Alent
2018-09-24, 05:01 PM
So, I was trying to work in a Battledancer dip in a Soul Manifester build on an upcoming campaign, and we liked the idea of the combination, but the level cost was too much and the Battledancer's dances were wholly out of reach. So I sat down and kitbashed Battledancer and Incarnate together using the totemist chassis over the weekend. I could use some feedback, I haven't done regular 3.5/PF balance point stuff in a while, and PF's Martial balance points are famously borked anyway.
I haven't got much of the fluff put together yet, but it will more or less read the same as the original Battledancer, retelling the Okinawan Karate myth refluffed through Incarnum.
Someone's going to ask "Why didn't you use Akashic Mysteries instead of converting MoI?" There are several reasons. Most practically, my DM barely approved MoI and was hesitant when I mentioned Akashic Mysteries. I haven't actually read through the Akashic Mysteries content closely enough to go to bat for it either way. Least practically, I'd really wanted to go through and dabble with Incarnum to understand how it works because I've been writing a steampunk inspired Incarnum rewrite for my own d20 update, and I wanted to try using the original to have some practical hands on with it.
Edit: Revised Souldance and a few other things per Nifft's suggestions.
Souldancer
Alignment: Chaotic Neutral, Lawful Neutral, Neutral Good, or Neutral Evil.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Souldancer’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.
Tables: The Souldancer
Hit Die
BAB
Fort
Ref
Will
D10
Full
Bad
Good
Good
Level
Special
AC Bonus
Unarmed Damage
Soulmelds
Essentia
Binds
1
Souldance, Tailored Melds, Unarmed Strike
+0
1d6
2
1
0
2
Interpretive Weapon (+1 Capacity), Chakra Bind (Crown), Versatile Dance
+0
1d6
3
2
1
3
Prepare for the Moment, Battledance Training
+0
1d6
3
3
1
4
Bonus Feat
+1
1d8
4
4
1
5
Chakra Binds (Feet, Hands)
+1
1d8
4
5
1
6
Second Act
+1
1d8
4
6
2
7
Aligned Souldance
+1
1d8
5
7
2
8
Bonus Feat, Expanded Versatility
+2
1d10
5
8
2
9
Chakra Binds (Arms, Brow, Shoulders)
+2
1d10
5
9
2
10
Dance with me!
+2
1d10
6
10
3
11
Interpretive Weapon (2nd)
+2
1d10
6
11
3
12
Bonus Feat, Third Act
+3
2d6
6
12
3
13
Aligned Souldance
+3
2d6
7
13
3
14
Chakra binds (Throat, Waist), Expanded Versatility
+3
2d6
7
14
4
15
Interpretive Weapon (+2 Capacity)
+3
2d6
7
15
4
16
Bonus Feat
+4
2d8
8
16
4
17
Chakra Bind (Heart)
+4
2d8
8
17
4
18
Last Act
+4
2d8
8
18
5
19
Chakra Bind (Soul)
+4
2d8
9
19
5
20
Exalted Dance of the Soul
+5
2d10
9
20
5
Class Features
Weapon Proficiency
Souldancers are proficient with all simple weapons, monk weapons, any weapon that can be used as an instrument, and the Bladed Scarf.
Souldancers are not proficient with any Armor or Shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Souldancer loses her AC bonus.
Meldshaping
At the heart of a Souldancer's trade is her ability to shape Incarnum Soulmelds, which are drawn from the Souldancer's Soulmeld List. A Souldancer is able to craft any soulmeld from this list without restriction. Once per day, the Souldancer spends an hour in meditative dance, during which time she patiently shapes soulmelds by controlling the spiritual essence within herself through the practice of her martial art's forms.
A Souldancer may only shape a limited number of Soulmelds per day. Her total number of shaped soulmelds by level is indicated on Table: The Souldancer. Soulmelds granted by feats and class features do not count towards this limit.
At first level the Souldancer also gains access to her personal Essentia Pool, which can be invested into Soulmelds and other receptacles. The size of the Essentia Pool is equal to her Meldshaping Progression plus any sources of bonus Essentia, such as Incarnum Feats or Racial features.
The Difficulty Class for saving throws against a Soulmeld is 10 + 1/2 her effective meldshaper level + Essentia invested + her Charisma modifier.
Table: Essentia Capacity
Character Level
Essentia Capacity
1st~5th
1
6th~11th
2
12th~17th
3
18th+
4
Chakra Binds (Su)
Beginning at 2nd level, a Souldancer can bind soulmelds to her Chakras, granting access to an additional power of the chosen soulmeld in the process. Binding a soulmeld to a Chakra closes off the body slot associated with that Chakra, preventing her from benefiting from a magic item worn in that slot. Alternatively, she can use a Chakra bind to bind a Magic Item to a Chakra, enhancing the benefits provided by the magic item in some way. (See: MoI pgs 109~111, Table 5-1: Common Magic Item Chakra Binds and Table 5-2: Sample Magic Item Chakra Bind Effects)
The number of Chakra binds a Souldancer can have active at any given time is indicated on Table: The Souldancer. Binding a Soulmeld or Magic Item to a Chakra requires that the desired Chakra be opened by either class feature, Incarnum Feat, or magical means. Unless otherwise noted, a Soulmeld is bound to a Chakra during the hour in which the Souldancer shapes her Soulmelds, and may not be changed for 24 hours.
Souldance (Ex)
The Souldancer's name comes from her ability to blend Incarnum, martial prowess, and interpretive dance into a single unified form. Beginning a Souldance is done at the beginning of your move action and requires you to select a dance from the four dances below. This ability may be used as part of a move action, a five foot step, or by itself if you elect not to move. If you have more than one move action, you can change dances at the start of each. Souldances are further enhanced by having an Interpretive Weapon.
The Basic ability of a Souldance is an Extraordinary Ability, but the effects conferred by an Interpretive Weapon are Supernatural.
Dance of Defiance (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to move through threatened squares.
If using an Interpretive Weapon, every success on a perform check confers a morale bonus against fear effects for 5 rounds + the Battledancer's charisma modifier to all allies within 30 feet as long as they can see the Souldancer. This bonus is equal to the amount of essentia in the weapon, and the range of the effect increases by 10 feet for every point of essentia.
If at least 2 Essentia is within the Weapon, the Souldancer can move through threatened squares at full speed on a successful Perform check.
If at least 3 Essentia is within the Weapon, the Souldancer no longer need be seen.
Ferocious Dance (Ex/Su)
The Souldancer can use Perform (Dance) to confirm a successful critical hit.
If using an Interpretive Weapon, your Critical Threat range is increased by 1 for every point of Essentia within the Weapon. This effect does not stack with Improved Critical or Keen weapon.
Housecat's Irritating Intrusion (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to enter your opponent's square. When the Souldancer's actions end, she may choose to remain in the target's square or exit to an adjacent square. Exiting the target's square does not provoke an attack of opportunity.
If using an Interpretive Weapon, the DC of any Concentration checks made by the target increase by 2 for every point of Essentia within the Weapon. This effect lasts as long as you remain in the same square.
Heavy Cloud Waltz (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to jump. When using this dance, you always count as having a running start, even if you are standing still when you begin the dance.
If using an Interpretive Weapon, you can use this dance to make a leaping charge against an opponent. You gain the normal benefits of charge, and gain a bonus to attack and damage rolls equal to the amount of essentia in the weapon.
If at least 3 Essentia is within the weapon, A successful Jump at a target allows you to make a full attack against that target.
Tailored Melds
To a Souldancer, her image is everything. When meldshaping, she can customize the appearance of her soulmelds so that they take on a desired appearance.
AC Bonus (Ex)
When unarmored and unencumbered, the Souldancer adds her Charisma bonus (if any) to her AC and CMD. In addition, a Souldancer gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 Souldancer levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the Souldancer is flat-footed. She loses these bonuses if immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
This bonus counts as a Monk's AC bonus for the purposes of any special items, feats, or class features that interact with Monk AC bonuses, such as a Monk's Belt.
Unarmed Strike (Ex)
At 1st level, a Souldancer gains Improved Unarmed Strike as a bonus feat. A Souldancer's attacks are performed with a variety of body parts, but no matter what part of the body delivers the strike, the Souldancer's dance puts the full force of her entire body behind each attack. There is no such thing as an offhand unarmed strike, and the Souldancer's unique style of unarmed strikes deal damage as a twohanded weapon, using 1.5x the Souldancer's strength modifier to resolve damage. If used in conjunction with another weapon, the unarmed strike is resolved as normal, dealing full strength bonus.
Usually, a Souldancer's unarmed strikes deal leathal damage, but she can choose to deal nonlethal damage instead with no penalty to attack rolls. This also applies when the Souldancer is in a grapple.
A Souldancer's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Additionally, a Souldancer can choose to undergo a series of alchemical rituals costing 300gp, allowing her Unarmed Strike to count as a Masterwork manufactured weapon, allowing her to receive special and apply weapon properties. The craft check to "create" a magical unarmed strike is Craft (Alchemy).
As an Unarmed Strike is technically a mode of attacking, not a physical weapon, the Special weapon properties that affect damage are only active where an Unarmed Strike comes into contact with a target, and do not cover the Souldancer's entire body. The flames that engulf a flaming weapon or the light shed by an enchanted weapon are similarly emitted from the impact of an unarmed strike. These special weapon properties may be suppressed if desired. Some special weapon properties, such as Dancing Weapon, Returning, and Sizing, are unsuited for use on an Unarmed Strike. (A DM may at his discretion allow these properties if he is fully prepared for the hilarity that will ensue.)
A Souldancer also deals more damaged with her unarmed strikes than a normal person would, as shown above on Table: The Souldancer. The unarmed damage values listed are for Medium Souldancers. Consult the Table: Small or Large Monk Unarmed Damage as needed.
This ability counts as a Monk's Unarmed Strike for the purposes of any special items, feats, or class features that interact with a Monk's Unarmed Strike, such as a Monk's Belt.
Interpretive Weapon (Su)
At 2nd Level, the Souldancer gains the ability to attune with a weapon, making it a medium to link the Souldancer's own performance with the Divine Concept of Dancing. This spiritual link manifests in two forms. The first is you gain a benefit based on which Souldance you are currently performing, the second is that the Dancer gains a boon based on the kind of weapon she uses. The Weapon becomes an essentia receptacle and continues to function as normal. The weapon need not be used to attack, merely held or kept on the Souldancer's person.
The possible Weapon Boons are as follows. If a weapon fits more than one category, such as a Bladed Scarf or a Twohanded Incarnum Weapon, it gains the benefits of each category it meets.
Unarmed Strike, Bladed Scarf
Swap Places with an ally as if you both had the Swap Places and Improved Swap Places Teamwork Feats
Monk Weapon, Bladed Scarf
Use best out of Weapon's Damage or Improved Unarmed Strike damage.
Onehanded Melee Weapon
Make Offhand attacks as if you had the Two Weapon Fighting feat chain.
Twohanded Melee Weapon
Gain the Cleave feat, strike a number of additional adjacent foes equal to the amount of essentia in the weapon.
Reach Weapon
Attack adjacent foes as if weapon had Near Reach
Ranged Weapon
Shoot on the run, If a weapon requires reloading, gain the ability to reload a number of shots equal to invested essentia per round.
Incarnum Weapon
Can throw the Incarnum Weapon as part of a charge as if you had the Charging Hurler Feat.
An Interpretive weapon is chosen during the Souldancer's hour of meditative dance. An Interpretive weapon has an essentia capacity 1 higher than the normal capacity for your soulmelds. At 15th level, this capacity limit is increased from 1 higher to 2 higher than the normal capacity.
At 11th level, the Souldancer gains the ability to attune two weapons at once, granting the boons of both as a single essentia receptacle.
Versatile Dance (Ex)
At 2nd level, a Souldancer's ranks in Perform (Dance) may be used in place of a chosen skill both in and out of combat. When substituting in this way, the Souldancer uses her total Perform (Dance) Skill Bonus, including class skill bonus, in place of the substituted skill's bonus, whether or not she has ranks in that skill. At 8th and 16th levels, the Souldancer can choose an additional skill to substitute.
The skills eligible for substitution are: Acrobatics, Bluff, Escape Artist, Fly, Handle Animal, Ride, Sense Motive, and Sleight of Hand.
Prepare for the Moment (Ex)
At 3rd level, the Souldancer's knowledge of the theory of meldshaping and experiences frantically preparing costumes for a performance becomes great enough that she gains the Craft Wondrous Item feat. When beginning her hour of meditative dance to shape Soulmelds, the Souldancer may choose to invest essentia into this feature and choose a craft skill for it to apply to. All invested Essentia remains in the feature for 24 hours.
As long as essentia is invested into this feature, the souldancer can find time throughout the day to craft items as if they had spent a full 8 hours crafting. This ability cannot be filled by temporary sources of Essentia.
Battledance Training
A Souldancer's years spent practicing the martial side of her art leaves her familiar with a great deal of combat theory. This training allows the Souldancer to qualify for selecting feats Fighter of her Souldancer level -2. These levels stack with any actual levels of Fighter you have or other classes with effective fighter levels.
Additionally, when performing your hour of meditative dance, you can choose to adjust your weapon specific feats, such as Weapon Focus. Feats exchanged this way must be exchanged for feats that apply to your chosen Interpretive Weapon, and you cannot adjust your feats in any way that would leave you unable to qualify for a feat.
Bonus Feat
At 4th level and every 4 levels until 16th level, the Souldancer receives a bonus Fighter or Incarnum Feat that she qualifies for.
Second Act, Third Act, Final Act (Ex)
Upon reaching 6th level, the Souldancer gains the ability to swap her bound Soulmelds, signaling the beginning of the Second Act. This ability may be used once per day. At 12th level, the Souldancer can use this ability an additional time per day, signaling the beginning of the Third Act. At 18th level, this ability may be used one last time per day, signaling the Final Act.
Aligned Souldance (Su)
At 7th level, the Souldancer's Unarmed Strikes become Aligned for the purposes of overcoming Damage Reduction, taking on the alignment of the Souldancer. (Good, Evil, Lawful, Chaotic)
At 13th level, the Souldancer's unarmed strikes are treated as Adamantine weapons for the purpose of overcoming Damage Reduction and bypassing Hardness.
Dance With Me! (Su)
At 10th level, the Souldancer's ability to manipulate soul energy grows, allowing her to dance with an adjacent ally, conferring the benefits of her Souldances to them. If they lack ranks in Perform (Dance), the Souldancer can lead and use her own total Perform (Dance) bonus in place of the ally's. Activating this ability requires the Souldancer be adjacent to the ally, and is part of the Souldancer's move action. If the ally joins the dance, they must end their turn adjacent to the Souldancer to continue the dance.
Exalted Dance of the Soul (Su)
At 20th level, the Souldancer can sunder the barriers between herself and the Divine Concept of dancing once per day for a number of minutes equal to her Constitution Bonus. During this time, she gains the ability to perform two souldances at once, radiates a strong aligned aura, and all of the essentia invested in her interpretive weapons is effectively doubled, making each point of Essentia count as two.
I haven't got much of the fluff put together yet, but it will more or less read the same as the original Battledancer, retelling the Okinawan Karate myth refluffed through Incarnum.
Someone's going to ask "Why didn't you use Akashic Mysteries instead of converting MoI?" There are several reasons. Most practically, my DM barely approved MoI and was hesitant when I mentioned Akashic Mysteries. I haven't actually read through the Akashic Mysteries content closely enough to go to bat for it either way. Least practically, I'd really wanted to go through and dabble with Incarnum to understand how it works because I've been writing a steampunk inspired Incarnum rewrite for my own d20 update, and I wanted to try using the original to have some practical hands on with it.
Edit: Revised Souldance and a few other things per Nifft's suggestions.
Souldancer
Alignment: Chaotic Neutral, Lawful Neutral, Neutral Good, or Neutral Evil.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Souldancer’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.
Tables: The Souldancer
Hit Die
BAB
Fort
Ref
Will
D10
Full
Bad
Good
Good
Level
Special
AC Bonus
Unarmed Damage
Soulmelds
Essentia
Binds
1
Souldance, Tailored Melds, Unarmed Strike
+0
1d6
2
1
0
2
Interpretive Weapon (+1 Capacity), Chakra Bind (Crown), Versatile Dance
+0
1d6
3
2
1
3
Prepare for the Moment, Battledance Training
+0
1d6
3
3
1
4
Bonus Feat
+1
1d8
4
4
1
5
Chakra Binds (Feet, Hands)
+1
1d8
4
5
1
6
Second Act
+1
1d8
4
6
2
7
Aligned Souldance
+1
1d8
5
7
2
8
Bonus Feat, Expanded Versatility
+2
1d10
5
8
2
9
Chakra Binds (Arms, Brow, Shoulders)
+2
1d10
5
9
2
10
Dance with me!
+2
1d10
6
10
3
11
Interpretive Weapon (2nd)
+2
1d10
6
11
3
12
Bonus Feat, Third Act
+3
2d6
6
12
3
13
Aligned Souldance
+3
2d6
7
13
3
14
Chakra binds (Throat, Waist), Expanded Versatility
+3
2d6
7
14
4
15
Interpretive Weapon (+2 Capacity)
+3
2d6
7
15
4
16
Bonus Feat
+4
2d8
8
16
4
17
Chakra Bind (Heart)
+4
2d8
8
17
4
18
Last Act
+4
2d8
8
18
5
19
Chakra Bind (Soul)
+4
2d8
9
19
5
20
Exalted Dance of the Soul
+5
2d10
9
20
5
Class Features
Weapon Proficiency
Souldancers are proficient with all simple weapons, monk weapons, any weapon that can be used as an instrument, and the Bladed Scarf.
Souldancers are not proficient with any Armor or Shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Souldancer loses her AC bonus.
Meldshaping
At the heart of a Souldancer's trade is her ability to shape Incarnum Soulmelds, which are drawn from the Souldancer's Soulmeld List. A Souldancer is able to craft any soulmeld from this list without restriction. Once per day, the Souldancer spends an hour in meditative dance, during which time she patiently shapes soulmelds by controlling the spiritual essence within herself through the practice of her martial art's forms.
A Souldancer may only shape a limited number of Soulmelds per day. Her total number of shaped soulmelds by level is indicated on Table: The Souldancer. Soulmelds granted by feats and class features do not count towards this limit.
At first level the Souldancer also gains access to her personal Essentia Pool, which can be invested into Soulmelds and other receptacles. The size of the Essentia Pool is equal to her Meldshaping Progression plus any sources of bonus Essentia, such as Incarnum Feats or Racial features.
The Difficulty Class for saving throws against a Soulmeld is 10 + 1/2 her effective meldshaper level + Essentia invested + her Charisma modifier.
Table: Essentia Capacity
Character Level
Essentia Capacity
1st~5th
1
6th~11th
2
12th~17th
3
18th+
4
Chakra Binds (Su)
Beginning at 2nd level, a Souldancer can bind soulmelds to her Chakras, granting access to an additional power of the chosen soulmeld in the process. Binding a soulmeld to a Chakra closes off the body slot associated with that Chakra, preventing her from benefiting from a magic item worn in that slot. Alternatively, she can use a Chakra bind to bind a Magic Item to a Chakra, enhancing the benefits provided by the magic item in some way. (See: MoI pgs 109~111, Table 5-1: Common Magic Item Chakra Binds and Table 5-2: Sample Magic Item Chakra Bind Effects)
The number of Chakra binds a Souldancer can have active at any given time is indicated on Table: The Souldancer. Binding a Soulmeld or Magic Item to a Chakra requires that the desired Chakra be opened by either class feature, Incarnum Feat, or magical means. Unless otherwise noted, a Soulmeld is bound to a Chakra during the hour in which the Souldancer shapes her Soulmelds, and may not be changed for 24 hours.
Souldance (Ex)
The Souldancer's name comes from her ability to blend Incarnum, martial prowess, and interpretive dance into a single unified form. Beginning a Souldance is done at the beginning of your move action and requires you to select a dance from the four dances below. This ability may be used as part of a move action, a five foot step, or by itself if you elect not to move. If you have more than one move action, you can change dances at the start of each. Souldances are further enhanced by having an Interpretive Weapon.
The Basic ability of a Souldance is an Extraordinary Ability, but the effects conferred by an Interpretive Weapon are Supernatural.
Dance of Defiance (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to move through threatened squares.
If using an Interpretive Weapon, every success on a perform check confers a morale bonus against fear effects for 5 rounds + the Battledancer's charisma modifier to all allies within 30 feet as long as they can see the Souldancer. This bonus is equal to the amount of essentia in the weapon, and the range of the effect increases by 10 feet for every point of essentia.
If at least 2 Essentia is within the Weapon, the Souldancer can move through threatened squares at full speed on a successful Perform check.
If at least 3 Essentia is within the Weapon, the Souldancer no longer need be seen.
Ferocious Dance (Ex/Su)
The Souldancer can use Perform (Dance) to confirm a successful critical hit.
If using an Interpretive Weapon, your Critical Threat range is increased by 1 for every point of Essentia within the Weapon. This effect does not stack with Improved Critical or Keen weapon.
Housecat's Irritating Intrusion (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to enter your opponent's square. When the Souldancer's actions end, she may choose to remain in the target's square or exit to an adjacent square. Exiting the target's square does not provoke an attack of opportunity.
If using an Interpretive Weapon, the DC of any Concentration checks made by the target increase by 2 for every point of Essentia within the Weapon. This effect lasts as long as you remain in the same square.
Heavy Cloud Waltz (Ex/Su)
The Souldancer can use Perform (Dance) in place of Acrobatics to jump. When using this dance, you always count as having a running start, even if you are standing still when you begin the dance.
If using an Interpretive Weapon, you can use this dance to make a leaping charge against an opponent. You gain the normal benefits of charge, and gain a bonus to attack and damage rolls equal to the amount of essentia in the weapon.
If at least 3 Essentia is within the weapon, A successful Jump at a target allows you to make a full attack against that target.
Tailored Melds
To a Souldancer, her image is everything. When meldshaping, she can customize the appearance of her soulmelds so that they take on a desired appearance.
AC Bonus (Ex)
When unarmored and unencumbered, the Souldancer adds her Charisma bonus (if any) to her AC and CMD. In addition, a Souldancer gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 Souldancer levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the Souldancer is flat-footed. She loses these bonuses if immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
This bonus counts as a Monk's AC bonus for the purposes of any special items, feats, or class features that interact with Monk AC bonuses, such as a Monk's Belt.
Unarmed Strike (Ex)
At 1st level, a Souldancer gains Improved Unarmed Strike as a bonus feat. A Souldancer's attacks are performed with a variety of body parts, but no matter what part of the body delivers the strike, the Souldancer's dance puts the full force of her entire body behind each attack. There is no such thing as an offhand unarmed strike, and the Souldancer's unique style of unarmed strikes deal damage as a twohanded weapon, using 1.5x the Souldancer's strength modifier to resolve damage. If used in conjunction with another weapon, the unarmed strike is resolved as normal, dealing full strength bonus.
Usually, a Souldancer's unarmed strikes deal leathal damage, but she can choose to deal nonlethal damage instead with no penalty to attack rolls. This also applies when the Souldancer is in a grapple.
A Souldancer's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Additionally, a Souldancer can choose to undergo a series of alchemical rituals costing 300gp, allowing her Unarmed Strike to count as a Masterwork manufactured weapon, allowing her to receive special and apply weapon properties. The craft check to "create" a magical unarmed strike is Craft (Alchemy).
As an Unarmed Strike is technically a mode of attacking, not a physical weapon, the Special weapon properties that affect damage are only active where an Unarmed Strike comes into contact with a target, and do not cover the Souldancer's entire body. The flames that engulf a flaming weapon or the light shed by an enchanted weapon are similarly emitted from the impact of an unarmed strike. These special weapon properties may be suppressed if desired. Some special weapon properties, such as Dancing Weapon, Returning, and Sizing, are unsuited for use on an Unarmed Strike. (A DM may at his discretion allow these properties if he is fully prepared for the hilarity that will ensue.)
A Souldancer also deals more damaged with her unarmed strikes than a normal person would, as shown above on Table: The Souldancer. The unarmed damage values listed are for Medium Souldancers. Consult the Table: Small or Large Monk Unarmed Damage as needed.
This ability counts as a Monk's Unarmed Strike for the purposes of any special items, feats, or class features that interact with a Monk's Unarmed Strike, such as a Monk's Belt.
Interpretive Weapon (Su)
At 2nd Level, the Souldancer gains the ability to attune with a weapon, making it a medium to link the Souldancer's own performance with the Divine Concept of Dancing. This spiritual link manifests in two forms. The first is you gain a benefit based on which Souldance you are currently performing, the second is that the Dancer gains a boon based on the kind of weapon she uses. The Weapon becomes an essentia receptacle and continues to function as normal. The weapon need not be used to attack, merely held or kept on the Souldancer's person.
The possible Weapon Boons are as follows. If a weapon fits more than one category, such as a Bladed Scarf or a Twohanded Incarnum Weapon, it gains the benefits of each category it meets.
Unarmed Strike, Bladed Scarf
Swap Places with an ally as if you both had the Swap Places and Improved Swap Places Teamwork Feats
Monk Weapon, Bladed Scarf
Use best out of Weapon's Damage or Improved Unarmed Strike damage.
Onehanded Melee Weapon
Make Offhand attacks as if you had the Two Weapon Fighting feat chain.
Twohanded Melee Weapon
Gain the Cleave feat, strike a number of additional adjacent foes equal to the amount of essentia in the weapon.
Reach Weapon
Attack adjacent foes as if weapon had Near Reach
Ranged Weapon
Shoot on the run, If a weapon requires reloading, gain the ability to reload a number of shots equal to invested essentia per round.
Incarnum Weapon
Can throw the Incarnum Weapon as part of a charge as if you had the Charging Hurler Feat.
An Interpretive weapon is chosen during the Souldancer's hour of meditative dance. An Interpretive weapon has an essentia capacity 1 higher than the normal capacity for your soulmelds. At 15th level, this capacity limit is increased from 1 higher to 2 higher than the normal capacity.
At 11th level, the Souldancer gains the ability to attune two weapons at once, granting the boons of both as a single essentia receptacle.
Versatile Dance (Ex)
At 2nd level, a Souldancer's ranks in Perform (Dance) may be used in place of a chosen skill both in and out of combat. When substituting in this way, the Souldancer uses her total Perform (Dance) Skill Bonus, including class skill bonus, in place of the substituted skill's bonus, whether or not she has ranks in that skill. At 8th and 16th levels, the Souldancer can choose an additional skill to substitute.
The skills eligible for substitution are: Acrobatics, Bluff, Escape Artist, Fly, Handle Animal, Ride, Sense Motive, and Sleight of Hand.
Prepare for the Moment (Ex)
At 3rd level, the Souldancer's knowledge of the theory of meldshaping and experiences frantically preparing costumes for a performance becomes great enough that she gains the Craft Wondrous Item feat. When beginning her hour of meditative dance to shape Soulmelds, the Souldancer may choose to invest essentia into this feature and choose a craft skill for it to apply to. All invested Essentia remains in the feature for 24 hours.
As long as essentia is invested into this feature, the souldancer can find time throughout the day to craft items as if they had spent a full 8 hours crafting. This ability cannot be filled by temporary sources of Essentia.
Battledance Training
A Souldancer's years spent practicing the martial side of her art leaves her familiar with a great deal of combat theory. This training allows the Souldancer to qualify for selecting feats Fighter of her Souldancer level -2. These levels stack with any actual levels of Fighter you have or other classes with effective fighter levels.
Additionally, when performing your hour of meditative dance, you can choose to adjust your weapon specific feats, such as Weapon Focus. Feats exchanged this way must be exchanged for feats that apply to your chosen Interpretive Weapon, and you cannot adjust your feats in any way that would leave you unable to qualify for a feat.
Bonus Feat
At 4th level and every 4 levels until 16th level, the Souldancer receives a bonus Fighter or Incarnum Feat that she qualifies for.
Second Act, Third Act, Final Act (Ex)
Upon reaching 6th level, the Souldancer gains the ability to swap her bound Soulmelds, signaling the beginning of the Second Act. This ability may be used once per day. At 12th level, the Souldancer can use this ability an additional time per day, signaling the beginning of the Third Act. At 18th level, this ability may be used one last time per day, signaling the Final Act.
Aligned Souldance (Su)
At 7th level, the Souldancer's Unarmed Strikes become Aligned for the purposes of overcoming Damage Reduction, taking on the alignment of the Souldancer. (Good, Evil, Lawful, Chaotic)
At 13th level, the Souldancer's unarmed strikes are treated as Adamantine weapons for the purpose of overcoming Damage Reduction and bypassing Hardness.
Dance With Me! (Su)
At 10th level, the Souldancer's ability to manipulate soul energy grows, allowing her to dance with an adjacent ally, conferring the benefits of her Souldances to them. If they lack ranks in Perform (Dance), the Souldancer can lead and use her own total Perform (Dance) bonus in place of the ally's. Activating this ability requires the Souldancer be adjacent to the ally, and is part of the Souldancer's move action. If the ally joins the dance, they must end their turn adjacent to the Souldancer to continue the dance.
Exalted Dance of the Soul (Su)
At 20th level, the Souldancer can sunder the barriers between herself and the Divine Concept of dancing once per day for a number of minutes equal to her Constitution Bonus. During this time, she gains the ability to perform two souldances at once, radiates a strong aligned aura, and all of the essentia invested in her interpretive weapons is effectively doubled, making each point of Essentia count as two.