Innis Cabal
2008-06-15, 12:01 AM
FAN DANCER
Magic can come in many forms, the music of the bard, the holy words of the town cleric, or the fell secrets wielded by sorcerers and wizards. In their continued pursuit with the arcane or divine some draw away from their bodies, allowing themselves to wither into atrophy. But there are some that feel the tribal rhythm, feel the excitement in losing themselves to their inner beat, and long for the colors of spinning skirts and flashing fans. These are the fan dancers, a often times misunderstood sect of spell casters. Often ridiculed in the arcane community, and in all but the most accepting faiths, the fan dancers seek to unlock the inner magic of the inner spirit.
Hit Die: d6
Requirements
To qualify to become a fan dancer, a character must fulfill all the following criteria
Base Attack Bonus: +4
Skills: Preform(Dance) 6 ranks, Knowledge (arcane) 8 ranks, Bluff 8 ranks, Concentration 10 ranks
Feats: Exotic Weapon Proficiency (Crescent Fan)
Spells: Access to 3rd level spells, one of which be a 2nd level enchantment spell
Class Skills:
Skill Points Per Level: 4+ int modifier
Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(all)(int), Preform(Cha), Spellcraft(Int), Profession(Int), Spot(Wis)
FAN DANCER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+0|
+2|
+0|Moving Feet, Inner Rhythm, Dance of Blades |+1 level of existing spellcasting class
2nd|
+2|
+0|
+3|
+0|Dance of the Fertile Earth |+1 level of existing spellcasting class
3rd|
+3|
+1|
+3|
+1|Dance of Seven Fan’s |+1 level of existing spellcasting class
4th|
+4|
+1|
+4|
+1|Dance of the Crescent Moon |+1 level of existing spellcasting class
5th|
+5|
+1|
+4|
+1|Dance of Balance in Form |+1 level of existing spellcasting class[/table]
Weapon and Armor Proficiencies: A fan dancer gain no proficiency with any weapons or armor
Spells per Day/Spells Known: At each level a fan gains spells per day as if he had gained a level in an existing spell casting class. He does not how ever gain any other benefits of his class, such as bonus feats or other class features. If a fan dancer has more then one spell casting class he must choose which fan dancer increases.
Moving Feet (Ex): At first taking this prestige class, a fan dancer’s spells become engrained in his or her movements. Here after, no spell cast by a fan dancer can be stilled by any means. A fan dancer may also not wear armor, as even the thinnest of leathers interfere with their odd movements.
Inner Rhythm (Ex): While fan dancers forsake armor of all forms, the strange beat inside their heads drive their bodies to twist and slide around oncoming attacks. A fan dancer adds his dexterity twice when computing armor class so long as he wears no armor and carries a light load.
Dance of Blades (Su): At first level, as a full round action, a fan dancer my attack any opponent up to 10 feet away. He may perform this ability equal to 1 plus his charisma bonus, times per day.
Dance of the Fertile Earth (Su): Once per day, at second level, a fan dancer use his fan’s to scoop up dust, dirt, or other debris and use them to obscure himself from attacks. For 5 rounds after using this ability a cloak of dust duplicates the blur ability. This ability requires one move action.
Dance of Seven Fans (Su): At third level, a fan dancer learns to use his or her body as a deadly and affective weapon. By provocatively swaying and gesturing, a fan dancer attracts the attention of those around him. A fan dancer must have line of sight with a target to use this ability. A target must succeed a will save (DC equal to 10+ a fan dancer’s level+ his charisma modifier) or be dazzled for 4 turns. A target that succeeds at its will save cannot be affected by the fan dancers Dance of Seven Fan’s for 24 hours. This ability is usable once per day.
Dance of the Crescent Moon (Sp): At fourth level a fan dancer can channel his arcane or divine might through his fans and dances, unleashing them on those that stand in their way. A fan dancer must sacrifice a spell slot to use this ability. This ability is a ranged touch attack, and deals 1d6plus a characters charisma modifier after all damage is rolled per level of spell slot used. A fan dancer may not sacrifice more spell slots then he has levels in the fan dancer class.
Dance of Balance in Form (Su): At fifth level, a fan dancer becomes attuned to his form so perfectly, his movements become as water. With the sacrifice of a 5th level spell the fan dancer’s body gains the following special abilities for 10 minutes. A fan dancer becomes immune to critical hits and precision damage as if under the heavy fortification armor ability, he may squeeze through openings as if he were 2 size categories smaller, damage reduction 5/, and a +10 competence bonus on jump checks, move silently checks and perform checks.
Magic can come in many forms, the music of the bard, the holy words of the town cleric, or the fell secrets wielded by sorcerers and wizards. In their continued pursuit with the arcane or divine some draw away from their bodies, allowing themselves to wither into atrophy. But there are some that feel the tribal rhythm, feel the excitement in losing themselves to their inner beat, and long for the colors of spinning skirts and flashing fans. These are the fan dancers, a often times misunderstood sect of spell casters. Often ridiculed in the arcane community, and in all but the most accepting faiths, the fan dancers seek to unlock the inner magic of the inner spirit.
Hit Die: d6
Requirements
To qualify to become a fan dancer, a character must fulfill all the following criteria
Base Attack Bonus: +4
Skills: Preform(Dance) 6 ranks, Knowledge (arcane) 8 ranks, Bluff 8 ranks, Concentration 10 ranks
Feats: Exotic Weapon Proficiency (Crescent Fan)
Spells: Access to 3rd level spells, one of which be a 2nd level enchantment spell
Class Skills:
Skill Points Per Level: 4+ int modifier
Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(all)(int), Preform(Cha), Spellcraft(Int), Profession(Int), Spot(Wis)
FAN DANCER
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+0|
+2|
+0|Moving Feet, Inner Rhythm, Dance of Blades |+1 level of existing spellcasting class
2nd|
+2|
+0|
+3|
+0|Dance of the Fertile Earth |+1 level of existing spellcasting class
3rd|
+3|
+1|
+3|
+1|Dance of Seven Fan’s |+1 level of existing spellcasting class
4th|
+4|
+1|
+4|
+1|Dance of the Crescent Moon |+1 level of existing spellcasting class
5th|
+5|
+1|
+4|
+1|Dance of Balance in Form |+1 level of existing spellcasting class[/table]
Weapon and Armor Proficiencies: A fan dancer gain no proficiency with any weapons or armor
Spells per Day/Spells Known: At each level a fan gains spells per day as if he had gained a level in an existing spell casting class. He does not how ever gain any other benefits of his class, such as bonus feats or other class features. If a fan dancer has more then one spell casting class he must choose which fan dancer increases.
Moving Feet (Ex): At first taking this prestige class, a fan dancer’s spells become engrained in his or her movements. Here after, no spell cast by a fan dancer can be stilled by any means. A fan dancer may also not wear armor, as even the thinnest of leathers interfere with their odd movements.
Inner Rhythm (Ex): While fan dancers forsake armor of all forms, the strange beat inside their heads drive their bodies to twist and slide around oncoming attacks. A fan dancer adds his dexterity twice when computing armor class so long as he wears no armor and carries a light load.
Dance of Blades (Su): At first level, as a full round action, a fan dancer my attack any opponent up to 10 feet away. He may perform this ability equal to 1 plus his charisma bonus, times per day.
Dance of the Fertile Earth (Su): Once per day, at second level, a fan dancer use his fan’s to scoop up dust, dirt, or other debris and use them to obscure himself from attacks. For 5 rounds after using this ability a cloak of dust duplicates the blur ability. This ability requires one move action.
Dance of Seven Fans (Su): At third level, a fan dancer learns to use his or her body as a deadly and affective weapon. By provocatively swaying and gesturing, a fan dancer attracts the attention of those around him. A fan dancer must have line of sight with a target to use this ability. A target must succeed a will save (DC equal to 10+ a fan dancer’s level+ his charisma modifier) or be dazzled for 4 turns. A target that succeeds at its will save cannot be affected by the fan dancers Dance of Seven Fan’s for 24 hours. This ability is usable once per day.
Dance of the Crescent Moon (Sp): At fourth level a fan dancer can channel his arcane or divine might through his fans and dances, unleashing them on those that stand in their way. A fan dancer must sacrifice a spell slot to use this ability. This ability is a ranged touch attack, and deals 1d6plus a characters charisma modifier after all damage is rolled per level of spell slot used. A fan dancer may not sacrifice more spell slots then he has levels in the fan dancer class.
Dance of Balance in Form (Su): At fifth level, a fan dancer becomes attuned to his form so perfectly, his movements become as water. With the sacrifice of a 5th level spell the fan dancer’s body gains the following special abilities for 10 minutes. A fan dancer becomes immune to critical hits and precision damage as if under the heavy fortification armor ability, he may squeeze through openings as if he were 2 size categories smaller, damage reduction 5/, and a +10 competence bonus on jump checks, move silently checks and perform checks.