Owrtho
2013-09-01, 05:11 PM
So, guess who just logged on again after a few months. Have a mostly complete class as a distraction from that.
Anyway, this class started as a few fixes for UserShadow7989’s Dancer (http://www.giantitp.com/forums/showthread.php?t=140833) class, but quickly resulted in the changes overwhelming the original to the point it was pretty much it's own class. I'd also like to thank SnowFire (http://www.giantitp.com/forums/member.php?u=50535) and Selinia (http://www.giantitp.com/forums/member.php?u=51796) who helped with suggestions and balance for most of the process of creating this class. Even so, while the class is mostly complete, there may still be some changes in the future, such as for the last few levels which I somewhat ran out of ideas for, and more spelldances, which I also couldn't figure out ideas for (highest priority there being to add at least one for each elemental damage type). Anyway, let's get on to the actual class.
Dancer
“And those who were seen dancing were thought to be insane by those who could not hear the music.”
― Friedrich Nietzsche
Hit Dice: d6
Alignment: Any, though chaotic are most common.
Race: Any
Starting Gold: 4d6×10 gp (140 gp)
Starting Age: As Rogue
Skills: The dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Dance) (Dex)[See Practised Dancer below], Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 4 + Int modifier (times 4 at first level)
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSD*Ch*0th1st
1st
+0
+0
+2
+2Practised Dancer, Spells, Spelldance, Extended Dance, Conductor's Control, Fascinate, Grace (+1)
1
-
1
-
2nd
+1
+0
+3
+3Free Spirit, Charade, Fleet of Foot (+10 ft.)
1
-
1
1
3rd
+2
+1
+3
+3Abrupt Dance, Evasion, Unpredictable Movement
2
-
2
1
4th
+3
+1
+4
+4Calculated Steps, Grace (+2)
2
-
2
2
5th
+3
+1
+4
+4Encore, Graceful Recovery, Uncanny Dodge
3
-
3
2
6th
+4
+2
+5
+5Spotlight Stealer (30 ft.)
3
-
3
3
7th
+5
+2
+5
+5Two to Tango, Fleet of Foot (+20 ft.)
4
-
4
3
8th
+6/+1
+2
+6
+6Frenzied Dance (lesser), Grace (+3)
4
-
4
4
9th
+6/+1
+3
+6
+6Improved Uncanny Dodge, Spotlight Stealer (45 ft.)
5
-
5
4
10th
+7/+2
+3
+7
+7Conductor's Control, Improved Evasion, Smooth Transition
5
-
5
5
11th
+8/+3
+3
+7
+7Accompany
6
-
6
5
12th
+9/+4
+4
+8
+8Choreography, Fleet of Foot (+30 ft.), Spotlight Stealer (60 ft.), Grace (+4)
6
1
6
6
13th
+9/+4
+4
+8
+8All the World's a Stage (liquid moving)
7
1
7
6
14th
+10/+5
+4
+9
+9Freedom of Expression
7
2
7
7
15th
+11/+6/+1
+5
+9
+9All the World's a Stage (liquid still), Spotlight Stealer (75 ft.)
8
2
8
7
16th
+12/+7/+2
+5
+10
+10Advanced Choreography, Frenzied Dance (Greater), Grace (+5)
8
3
8
8
17th
+12/+7/+2
+5
+10
+10All the World's a Stage (walls moving), Fleet of Foot (+40 ft.)
9
3
9
8
18th
+13/+8/+3
+6
+11
+11All the World's a Stage (walls still), Spotlight Stealer (90 ft.)
9
4
9
9
19th
+14/+9/+4
+6
+11
+11All the World's a Stage (ceilings)
10
4
10
9
20th
+15/+10/+5
+6
+12
+12Unbound Spirit, Grace (+6)
10
5
10
10
SD*: Spelldances known
Ch*: Choreographed spelldances known
Weapon and Armor Proficiency
A dancer is proficient with all simple weapons, plus the flail, rapier, sap, shortbow, short sword, and whip. Dancers are proficient with light armor, bucklers, and light shields. A dancer can cast dancer spells while wearing light armor or using a buckler or light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dancer wearing medium or heavy armor or using a heavy or tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass dancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Practised Dancer (Ex):
For a dancer, the art of dancing is a practised and technical skill. She treats perform (Dance) as a dexterity based skill rather than a charisma based skill. As a dexterity based skill, armour check penalties apply to it, and it cannot be used if her speed has been reduced by armor, excess equipment, or loot.
Spells
A dancer casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every dancer spell has a somatic component (dancing), but ignores any verbal, material, or focus components. To learn or cast a spell, a dancer must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dancer’s spell is 10 + the spell level + the dancer’s Dexterity modifier.
Unlike other spellcaster, a dancer has no limit on the number of spells she can cast per day. Instead, to cast a spell she must use a standard action to make a Perform (Dance) check with DC of 10 + X where X is twice the number of level 1 spells she has cast previously that day (spells for which the perform check was failed to not count for this number). This action replaces the normal action that the spell would require. These rules do not apply to spells the dancer gains from other classes, nor are they counted for the number of spells cast previously in the day.
The dancer’s selection of spells is extremely limited. A dancer begins play knowing one 0-level spells of her choice. At odd dancer levels, she learns an additional 0-level spell, while at even dancer levels she learns an additional 1st-level spell. A dancer never learns any spells of a level greater than 1st from dancer levels. A high Dexterity score does not grant additional spells known.
As noted above, a dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she can match the Perform (Dance) DC.
Spelldance (Su)
Spelldances are performed by making a Perform (Dance) check (DC is specific to each dance) that uses a standard action and provokes an attack of opportunity. Each spelldance produces magical effects that can vary from strengthening the dancer's allies (and/or herself), to calling on the elements around the dancer, to calming the mind and soothing the soul. Unless otherwise noted, a spelldance lasts until the end of the dancer's first turn that she did not either begin performing it or extend it. During this time she is considered to be performing the spelldance. If the dancer is rendered unconscious or killed, the effects of any spelldances she is currently performing instantly end, though effects that last beyond the time of its performance persist. The dancer learns 1 spelldance at level 1, and an additional spelldance every odd level after that.
The DC of performing a spelldance is increased by 3 for each spelldance successfully performed previously that day. If the dancer fails the check the spelldance fails to work. If no saving throw DC for a spelldance is listed, the saving throw is DC (10 + Dexterity modifier + X) where 'X' is equal to half the dancer's Perform (Dance) skill ranks.
Unless otherwise stated, the point of origin of a spelldance that affects an area is always one of the corners of the square the dancer herself occupies upon first performing the spelldance and does not move to follow the dancer. If the dancer leaves the area affected, she may no longer extend that dance, though its effects persist for the remainder of its duration. Unless otherwise noted, the dancer may always choose if spelldances that affect an area apply to herself upon beginning the spelldance. Any other creatures within the area are always affected unless otherwise noted.
As with her spells, a dancer need not prepare her spelldances.
Extended Dance (Su)
While a spelldance may be useful when first started, its true strength requires the dancer spend multiple rounds performing it and building its strength. If on the previous round the dancer successfully performed or extended a spelldance, she may as a standard action that provokes an attack of opportunity attempt to extend the dance. This requires a Perform (Dance) check with a DC equal to the original DC to perform the spelldance + 2 per time the spelldance has been extended (including the extension currently being performed). Any modifiers for the DC of starting the spelldance other than the number of spelldances previously performed that day are not applied to the DC for extending the spelldance, though in some cases may be reapplied to benefit from their effect (such as Unpredictable Movement or Conductor's Control). Extending a spelldance does not count as performing a spelldance for the purposes of increasing the DCs of later spelldances. A dancer may never attempt to extend a spelldance more than once a round even if she would somehow have the actions to do so. She similarly may not extend a spelldance on the same round she began it.
Along with causing the spelldance to last longer, many have additional effects that occur when the spelldance is extended. These effects are always optional. Additionally, most spelldances have more powerful forms, referred to as second and final routines, while the initial form is referred to as the first routine. The second routine may be reached by extending the spelldance 3 times and begins immediately upon the third extension. The final routine in turn requires the dancer extend the spelldance 6 times, and likewise begins immediately upon the sixth extension. Effects from these extensions are cumulative unless otherwise noted. While normally it is advantageous to use these stronger forms progressing to them upon reaching the requisite number of extensions is optional. If the dancer chooses not to advance to a later routine, she may do at any time she successfully extends the dance. However, she may not proceed to the final routine unless already performing the second routine.
Additionally, a dancer may choose to cast one of her spells and extend a spelldance in the same round. To do so requires she spend a fullround action and only takes one Perform (Dance) check. The DC for this check is that of extending the spelldance alone + X where X is 2 if it is a 0-level spell or 3 + twice the number of level 1 dancer spells she cast previously that day. If this check is failed, both spell and extending the spelldance fail. This check only provokes a single attack of opportunity and modifiers to the DC such as from Unpredictable Movement need only be applied once to effect both the spell and the spelldance.
Conductor's Control (Ex)
Often a dancer doesn't wish to affect everyone nearby with her spelldance. For those times, she may increase the DC of her Perform (Dance) check to perform or extend a spelldance by 5. If she does so, she may choose to have the dance only affect allies or enemies until the next time she successfully extends that spelldance.
Starting at 10th level, the dancer becomes more adept at selecting targets for her spelldance. As such the DC increase to select specific targets for her spelldance is reduced to 2.
Grace (Ex)
Whenever the dancer performs a check for a skill or action that relies on dexterity, she gains a +1 bonus to her roll for that skill check. At 4th level, and every 4 dancer levels thereafter, this boost is increased by 1 (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This ability is negated if the dancer is wearing medium armor or heavy armor, holding a heavy shield, or carrying a heavy load.
Fascinate (Sp)
A dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. At first level a dancer may target a single creature. For every three levels a dancer attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, a dancer makes a Perform (Dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance, taking no other actions, for as long as the dancer continues to dance and concentrate (up to a maximum of 1 round per dancer level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the dancer to make another Perform (Dance) check and allows the creature a new saving throw against a DC equal to the new Perform (Dance) check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Free Spirit (Su)
Starting at level 2, the dancer's desire to express herself cannot be contained. When in a situation that prevents her from moving, she gains a +2 morale bonus to Escape Artist skill checks made to regain her freedom. If the inability to move results from a spell or similar source that granted a saving throw which she failed, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Charade (Ex)
Starting at level 2, a dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to convey meanings across the language barrier. By succeeding a Perform (Dance) check, the dancer can convey any message without any words or sounds. The DC of this check is 20 to communicate something to someone who shares a language, 25 to communicate to someone who lacks a shared language but has the same creature type, and 35 for creatures with a different type. The target must be sentient and capable of thought, and can attempt their own Charade with a which is a Perform (Dance) check with a DC 5 higher than the one the dancer had to beat. Attempting a charade is a swift action.
Fleet of Foot (Ex)
Starting at level 2, a dancer's land speed is faster than the norm for her race by +10 feet. At 7th level, and every 5 dancer levels thereafter, the boost is increased by 10 ft. (+20 at 7th, +30 at 12th, and +40 at 17th) This bonus is negated if the dancer is wearing medium or heavy armor, holding a heavy shield, or carrying a heavy load.
Abrupt Dance (Ex)
Starting at level 3, the dancer learns to start dancing in the middle of her movement. As a full round action, the dancer may move up to her speed and begin or extend a spelldance at any point along that movement. If she has Calculated Steps, she may make the attack granted by it at any point in her movement, rather than just where she begins or extends the spelldance. Smooth Transition be used in place of the normal beginning or extending of dances with this ability if the dancer possesses it. The dancer may not cast a spell while using Abrupt Dance.
Evasion (Ex)
At 3rd level and higher, a dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dancer is wearing light armor or no armor. A helpless dancer does not gain the benefit of evasion. If a dancer already has evasion from a different class, she automatically gains improved evasion instead.
Unpredictable Movement (Ex)
Starting at level 3, a dancer can cast a spell, perform a spelldance, or use an ability that requires a Perform (Dance) check in a threatened square without provoking an attack of opportunity. Using this ability increases the Perform (Dance) skill check's DC by 5, and failing the check provokes an attack of opportunity.
Calculated Steps (Ex)
Starting at 4th level, the dancer may perform an attack with a Light or One-Handed Weapon as a swift action before or after performing an action or using an ability that involves a Perform (Dance) check.
Encore (Ex)
A dancer is ready to perform even when at her limits. Starting at 5th level, when a dancer performs a spelldance, she may choose to use this ability. If she does so, she ignores any increases to the spelldance's DC from spelldances previously performed that day. However, after starting the dance she may no longer start that dance again until the next time she rests for at least 4 hours and resets the penalties to her spelldances from previously performed spelldances. This does not prevent her from extending spelldances performed with this ability.
Graceful Recovery
Sometimes even the most skilled dancers make mistakes. As such they have learned how to recover from them with minimal trouble. Upon attaining level 5, if a dancer fails while attempting to extend a spelldance, she may the next round attempt to perform the same spelldance she failed to extend, adding the accumulated DC increases from extending her previous performance of it. This counts as performing a new spelldance and should have the DC adjusted for previous spelldances performed that day accordingly. If successful, she begins the new spelldance with it being treated as having been extended as many times as her previous performance of it had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.
If the spelldance has an area of effect that does not follow the dancer, the new spelldance has its area placed in the same location as the previous one, even if it normally could not be placed there due to the dancer's location. This ability cannot be used if the spelldancer would be outside the area of the spelldance. If the spelldance does not have an area of effect and instead has targets, the same targets from the initial dance are targeted even if they would normally be out of range.
Uncanny Dodge (Ex)
At 5th level, a dancer retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a dancer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Spotlight Stealer (Sp)
Starting at level 6, A dancer with 8 or more ranks in the Perform (Dance) skill can use her movements to draw the complete attention of one or more creatures. Each creature must be within 30 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The dancer can choose any number of creatures to target with this effect, so long as they are within range.
Targeted creatures must make a Will saving throw (DC 10 + ½ dancer’s level + dancer’s Dex modifier). Creatures that fail the save cannot make or use an attack, supernatural ability, a spell-like ability, spell, or feat that targets a specific creature other then its user on anyone but the dancer. Additionally they take a -4 penalty to Concentration skill checks and a -2 penalty to skill checks made as reactions, such as Listen and Spot checks. Taking damage from any source other then the dancer or her abilities automatically breaks the effect. Otherwise the effect lasts for 1d4 round (rolled once for each use of the ability). Creatures that succeed on the save are immune to this ability for 1 minute. Using this ability is a swift action.
At 9th level and every 3 levels afterwards, the range of this ability increases by 15 feet. (45 feet at 9th level, 60 feet at 12th, 75 feet at 15, and 90 feet at 18th.
Two to Tango (Ex)
At 7th level, a dancer can use spelldances that have "Personal" listed for range as a Touch range ability on one target. Both the dancer and the target gain all the benefits of the chosen spelldance for as long as the dancer continues performing it. This does not allow the target to extend the dance. Persistent effects from extending the dance affect both the dancer and the target, while other effects only affect the dancer.
Frenzied Dance (Su)
Often times a dancer does not have the luxury of slowly building up the momentum of her spelldances. As such she learns how to do so faster. Starting at 8th level, the dancer need only extend her spelldances twice to have them reach the second routine, and four times to have them reach the final routine.
Upon reaching 16th level, the dancer becomes even faster at building momentum. She need only extend her spelldances once to reach second routine, and twice to reach third routine.
Improved Uncanny Dodge (Ex)
At 9th level and higher, a dancer can no longer be flanked.
This defence denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has dancer levels.
Improved Evasion (Ex)
From 10th level onwards, the dancer's agility grants her the Improved Evasion if she does not already have it. This ability works like evasion, except that while the dancer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless dancer does not gain the benefit of improved evasion.
Smooth Transition (Ex)
Starting at level 10 a dancer learns how to maintain her momentum when changing from one spelldance to another. If she successfully extended a spelldance in the previous round, she may attempt a smooth transition into a new one. Doing so requires she attempt to perform a different spelldance, but has the accumulated increases to DC from extending the previous spelldance added onto the DC of the new spelldance being performed. Additionally, the DC s increased by 2 per time the previous spelldance was extended. If successful, the new spelldance begins and is treated as already having been extended as many times as the previous spelldance had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.
Accompany (Su)
Often dance isn't just done on its own, but to accompany another performance. If done well, it can even convey the feel or message of that performance itself. Having put forth so much effort into her craft, a dancer learns how to do this even with supernatural aspects of a performance. If able to see or hear (depending on if it is audible or visual) a bardic music performance or similar ability requiring a minimum number of ranks in a Perform skill, if the dancer has the requisite number of ranks in Perform (Dance), she may attempt to mimic the effects of that ability. Doing so requires the dancer spend a move action to make a Perform (Dance) check opposed by a Perform (Any) check made by the one using the ability. The individual using the ability may choose to automatically fail this Perform check. If the dancer wins the opposed checks, she copies the ability until the start of her next turn. An ability copied in this manner retains all its original parameters except that it originates from or is centred on the dancer and uses who she targets or considers to be allies and enemies to determine its effects.
Choreography
Often a dancer will find certain dances work well together. Practice allows the dancer to compose the steps for such dances as if they were their own spelldance. Starting at 12th level the dancer may compose a single choreographed spelldance. A choreographed spelldance consists of two spelldances the dancer already knows, one selected as the intro and the other as the outro. When performing the choreographed spelldance, the effects of the intro spelldance occur during the first routine, and the effects of the outro spelldance occur during the last routine. Upon learning the choreographed spelldance the dancer chooses if the intro or the outro spelldance effects will occur during the second routine. If the outro spelldance has an area of effect that does not track the dancer, it is centred where intro spelldance was last centred (if the intro spelldance had an area of effect), or on the dancer's location upon its effects starting (if the intro spelldance did not have an area of effect). If the outro spelldance has targets, it must chooses new ones upon its effects starting even if the intro spelldance also had targets. For the purposes of extending effects, treat the change in spelldances like a smooth transition except it does count as extending the dance on the time the routine changes as normal. A choreographed spelldance is otherwise treated as a normal spelldance.
Any time the dancer learns a new spelldance, she may choose to recompose one of her existing choreographed spelldances to consist of different spelldances, or the same ones in a different order. At level 14 and each even level thereafter, the dancer may compose an additional choreographed spelldance.
All the World's a Stage (Su)
To a dancer with enough experience, anything is a possible stage. Starting at 13th level, while performing a spelldance, the dancer may choose to move across liquids as if they were solid, though must still stop on solid ground or she will sink.
Upon reaching 15th level, the dancer may choose to treat liquids as solids for the entirety of the time she is performing a spelldance, allowing her to end her movement on them without sinking, and may additionally treat liquids as solids for movement made while performing other actions that require a perform (dance) check.
Beginning level 17, while performing a spelldance, the dancer may move along walls and other vertical or near vertical surfaces as if they were flat ground, provoking no penalties while doing so (though she may not use the run action on them). She must still, however, end her movement on horizontal upright surfaces or she will fall.
Upon reaching level 18, the dancer may end her movement on vertical or near vertical surfaces without risk of falling while performing a spelldance.
Upon reaching level 19, the dancer may now move across even upside down surfaces as if they were upright and flat while performing a spelldance.
Freedom of Expression (Su)
A dancer is able to perform unhindered by her surroundings. Starting at 14th level, while performing a spelldance the dancer is treated as being under the effects of freedom of movement with the exception that she may be grappled as normal.
Advanced Choreography
Starting at 16th level, a dancer learns to increase the complexity of her choreographed spelldances. She may incorporate an additional spelldance into them as a middle component. The middle spelldance applies its effects during the second routine of the choreographed spelldance. The middle spelldance interacts with the intro spelldance like the outro spelldance otherwise would, while the outro spelldance in turn interacts with the middle spelldance as it normally would the intro spelldance. This ability does not allow the dancer to alter existing choreographed spelldances to have a middle spelldance upon gaining it, though she may later recompose choreographed spelldances that only have an intro and outro spelldance to have a middle spelldance when learning a new spelldance.
Unbound Spirit (Su)
A dancer's will, drive, and emotion cannot be restrained. At 20th level and above, any effect which should prevent her from continuing her dance is negated until such a time as she ceases to dance. For the purpose of this ability, the dancer is considered to be dancing if she began or extended a spelldance since the start of her last turn and has not failed at extending a spelldance since then. This does not prevent the dancer from being disabled through death or unconsciousness. Extraordinary and mundane afflictions and abilities are not affected by this immunity, and resolve normally.
Owrtho
Anyway, this class started as a few fixes for UserShadow7989’s Dancer (http://www.giantitp.com/forums/showthread.php?t=140833) class, but quickly resulted in the changes overwhelming the original to the point it was pretty much it's own class. I'd also like to thank SnowFire (http://www.giantitp.com/forums/member.php?u=50535) and Selinia (http://www.giantitp.com/forums/member.php?u=51796) who helped with suggestions and balance for most of the process of creating this class. Even so, while the class is mostly complete, there may still be some changes in the future, such as for the last few levels which I somewhat ran out of ideas for, and more spelldances, which I also couldn't figure out ideas for (highest priority there being to add at least one for each elemental damage type). Anyway, let's get on to the actual class.
Dancer
“And those who were seen dancing were thought to be insane by those who could not hear the music.”
― Friedrich Nietzsche
Hit Dice: d6
Alignment: Any, though chaotic are most common.
Race: Any
Starting Gold: 4d6×10 gp (140 gp)
Starting Age: As Rogue
Skills: The dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Dance) (Dex)[See Practised Dancer below], Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 4 + Int modifier (times 4 at first level)
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSD*Ch*0th1st
1st
+0
+0
+2
+2Practised Dancer, Spells, Spelldance, Extended Dance, Conductor's Control, Fascinate, Grace (+1)
1
-
1
-
2nd
+1
+0
+3
+3Free Spirit, Charade, Fleet of Foot (+10 ft.)
1
-
1
1
3rd
+2
+1
+3
+3Abrupt Dance, Evasion, Unpredictable Movement
2
-
2
1
4th
+3
+1
+4
+4Calculated Steps, Grace (+2)
2
-
2
2
5th
+3
+1
+4
+4Encore, Graceful Recovery, Uncanny Dodge
3
-
3
2
6th
+4
+2
+5
+5Spotlight Stealer (30 ft.)
3
-
3
3
7th
+5
+2
+5
+5Two to Tango, Fleet of Foot (+20 ft.)
4
-
4
3
8th
+6/+1
+2
+6
+6Frenzied Dance (lesser), Grace (+3)
4
-
4
4
9th
+6/+1
+3
+6
+6Improved Uncanny Dodge, Spotlight Stealer (45 ft.)
5
-
5
4
10th
+7/+2
+3
+7
+7Conductor's Control, Improved Evasion, Smooth Transition
5
-
5
5
11th
+8/+3
+3
+7
+7Accompany
6
-
6
5
12th
+9/+4
+4
+8
+8Choreography, Fleet of Foot (+30 ft.), Spotlight Stealer (60 ft.), Grace (+4)
6
1
6
6
13th
+9/+4
+4
+8
+8All the World's a Stage (liquid moving)
7
1
7
6
14th
+10/+5
+4
+9
+9Freedom of Expression
7
2
7
7
15th
+11/+6/+1
+5
+9
+9All the World's a Stage (liquid still), Spotlight Stealer (75 ft.)
8
2
8
7
16th
+12/+7/+2
+5
+10
+10Advanced Choreography, Frenzied Dance (Greater), Grace (+5)
8
3
8
8
17th
+12/+7/+2
+5
+10
+10All the World's a Stage (walls moving), Fleet of Foot (+40 ft.)
9
3
9
8
18th
+13/+8/+3
+6
+11
+11All the World's a Stage (walls still), Spotlight Stealer (90 ft.)
9
4
9
9
19th
+14/+9/+4
+6
+11
+11All the World's a Stage (ceilings)
10
4
10
9
20th
+15/+10/+5
+6
+12
+12Unbound Spirit, Grace (+6)
10
5
10
10
SD*: Spelldances known
Ch*: Choreographed spelldances known
Weapon and Armor Proficiency
A dancer is proficient with all simple weapons, plus the flail, rapier, sap, shortbow, short sword, and whip. Dancers are proficient with light armor, bucklers, and light shields. A dancer can cast dancer spells while wearing light armor or using a buckler or light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a dancer wearing medium or heavy armor or using a heavy or tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass dancer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Practised Dancer (Ex):
For a dancer, the art of dancing is a practised and technical skill. She treats perform (Dance) as a dexterity based skill rather than a charisma based skill. As a dexterity based skill, armour check penalties apply to it, and it cannot be used if her speed has been reduced by armor, excess equipment, or loot.
Spells
A dancer casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every dancer spell has a somatic component (dancing), but ignores any verbal, material, or focus components. To learn or cast a spell, a dancer must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dancer’s spell is 10 + the spell level + the dancer’s Dexterity modifier.
Unlike other spellcaster, a dancer has no limit on the number of spells she can cast per day. Instead, to cast a spell she must use a standard action to make a Perform (Dance) check with DC of 10 + X where X is twice the number of level 1 spells she has cast previously that day (spells for which the perform check was failed to not count for this number). This action replaces the normal action that the spell would require. These rules do not apply to spells the dancer gains from other classes, nor are they counted for the number of spells cast previously in the day.
The dancer’s selection of spells is extremely limited. A dancer begins play knowing one 0-level spells of her choice. At odd dancer levels, she learns an additional 0-level spell, while at even dancer levels she learns an additional 1st-level spell. A dancer never learns any spells of a level greater than 1st from dancer levels. A high Dexterity score does not grant additional spells known.
As noted above, a dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she can match the Perform (Dance) DC.
Spelldance (Su)
Spelldances are performed by making a Perform (Dance) check (DC is specific to each dance) that uses a standard action and provokes an attack of opportunity. Each spelldance produces magical effects that can vary from strengthening the dancer's allies (and/or herself), to calling on the elements around the dancer, to calming the mind and soothing the soul. Unless otherwise noted, a spelldance lasts until the end of the dancer's first turn that she did not either begin performing it or extend it. During this time she is considered to be performing the spelldance. If the dancer is rendered unconscious or killed, the effects of any spelldances she is currently performing instantly end, though effects that last beyond the time of its performance persist. The dancer learns 1 spelldance at level 1, and an additional spelldance every odd level after that.
The DC of performing a spelldance is increased by 3 for each spelldance successfully performed previously that day. If the dancer fails the check the spelldance fails to work. If no saving throw DC for a spelldance is listed, the saving throw is DC (10 + Dexterity modifier + X) where 'X' is equal to half the dancer's Perform (Dance) skill ranks.
Unless otherwise stated, the point of origin of a spelldance that affects an area is always one of the corners of the square the dancer herself occupies upon first performing the spelldance and does not move to follow the dancer. If the dancer leaves the area affected, she may no longer extend that dance, though its effects persist for the remainder of its duration. Unless otherwise noted, the dancer may always choose if spelldances that affect an area apply to herself upon beginning the spelldance. Any other creatures within the area are always affected unless otherwise noted.
As with her spells, a dancer need not prepare her spelldances.
Extended Dance (Su)
While a spelldance may be useful when first started, its true strength requires the dancer spend multiple rounds performing it and building its strength. If on the previous round the dancer successfully performed or extended a spelldance, she may as a standard action that provokes an attack of opportunity attempt to extend the dance. This requires a Perform (Dance) check with a DC equal to the original DC to perform the spelldance + 2 per time the spelldance has been extended (including the extension currently being performed). Any modifiers for the DC of starting the spelldance other than the number of spelldances previously performed that day are not applied to the DC for extending the spelldance, though in some cases may be reapplied to benefit from their effect (such as Unpredictable Movement or Conductor's Control). Extending a spelldance does not count as performing a spelldance for the purposes of increasing the DCs of later spelldances. A dancer may never attempt to extend a spelldance more than once a round even if she would somehow have the actions to do so. She similarly may not extend a spelldance on the same round she began it.
Along with causing the spelldance to last longer, many have additional effects that occur when the spelldance is extended. These effects are always optional. Additionally, most spelldances have more powerful forms, referred to as second and final routines, while the initial form is referred to as the first routine. The second routine may be reached by extending the spelldance 3 times and begins immediately upon the third extension. The final routine in turn requires the dancer extend the spelldance 6 times, and likewise begins immediately upon the sixth extension. Effects from these extensions are cumulative unless otherwise noted. While normally it is advantageous to use these stronger forms progressing to them upon reaching the requisite number of extensions is optional. If the dancer chooses not to advance to a later routine, she may do at any time she successfully extends the dance. However, she may not proceed to the final routine unless already performing the second routine.
Additionally, a dancer may choose to cast one of her spells and extend a spelldance in the same round. To do so requires she spend a fullround action and only takes one Perform (Dance) check. The DC for this check is that of extending the spelldance alone + X where X is 2 if it is a 0-level spell or 3 + twice the number of level 1 dancer spells she cast previously that day. If this check is failed, both spell and extending the spelldance fail. This check only provokes a single attack of opportunity and modifiers to the DC such as from Unpredictable Movement need only be applied once to effect both the spell and the spelldance.
Conductor's Control (Ex)
Often a dancer doesn't wish to affect everyone nearby with her spelldance. For those times, she may increase the DC of her Perform (Dance) check to perform or extend a spelldance by 5. If she does so, she may choose to have the dance only affect allies or enemies until the next time she successfully extends that spelldance.
Starting at 10th level, the dancer becomes more adept at selecting targets for her spelldance. As such the DC increase to select specific targets for her spelldance is reduced to 2.
Grace (Ex)
Whenever the dancer performs a check for a skill or action that relies on dexterity, she gains a +1 bonus to her roll for that skill check. At 4th level, and every 4 dancer levels thereafter, this boost is increased by 1 (+2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th). This ability is negated if the dancer is wearing medium armor or heavy armor, holding a heavy shield, or carrying a heavy load.
Fascinate (Sp)
A dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. At first level a dancer may target a single creature. For every three levels a dancer attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, a dancer makes a Perform (Dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance, taking no other actions, for as long as the dancer continues to dance and concentrate (up to a maximum of 1 round per dancer level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the dancer to make another Perform (Dance) check and allows the creature a new saving throw against a DC equal to the new Perform (Dance) check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Free Spirit (Su)
Starting at level 2, the dancer's desire to express herself cannot be contained. When in a situation that prevents her from moving, she gains a +2 morale bonus to Escape Artist skill checks made to regain her freedom. If the inability to move results from a spell or similar source that granted a saving throw which she failed, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Charade (Ex)
Starting at level 2, a dancer with 3 or more ranks in the Perform (Dance) skill can use her movements to convey meanings across the language barrier. By succeeding a Perform (Dance) check, the dancer can convey any message without any words or sounds. The DC of this check is 20 to communicate something to someone who shares a language, 25 to communicate to someone who lacks a shared language but has the same creature type, and 35 for creatures with a different type. The target must be sentient and capable of thought, and can attempt their own Charade with a which is a Perform (Dance) check with a DC 5 higher than the one the dancer had to beat. Attempting a charade is a swift action.
Fleet of Foot (Ex)
Starting at level 2, a dancer's land speed is faster than the norm for her race by +10 feet. At 7th level, and every 5 dancer levels thereafter, the boost is increased by 10 ft. (+20 at 7th, +30 at 12th, and +40 at 17th) This bonus is negated if the dancer is wearing medium or heavy armor, holding a heavy shield, or carrying a heavy load.
Abrupt Dance (Ex)
Starting at level 3, the dancer learns to start dancing in the middle of her movement. As a full round action, the dancer may move up to her speed and begin or extend a spelldance at any point along that movement. If she has Calculated Steps, she may make the attack granted by it at any point in her movement, rather than just where she begins or extends the spelldance. Smooth Transition be used in place of the normal beginning or extending of dances with this ability if the dancer possesses it. The dancer may not cast a spell while using Abrupt Dance.
Evasion (Ex)
At 3rd level and higher, a dancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dancer is wearing light armor or no armor. A helpless dancer does not gain the benefit of evasion. If a dancer already has evasion from a different class, she automatically gains improved evasion instead.
Unpredictable Movement (Ex)
Starting at level 3, a dancer can cast a spell, perform a spelldance, or use an ability that requires a Perform (Dance) check in a threatened square without provoking an attack of opportunity. Using this ability increases the Perform (Dance) skill check's DC by 5, and failing the check provokes an attack of opportunity.
Calculated Steps (Ex)
Starting at 4th level, the dancer may perform an attack with a Light or One-Handed Weapon as a swift action before or after performing an action or using an ability that involves a Perform (Dance) check.
Encore (Ex)
A dancer is ready to perform even when at her limits. Starting at 5th level, when a dancer performs a spelldance, she may choose to use this ability. If she does so, she ignores any increases to the spelldance's DC from spelldances previously performed that day. However, after starting the dance she may no longer start that dance again until the next time she rests for at least 4 hours and resets the penalties to her spelldances from previously performed spelldances. This does not prevent her from extending spelldances performed with this ability.
Graceful Recovery
Sometimes even the most skilled dancers make mistakes. As such they have learned how to recover from them with minimal trouble. Upon attaining level 5, if a dancer fails while attempting to extend a spelldance, she may the next round attempt to perform the same spelldance she failed to extend, adding the accumulated DC increases from extending her previous performance of it. This counts as performing a new spelldance and should have the DC adjusted for previous spelldances performed that day accordingly. If successful, she begins the new spelldance with it being treated as having been extended as many times as her previous performance of it had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.
If the spelldance has an area of effect that does not follow the dancer, the new spelldance has its area placed in the same location as the previous one, even if it normally could not be placed there due to the dancer's location. This ability cannot be used if the spelldancer would be outside the area of the spelldance. If the spelldance does not have an area of effect and instead has targets, the same targets from the initial dance are targeted even if they would normally be out of range.
Uncanny Dodge (Ex)
At 5th level, a dancer retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If a dancer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Spotlight Stealer (Sp)
Starting at level 6, A dancer with 8 or more ranks in the Perform (Dance) skill can use her movements to draw the complete attention of one or more creatures. Each creature must be within 30 feet, able to see the dancer, and able to pay attention to her. The dancer must also be able to see the creature. The dancer can choose any number of creatures to target with this effect, so long as they are within range.
Targeted creatures must make a Will saving throw (DC 10 + ½ dancer’s level + dancer’s Dex modifier). Creatures that fail the save cannot make or use an attack, supernatural ability, a spell-like ability, spell, or feat that targets a specific creature other then its user on anyone but the dancer. Additionally they take a -4 penalty to Concentration skill checks and a -2 penalty to skill checks made as reactions, such as Listen and Spot checks. Taking damage from any source other then the dancer or her abilities automatically breaks the effect. Otherwise the effect lasts for 1d4 round (rolled once for each use of the ability). Creatures that succeed on the save are immune to this ability for 1 minute. Using this ability is a swift action.
At 9th level and every 3 levels afterwards, the range of this ability increases by 15 feet. (45 feet at 9th level, 60 feet at 12th, 75 feet at 15, and 90 feet at 18th.
Two to Tango (Ex)
At 7th level, a dancer can use spelldances that have "Personal" listed for range as a Touch range ability on one target. Both the dancer and the target gain all the benefits of the chosen spelldance for as long as the dancer continues performing it. This does not allow the target to extend the dance. Persistent effects from extending the dance affect both the dancer and the target, while other effects only affect the dancer.
Frenzied Dance (Su)
Often times a dancer does not have the luxury of slowly building up the momentum of her spelldances. As such she learns how to do so faster. Starting at 8th level, the dancer need only extend her spelldances twice to have them reach the second routine, and four times to have them reach the final routine.
Upon reaching 16th level, the dancer becomes even faster at building momentum. She need only extend her spelldances once to reach second routine, and twice to reach third routine.
Improved Uncanny Dodge (Ex)
At 9th level and higher, a dancer can no longer be flanked.
This defence denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has dancer levels.
Improved Evasion (Ex)
From 10th level onwards, the dancer's agility grants her the Improved Evasion if she does not already have it. This ability works like evasion, except that while the dancer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless dancer does not gain the benefit of improved evasion.
Smooth Transition (Ex)
Starting at level 10 a dancer learns how to maintain her momentum when changing from one spelldance to another. If she successfully extended a spelldance in the previous round, she may attempt a smooth transition into a new one. Doing so requires she attempt to perform a different spelldance, but has the accumulated increases to DC from extending the previous spelldance added onto the DC of the new spelldance being performed. Additionally, the DC s increased by 2 per time the previous spelldance was extended. If successful, the new spelldance begins and is treated as already having been extended as many times as the previous spelldance had been. This causes any persistent effects from extending the spelldance, including reaching higher routines if they had been reached with the previous spelldance, to already be in effect. Effects from extending the spelldance that are not persistent do not occur.
Accompany (Su)
Often dance isn't just done on its own, but to accompany another performance. If done well, it can even convey the feel or message of that performance itself. Having put forth so much effort into her craft, a dancer learns how to do this even with supernatural aspects of a performance. If able to see or hear (depending on if it is audible or visual) a bardic music performance or similar ability requiring a minimum number of ranks in a Perform skill, if the dancer has the requisite number of ranks in Perform (Dance), she may attempt to mimic the effects of that ability. Doing so requires the dancer spend a move action to make a Perform (Dance) check opposed by a Perform (Any) check made by the one using the ability. The individual using the ability may choose to automatically fail this Perform check. If the dancer wins the opposed checks, she copies the ability until the start of her next turn. An ability copied in this manner retains all its original parameters except that it originates from or is centred on the dancer and uses who she targets or considers to be allies and enemies to determine its effects.
Choreography
Often a dancer will find certain dances work well together. Practice allows the dancer to compose the steps for such dances as if they were their own spelldance. Starting at 12th level the dancer may compose a single choreographed spelldance. A choreographed spelldance consists of two spelldances the dancer already knows, one selected as the intro and the other as the outro. When performing the choreographed spelldance, the effects of the intro spelldance occur during the first routine, and the effects of the outro spelldance occur during the last routine. Upon learning the choreographed spelldance the dancer chooses if the intro or the outro spelldance effects will occur during the second routine. If the outro spelldance has an area of effect that does not track the dancer, it is centred where intro spelldance was last centred (if the intro spelldance had an area of effect), or on the dancer's location upon its effects starting (if the intro spelldance did not have an area of effect). If the outro spelldance has targets, it must chooses new ones upon its effects starting even if the intro spelldance also had targets. For the purposes of extending effects, treat the change in spelldances like a smooth transition except it does count as extending the dance on the time the routine changes as normal. A choreographed spelldance is otherwise treated as a normal spelldance.
Any time the dancer learns a new spelldance, she may choose to recompose one of her existing choreographed spelldances to consist of different spelldances, or the same ones in a different order. At level 14 and each even level thereafter, the dancer may compose an additional choreographed spelldance.
All the World's a Stage (Su)
To a dancer with enough experience, anything is a possible stage. Starting at 13th level, while performing a spelldance, the dancer may choose to move across liquids as if they were solid, though must still stop on solid ground or she will sink.
Upon reaching 15th level, the dancer may choose to treat liquids as solids for the entirety of the time she is performing a spelldance, allowing her to end her movement on them without sinking, and may additionally treat liquids as solids for movement made while performing other actions that require a perform (dance) check.
Beginning level 17, while performing a spelldance, the dancer may move along walls and other vertical or near vertical surfaces as if they were flat ground, provoking no penalties while doing so (though she may not use the run action on them). She must still, however, end her movement on horizontal upright surfaces or she will fall.
Upon reaching level 18, the dancer may end her movement on vertical or near vertical surfaces without risk of falling while performing a spelldance.
Upon reaching level 19, the dancer may now move across even upside down surfaces as if they were upright and flat while performing a spelldance.
Freedom of Expression (Su)
A dancer is able to perform unhindered by her surroundings. Starting at 14th level, while performing a spelldance the dancer is treated as being under the effects of freedom of movement with the exception that she may be grappled as normal.
Advanced Choreography
Starting at 16th level, a dancer learns to increase the complexity of her choreographed spelldances. She may incorporate an additional spelldance into them as a middle component. The middle spelldance applies its effects during the second routine of the choreographed spelldance. The middle spelldance interacts with the intro spelldance like the outro spelldance otherwise would, while the outro spelldance in turn interacts with the middle spelldance as it normally would the intro spelldance. This ability does not allow the dancer to alter existing choreographed spelldances to have a middle spelldance upon gaining it, though she may later recompose choreographed spelldances that only have an intro and outro spelldance to have a middle spelldance when learning a new spelldance.
Unbound Spirit (Su)
A dancer's will, drive, and emotion cannot be restrained. At 20th level and above, any effect which should prevent her from continuing her dance is negated until such a time as she ceases to dance. For the purpose of this ability, the dancer is considered to be dancing if she began or extended a spelldance since the start of her last turn and has not failed at extending a spelldance since then. This does not prevent the dancer from being disabled through death or unconsciousness. Extraordinary and mundane afflictions and abilities are not affected by this immunity, and resolve normally.
Owrtho