Class Options
Elemental Flowdancer
This class option allows the Flow Dancer to sacrifice her usual line of stunts and masteries to instead use elements as her medium.
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