Dancer

With their aggressive steps, these Dancers are able to weave forbidden magicks upon their enemies, producing results rivaling those of even the most powerful arcane rituals. The popularity of this profession reached its peak during the Great War, when Dancers were common additions to allied army units fighting on the front lines.

**Role:** A Dancer distracts her enemies, and often presses forward to fight enemies in melee. Outside of combat, she’s useful as an entertainer, less versatile but more durable than a bard.

**Alignment:** Any

**Hit Die:** d8

**Parent Classes:** Bard and monk.

.**Class Skills**

The Dancer’s class skills (and the key ability for each skill) 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 Points Per Level**: 4 + Int modifier

## Class Features

All of the following are class features of the Dancer.

## Weapon and Armor Proficiency

A Dancer is proficient with all simple weapons, bladed scarves, and fighting fans, but not with any armor or shields. Additionally, a Dancer can wield a bladed scarf as a one-handed melee weapon.

## Martial Training (Ex)

At 1st level, a Dancer counts her total Dancer levels as both Bard levels and Monk levels for the purpose of qualifying for feats. She also counts as both a Bard and a Monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a Monk’s robe). This ability does not automatically grant feats normally granted to Bards and monks based on class level.

## AC Bonus (Ex)

When unarmored and unencumbered, the Dancer adds her Charisma bonus (if any) to his AC and his CMD as a deflection bonus. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Dancer levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Dancer is flat-footed. She loses these bonuses when he is immobilized or helpless, when he wears any armor (dancing scarves are exempt from this), when she carries a shield, or when she carries a medium or heavy load.

## Unarmed Strike (Ex)

At 1st level, a Dancer gains Unarmed Combatant as a bonus feat. A Dancer may attack with fists, elbows, knees, and feet. This means that a Dancer may make unarmed strikes with her hands full. A Dancer applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a Dancer’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Dancer’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A Dancer also deals more damage with her unarmed strikes than others, as shown on Table: Dancer. The unarmed damage values listed on that table are for Medium Dancers. A Small Dancer deals less damage than the amount given there with her unarmed attacks, while a Large Dancer deals more damage; see the following table.

## Battle Dance (Ex)

A Dancer is trained in the use of the Perform skill, especially dance, to create magical effects on herself and allies. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier; this increases by 2 rounds per Dancer level thereafter.

Battle dancing benefits apply only when the Dancer is wearing no armor (dancing scarves are exempt from this). Like bardic performance, it cannot be maintained at the same time as other performance abilities and ends immediately if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dancer cannot perform more than one battle dance at a time.

Starting a battle dance is a standard action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dancer to stop the previous performance and start the new one as a move action.

At 7th level, a Dancer can start a bardic performance as a move action instead of a standard action. At 13th level, a Dancer can start a bardic performance as a swift action.

This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it.

## List of Battle Dances:

### Fascinating Dance (Su):

at 1st, a Dancer can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the Dancer, and capable of paying attention to him. The Dancer must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the Dancer’s level + the bard’s Cha modifier) to negate 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 observes the performance for as long as the Dancer continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinating Dance is an enchantment (compulsion), mind-affecting ability. Fascinating Dance relies on visual components in order to function.

### Bewildering Dance:

at 1st, a Dancer can use battle dance to undermine the confidence of enemies who see it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter to a maximum of -4 at 17th level. Bewildering Dance is a mind-affecting ability that uses visual components.

### Beguiling Dance (Su):

at 3rd, a Dancer can perform a battle dance to distract her enemies. Whenever the Dancer starts or maintains a beguiling dance, all enemies within 30 feet who can see her must succeed on a Will save (DC 10 + half of the Dancer’s level + her Charisma modifier) or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as she maintains the dance. This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward the Dancer as a result of this effect still turns hostile if she or allies then attacks it. A creature can’t be affected again by your beguiling dance effect for 24 hours whether or not it succeeds on the saving throw.

### Undermine Competence (Su):

A Dancer of 3rd level or higher can use his performance to hinder an enemy at a task. The enemy must be within 30 feet and able to see the Dancer. The enemy gets a -2 competence bonus on skill checks with a particular skill as long as she continues to see the Dancer’s dance. This bonus increases by -1 for every four levels the Dancer has attained beyond 3rd (-3 at 7th, -4 at 11th, -5 at 15th, and -6 at 19th).

### Wearying Dance (Su):

at 6th, a Dancer can perform a battle dance to tire her enemies. Whenever the Dancer starts or maintains a wearying dance, all enemies within 30 feet who can see her must succeed on a Will save (DC 10 + half of the Dancer’s level + her Charisma modifier) or be fatigued for as long as she maintains the dance. Creatures failing this save that are already fatigued become exhausted. A creature can’t be affected again by your wearying dance effect for 24 hours if it succeeds on the saving throw

### Frightful Dance (Su):

at 12th, a Dancer can perform a battle dance to scare her enemies. Whenever the Dancer starts or maintains a frightful dance, all enemies within 30 feet who can see her must succeed on a Will save (DC 10 + half of the Dancer’s level + her Charisma modifier) or be shaken for as long as she maintains the dance. Creatures failing this save that are already shaken become frightened, and those that are already frightened become panicked. A creature can’t be affected again by your frightful dance effect for 24 hours if it succeeds on the saving throw.

### Dance of Death’s Embrace (Su):

at 20th level, a Dancer can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the Dancer selects a single target within 30 feet. As a full-round action, the Dancer performs an elaborate dance that requires a DC 60 Acrobatics check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the Dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the Dancer’s battle dance.

## Fleet (Su)

While performing a battle dance or using Acrobatics, a Dancer gains a +10 enhancement bonus to her land speed. This bonus increases by 5 feet for every four Dancer levels gained after 1st level, to a maximum of +30 feet at 17th level.

## Evasion (Ex)

At 2nd level, a Dancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the Dancer is wearing dancing scarves or no armor.

## Versatile Dance (Ex)

At 2nd level, a Dancer gains a bonus equal to half her level on Perform (dance) checks. She can use her bonus for her Perform (dance) skill in place of her bonus for Acrobatics and Fly.

## Ki Pool (Su)

At 4th level, a Dancer gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the Dancer’s ki pool is equal to half her Dancer level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by half (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a Dancer can increase her speed by 20 feet for 1 round. Finally, a Dancer can spend 1 point from her ki pool to give herself a +4 insight bonus on Perform checks for 1 round. Each of these powers is activated as a swift action. A Dancer can gain additional powers that consume points from her ki pool by selecting Mystic dance moves.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Dancer possesses levels in another class that grants points to a ki pool, Dancer levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The Dancer can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

## Mystic Dances (Su)

Beginning of 4th level and every other level thereafter, a Dancer learns a new Mystic dance move. Some Mystic dances require other Mystic dance abilities as prerequisites. Performing a Mystic dance requires a standard action that provokes attacks of opportunity and costs 1 ki point. The DC of a Dancer’s Mystic Dances is equal to 10 + ½ the Dancer’s level + Charisma modifier.

## Technique of the Vexing Snake (Su)

At 5th level, while performing a battle dance, a Dancer can dodge her opponent’s blows with her sudden, unpredictable maneuvers. She can use the Acrobatics skill to tumble at her normal speed without penalty.

## Dancing Mastery (Ex)

At 5th level, a Dancer’s damage with Bladed Scarf and Fighting Fans increases. When wielding a Bladed Scarf or Fighting Fan, she uses the unarmed strike damage of a Dancer 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium Dancer wielding a Bladed Scarf or Fighting Fan deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The Dancer can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

## Dancer’s Strike (Su)

At 6th level, the magic of the Dancer’s arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent’s damage reduction. The Dancer can generate this aura as a standard action at will. As long as he has at least 1 point in his ki pool, he can make a dancer’s strike.

At 6th level, the Dancer’s aura makes her unarmed strikes count as magic damage.

At 12th level, the Dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the Dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

## Technique of the Floating Step (Su)

The Dancer moves with such grace and speed that she can dance across water. At 8th level Dancer, while performing a battle dance, can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The Dancer must begin her movement on a stable, firm surface. At 17th level, she gains a fly speed equal to her base land speed with average maneuverability.

## Defensive Roll (Ex)

Starting at 10th level, once per day, a Dancer can attempt to avoid a lethal blow. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Dancer can attempt to roll with the damage. To use this ability, the Dancer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Dancer’s evasion ability does not apply to the defensive roll.

## Fan Dance (Su)

At 10th level, once per day, as a full-round action, a Dancer can perform the fan dance which grants damage reduction 5/- to all allies within 30 feet for a number of rounds equal to her Dancer’s level. At 15th level, the Dancer can use this ability an additional time. At 20th level, the Dancer can use this ability an additional time.

## Improved Evasion (Ex)

This ability, gained at 12th level, works like evasion (see above). A Dancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw. The improved evasion ability can only be used if the Dancer is wearing dancing scarves or no armor.

## Leaf on the Wind (Su)

At 14th level, while performing a battle dance, a Dancer can evade attacks with unearthly grace and to shake off the effects of her wounds. When using the Total Defense action, the dodge bonus is increased to +6 and is applied to both AC and on Reflex saving throws.If wounded, she heals 1 hit point of damage per Dancer level.

## List of Mystic Dances:

### Drain Samba (Su)

A Dancer can perform a dance that allows herself and allies to drain health with every successful attack. For one round , the Dancer and her allies within 30 feet that successfully hit a foe drains the creature of 1d4 points of damage, healing for half of the die roll.

### Drain Samba II (Su)

Prerequisite(s): Drain Samba & Dancer 8

A Dancer can perform a dance that allows herself and allies to drain health with every successful attack. For one round, the Dancer and her allies within 30 feet that successfully hit a foe drains the creature of 2d4 points of damage, healing for half of the die roll.

### Drain Samba III (Su)

Prerequisite(s): Drain Samba II & Dancer 14

A Dancer can perform a dance that allows herself and allies to drain health with every successful attack. For one round, the Dancer and her allies within 30 feet that successfully hit a foe drains the creature of 3d4 points of damage, healing for half of the die roll.

### Slow Tango (Su)

Prerequisite(s): Dancer 8

A Dancer can perform a dance that targets a creature within 30 feet of the Dancer. The affected creature moves and attacks at a drastically slowed rate as per the Slow spell for a number of rounds equal to the Dancer’s level. Will save negates.

### Spectral Jig (Su)

Prerequisite(s): Dancer 6

A Dancer can perform a dance that makes an ally within 30 feet, invisible. Ally within range is granted Invisibility as per the spell for a duration of 1 round per Dancer level.

### Greater Spectral Jig (Su)

Prerequisite(s): Spectral Jig & Dancer 12

A Dancer can perform a dance that makes an ally within 30 feet, invisible. Ally within range is granted Greater Invisibility as per the spell for a duration of 1 round per Dancer level.

### Violent Flourish (Su)

A Dancer can perform a dance that stuns a creature with a melee attack as per the Stunning Fist feat. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Violent Flourish stuns the target for 1 round in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Violent Flourish II (Su)

Prerequisite(s): Violent Flourish & Dancer 4

While using Violent Flourish, the Dancer may apply a new condition instead of stunning. Violent Flourish II fatigues the target in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Violent Flourish III (Su)

Prerequisite(s): Violent Flourish II & Dancer 8

While using Violent Flourish, the Dancer may apply a new condition instead of stunning. Violent Flourish III sickens the target for one minute in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Violent Flourish IV (Su)

Prerequisite(s): Violent Flourish III & Dancer 12

While using Violent Flourish, the Dancer may apply a new condition instead of stunning. Violent Flourish IV staggers the target for 1d6+1 rounds in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Violent Flourish V (Su)

Prerequisite(s): Violent Flourish IV & Dancer 16

While using Violent Flourish, the Dancer may apply a new condition instead of stunning. Violent Flourish V blind or deafens the target in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Violent Flourish VI (Su)

Prerequisite(s): Violent Flourish V & Dancer 20

While using Violent Flourish, the Dancer may apply a new condition instead of stunning. Violent Flourish VI paralyzes the target for 1d6+1 rounds in addition to taking the Dancer’s melee attack damage. Fortitude save negates.

### Takes Two to Tango I (Su)

Prerequisite(s): Dancer 8

The Dancer summons a dance partner as per the spell Unseen Servant that joins her Battle Dance. For 1d4 rounds any numerical bonuses or debuffs increase by one.

### Takes Two to Tango II (Su)

Prerequisite(s): Takes Two to Tango & Dancer 12

The Dancer summons a dance partner as per the spell Unseen Servant that joins her Battle Dance. For 1d4 rounds any numerical bonuses or debuffs are instead increased by two. This replaces the effect of Takes Two to Tango I.

### Disrupting Breakdance I (Su)

Prerequisite(s): Dancer 8

The Dancer starts a rather intimidating breakdance, breaking the magic caster’s concentration. The Dancer targets one creature within 30 feet causing the DC of their defensive casting to increase by +6 for 1d6+1 rounds.

### Disrupting Breakdance II (Su)

Prerequisite(s): Disrupting Breakdance I & Dancer 12

Any creature targeted by the Dancer’s Disrupting Breakdance that fails their checks to cast spells defensively provokes attacks of opportunity from your allies that are adjacent to the creature.

### Waltzing Partner (Su)

Prerequisite(s): Dancer 14

The Dancer targets one creature within 10 feet to become their waltzing partner. A mystic connection is formed between the Dancer and the target as per the spell Unwilling Shield. The target shares wounds with the Dancer causing the target to take half of all hit point damage the Dancer takes. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage. Waltzing Partner lasts for 1 round per Dancer level. If you and the target of the ability move out of range of each other, the ability remains active, but damage is no longer shared until you are once again within range of each other. Will Save negates.

### Interpretive Slumber I (Su)

Prerequisite(s): Dancer 6

A Dancer can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the Dancer’s level. This Mystic Dance can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This Mystic Dance ends immediately if the creature takes damage.

### Interpretive Slumber II (Su)

Prerequisite(s): Dancer 12

A Dancer can cause two creatures within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creatures receive a Will save to negate the effect. If the save fails, the creatures fall asleep for a number of rounds equal to the Dancer’s level. This Mystic Dance can affect a creature of any HD. The creatures will not wake due to noise or light, but others can rouse it with a standard action. This Mystic Dance ends immediately if the creature takes damage.