Difference between revisions of "Mystic Dancer (Apath)"

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{{Apath}}
 
{{Apath}}
The body is the vessel of the soul, and the movements of the body can be used to channel magical energy into the world and into physical perfection. The dance mystic lives to make this true and to perfect himself through the dance.
+
''The body is the vessel of the soul, and the movements of the body can be used to channel magical energy into the world and into physical perfection.'' The mystic dancer lives to make this true and to perfect himself through the dance.
  
A mystic dancer is variant bard with some monk features. Like a monk, the mystic dancer prefers to fight without armor. Like a bard, he can use perform to influence and inspire those nearby but is specialized in dance rather than music or recitation.
+
A mystic dancer is variant bard with some monk features. Like a monk, the mystic dancer prefers to fight without armor. Like a bard, she can use perform to influence and inspire those nearby but is specialized in dance rather than music or recitation. This is an example of [[Martial_Arts_(Apath)#Way_of_Life|way of life]] martial arts.
  
==== Alignment ====
+
Unlike a normal bard, a mystic dancer is not a jack of-all-trades and does not gather legends and lore in her travels, instead focusing on perfecting her art of the dance.
Any.
 
  
==== Hit Die ====
+
'''Publisher:''' Purple Duck Games.
d8
+
 
 +
== Class Information ==
 +
This is a [[Hybrid Class (Apath) | hybrid class]], a combination of bard and monk.
 +
 
 +
'''Publisher:''' Purple Duck Games.
 +
 
 +
'''Alignment:''' Any. Unlike the standard bard, the mystic dancer is often a part of a troupe or other organization, or even an ascetic order.
 +
 
 +
'''Starting Money:
 +
1d6 × 10 gp (average 35 gp)
 +
 
 +
'''Hit Die:''' d8
  
 
==== Class Skills ====
 
==== Class Skills ====
The dance mystic’s class skills (and the key ability for each skill) are Appraise (Int), Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
+
The mystic 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),  
 +
Intimidate (Cha),  
 +
Knowledge (local) (Int),
 +
Perception (Wis)
 +
Perform (Cha),  
 +
Profession (Wis),  
 +
Sense Motive (Wis),
 +
Sleight of Hand (Dex),  
 +
Spellcraft (Int),  
 +
Stealth (Dex),
 +
Swim (Str), and  
 +
Use Magic Device (Cha).
  
 
Skill Points per Level: 6 + Int modifier.
 
Skill Points per Level: 6 + Int modifier.
  
=== Table: The Mystic Dancer ===
+
=== Table: Mystic Dancer ===
 
 
 
{| class="wikitable"
 
{| class="wikitable"
|| '''Level''' ||| '''Base Attack Bonus''' ||| '''Fort Save''' ||| '''Ref Save''' ||| '''Will Save''' ||| '''Unarmed Damage''' ||| '''AC Bonus''' ||| '''Class Abilities'''
+
|valign="bottom" rowspan=2| '''Level''' || valign="bottom" rowspan=2 | '''Base <br>Attack <br>Bonus''' || valign="bottom" rowspan=2 | '''Fort <br>Save''' || valign="bottom" rowspan=2 | '''Ref <br>Save''' || valign="bottom" rowspan=2 | '''Will <br>Save''' || valign="bottom" rowspan=2 | '''Unarmed <br>Damage''' || valign="bottom" rowspan=2 | '''AC <br>Bonus''' || valign="bottom" rowspan=2 | '''Class Features''' || valign="top" colspan=6 align="center" |'''Spells per Day'''
 +
|-
 +
|| 1 || |2 || |3 || |4 || |5 || |6
 
|-
 
|-
||1st|||+0|||+0|||+2|||+2|||1d6|||0|||Mystic dance, fascinate, inspire courage +1, Mobility, Improved Unarmed Strike
+
|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| 1d6 ||valign="top"| 0 ||valign="top"| Athletic dance, bardic performance, cantrips, distraction, fascinate, inspire courage +1, unarmed strike, way of life armor bonus  ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||2nd|||+1|||+0|||+3|||+3|||1d6|||0|||  
+
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| 1d6 ||valign="top"| 0 ||valign="top"| Versatile performance, well-versed  ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||3rd|||+2|||+1|||+3|||+3|||1d6|||0|||Entice
+
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| 1d6 ||valign="top"| 0 ||valign="top"| Fast dance  ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||4th|||+3|||+1|||+4|||+4|||1d8|||0|||  
+
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| 1d6 ||valign="top"| 0 ||valign="top"| Uncanny dodge  ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||5th|||+3|||+1|||+4|||+4|||1d8|||1|||  
+
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| 1d6 ||valign="top"| 1 ||valign="top"| Inspire courage +2,  ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||6th|||+4|||+2|||+5|||+5|||1d8|||1|||Whirling Strike
+
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| 1d8 ||valign="top"| 1 ||valign="top"| Ki dance (magic), versatile performance  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||7th|||+5|||+2|||+5|||+5|||1d8|||1|||  
+
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| 1d8 ||valign="top"| 1 ||valign="top"| Bardic performance (move action)  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||8th|||+6/+1|||+2|||+6|||+6|||1d10|||1|||Inspire courage +2
+
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| 1d8 ||valign="top"| 1 ||valign="top"| Dirge of doom  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||9th|||+6/+1|||+3|||+6|||+6|||1d10|||1|||Inspire greatness
+
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| 1d8 ||valign="top"| 1 ||valign="top"| Inspire greatness ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||10th|||+7/+2|||+3|||+7|||+7|||1d10|||2|||  
+
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| 1d8 ||valign="top"| 2 ||valign="top"| Ki dance (cold iron and silver), versatile performance  ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||11th|||+8/+3|||+3|||+7|||+7|||1d10|||2|||  
+
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| 1d10 ||valign="top"| 2 ||valign="top"| Inspire courage +3  ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||12th|||+9/+4|||+4|||+8|||+8|||2d6|||2|||Dance of freedom, Inspire greatness (2 targets)
+
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| 1d10 ||valign="top"| 2 ||valign="top"| Inspire greatness (2 targets), soothing performance  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| — ||valign="top"| —
 
|-
 
|-
||13th|||+9/+4|||+4|||+8|||+8|||2d6|||2|||  
+
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| 1d10 ||valign="top"| 2 ||valign="top"| Bardic performance (swift action)  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| —
 
|-
 
|-
||14th|||+10/+5|||+4|||+9|||+9|||2d6|||2|||Inspire courage +3
+
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| 1d10 ||valign="top"| 2 ||valign="top"| Frightening tune, versatile performance  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| —
 
|-
 
|-
||15th|||+11/+6/+1|||+5|||+9|||+9|||2d6|||3|||Inspire heroics, Inspire greatness (3), Inspire Heroics (2)
+
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| 1d10 ||valign="top"| 3 ||valign="top"| Inspire heroics, Inspire greatness (3) ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| —
 
|-
 
|-
||16th|||+12/+7/+2|||+5|||+10|||+10|||2d8|||3|||  
+
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| 2d6 ||valign="top"| 3 ||valign="top"| — ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1
 
|-
 
|-
||17th|||+12/+7/+2|||+5|||+10|||+10|||2d8|||3|||  
+
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| 2d6 ||valign="top"| 3 ||valign="top"| Inspire courage +4  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 2
 
|-
 
|-
||18th|||+13/+8/+3|||+6|||+11|||+11|||2d8|||3|||Whirling Strike (2 attacks), Inspire greatness (4), Inspire Heroics (3)
+
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| 2d6 ||valign="top"| 3 ||valign="top"| Inspire greatness (4), inspire heroics (2), versatile performance  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3
 
|-
 
|-
||19th|||+14/+9/+4|||+6|||+11|||+11|||2d8|||3|||  
+
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| 2d6 ||valign="top"| 3 ||valign="top"| Ki dance (admantine)  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4
 
|-
 
|-
||20th|||+15/+10/+5|||+6|||+12|||+12|||2d10|||4|||Inspire courage +4
+
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| 2d6 ||valign="top"| 4 ||valign="top"| Deadly performance  ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 5
 
|}
 
|}
 
  
 
== Class Features ==
 
== Class Features ==
All of the following are class features of the dance mystic.
+
The mystic dancer has all the standard bard class features, except as noted below.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
A dance mystic is proficient with the
+
A mystic dancer is proficient with the
 
club,
 
club,
 
dagger,
 
dagger,
 
dart,
 
dart,
falchion,
 
flail,
 
kukiri,
 
quarterstaff,
 
 
sap,
 
sap,
 
scimitar,
 
scimitar,
 
shuriken, and
 
shuriken, and
whip.
+
whip.  
Dance mystics are not proficient with any armor or shields.
+
If eastern weapons are in use, they are also proficient with the hanbo and fighting fan.
 
+
Mystic dancers are not proficient with any armor or with shields and suffers arcane spell failure normally when in armor of any kind or using a shield.
=== Spells ===
 
A dance mystic casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a dance mystic must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dance mystic’s spell is 10 + the spell level + the dance mystic’s Charisma modifier.
 
  
Like other spellcasters, a dance mystic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Dance Mystic Spells. In addition, he receives bonus spells per day if he has a high Charisma score. Table: Dance Mystic Spells indicates that the dance mystic gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
+
{| class="wikitable" align="right"
 
+
|+'''Table: Mystic Dancer<br>Spells Known'''
The dance mystic’s selection of spells is extremely limited. A dance mystic begins play knowing four 0-level spells of your choice. At most new dance mystic levels, he gains one or more new spells, as indicated on Table: Dance Mystic Spells. (Unlike spells per day, the number of spells a dance mystic knows is not affected by his Charisma score; the numbers on Table: Dance Mystic Spells are fixed.)
+
|rowspan=2| '''Level'''||colspan=7 align=center|'''Spells Known'''
 
 
Upon reaching 5th level, and at every third dance mystic level after that (8th, 11th, and so on), a dance mystic can choose to learn a new spell in place of one he already knows. In effect, the dance mystic "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dance mystic spell the dance mystic can cast. A dance mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
 
 
 
As noted above, a dance mystic need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
 
 
 
==== Table: Dance Mystic Spells ====
 
 
 
{| class="wikitable"
 
|rowspan=2| '''Level'''||colspan=7|'''Spells Per Day'''||colspan=7|'''Spells Known'''
 
 
|-
 
|-
||'''Zero''' ||| '''1st''' ||| '''2nd''' ||| '''3rd''' ||| '''4th''' ||| '''5th''' ||| '''6th''' ||| '''Zero''' ||| '''1st''' ||| '''2nd''' ||| '''3rd''' ||| '''4th''' ||| '''5th''' ||| '''6th'''
+
||'''Zero''' ||align=center| '''1st''' ||| '''2nd''' ||| '''3rd''' ||| '''4th''' ||| '''5th''' ||| '''6th'''
 
|-
 
|-
||1|||2|||—|||—|||—|||—|||—|||—|||4|||—|||—|||—|||—|||—|||—
+
||1st ||align=center| 4 ||align=center| 2 ||align=center| ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||2|||3|||0|||—|||—|||—|||—|||—|||5|||2*|||—|||—|||—|||—|||—
+
|| 2nd ||align=center| 5 ||align=center| 3 ||align=center| ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||3|||3|||1|||—|||—|||—|||—|||—|||6|||3|||—|||—|||—|||—|||—
+
|| 3rd ||align=center| 6 ||align=center| 4 ||align=center| ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||4|||3|||2|||0|||—|||—|||—|||—|||6|||3|||2*|||—|||—|||—|||—
+
|| 4th ||align=center| 6 ||align=center| 4 ||align=center| 2 ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||5|||3|||3|||1|||—|||—|||—|||—|||6|||4|||3|||—|||—|||—|||—
+
|| 5th ||align=center| 6 ||align=center| 4 ||align=center| 3 ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||6|||3|||3|||2|||—|||—|||—|||—|||6|||4|||3|||—|||—|||—|||—
+
|| 6th ||align=center| 6 ||align=center| 4 ||align=center| 4 ||align=center| ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||7|||3|||3|||2|||0|||—|||—|||—|||6|||4|||4|||2*|||—|||—|||—
+
|| 7th ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 2 ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||8|||3|||3|||3|||1|||—|||—|||—|||6|||4|||4|||3|||—|||—|||—
+
|| 8th ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 3 ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||9|||3|||3|||3|||2|||—|||—|||—|||6|||4|||4|||3|||—|||—|||—
+
|| 9th ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 4 ||align=center| ||align=center| ||align=center|
 
|-
 
|-
||10|||3|||3|||3|||2|||0|||—|||—|||6|||4|||4|||4|||2*|||—|||—
+
|| 10th ||align=center| 6 ||align=center| 5 ||align=center| 5 ||align=center| 4 ||align=center| 2 ||align=center| ||align=center|
 
|-
 
|-
||11|||3|||3|||3|||3|||1|||—|||—|||6|||4|||4|||4|||3|||—|||—
+
|| 11th ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 3 ||align=center| ||align=center|
 
|-
 
|-
||12|||3|||3|||3|||3|||2|||—|||—|||6|||4|||4|||4|||3|||—|||—
+
|| 12th ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 4 ||align=center| ||align=center|
 
|-
 
|-
||13|||3|||3|||3|||3|||2|||0|||—|||6|||4|||4|||4|||4|||2*|||—
+
|| 13th ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 5 ||align=center| 4 ||align=center| 2 ||align=center|
 
|-
 
|-
||14|||4|||3|||3|||3|||3|||1|||—|||6|||4|||4|||4|||4|||3|||—
+
|| 14th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 3 ||align=center|
 
|-
 
|-
||15|||4|||4|||3|||3|||3|||2|||—|||6|||4|||4|||4|||4|||3|||—
+
|| 15th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 4 ||align=center|
 
|-
 
|-
||16|||4|||4|||4|||3|||3|||2|||0|||6|||5|||4|||4|||4|||4|||2*
+
|| 16th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 5 ||align=center| 4 ||align=center| 2
 
|-
 
|-
||17|||4|||4|||4|||4|||3|||3|||1|||6|||5|||5|||4|||4|||4|||3
+
|| 17th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 3
 
|-
 
|-
||18|||4|||4|||4|||4|||4|||3|||2|||6|||5|||5|||5|||4|||4|||3
+
|| 18th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 4 ||align=center| 4
 
|-
 
|-
||19|||4|||4|||4|||4|||4|||4|||3|||6|||5|||5|||5|||5|||4|||4
+
|| 19th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 5 ||align=center| 4
 
|-
 
|-
||20|||4|||4|||4|||4|||4|||4|||4|||6|||5|||5|||5|||5|||5|||4
+
|| 20th ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 6 ||align=center| 5 ||align=center| 5
 
|}
 
|}
  
=== AC Bonus (Ex) ===
+
=== Spells ===
When unarmored and unencumbered, the dance mystic adds her Charisma bonus (if any) to her AC. In addition, a dance mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five dance mystic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
+
A mystic 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. To learn or cast a spell, a mystic dancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic dancer's spell is 10 + the spell level + the mystic dancer's Charisma modifier. Every mystic dancer spell has a somatic component (dance moves) that requires freedom to move and risks arcane spell failure. A mystic dancer can never apply the Still Spell feat to any of her bard spells, but unlike a normal bard she can apply the Silent Spell feat to her bard spells.
These bonuses to AC apply even against touch attacks or when the dance mystic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
+
 
 +
Like other spellcasters, a mystic dancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic Dancer Spells. In addition, she receives bonus spells per day if she has a high Charisma score.
 +
 
 +
The mystic dancer''s selection of spells is extremely limited. A mystic dancer begins play knowing four 0-level spells and two 1st-level spells of the mystic dancer'’s choice. At most new mystic dancer levels, she gains one or more new spells, as indicated on Table: Mystic Dancer Spells. (Unlike spells per day, the number of spells a mystic dancer knows is not affected by her Charisma score; the numbers on Table: Mystic Dancer Spells are fixed.)
 +
 
 +
Upon reaching 4th level, and at every third mystic dancer level after that (7th, 10th, and so on), a mystic dancer can choose to learn a new spell in place of one she already knows. In effect, the mystic dancer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A mystic dancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
 +
 
 +
As noted above, a mystic dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
 +
 
 +
==== Cantrips ====
 +
Mystic dancers  learn a number of cantrips, or 0-level spells, as noted on Table: mystic dancer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
 +
 
 +
=== Athletic Dance ===
 +
A mystic dancer adds half her class level to all perform (Dance) checks, including those used for versatile performance. This ability replaces Bardic Knowledge.
 +
 
 +
=== Bardic Performance ===
 +
All the performances of the mystic dancer incorporate dancing and demand the Perform (Dance) skill. A mystic dancer can use bardic performance using only visual components. In order to maintain a mystic dance, the mystic dancer must move at least 5 ft. every round. A mystic dancer cannot maintain a bardic performance if immobilized or grappled, unless she can break free on her turn and move at least 5 ft. It is possible for a mystic dancer to use bardic performance while swimming, climbing, or flying as long as the DC of the maneuver is met each round.
 +
 
 +
A mystic dancer has access to the following kinds of bardic performance, and can use all of these with only visual components.
 +
* Distraction
 +
* Fascinate
 +
* Inspire Courage
 +
* Dirge of Doom (8th level)
 +
* Inspire Greatness (9th)
 +
* Soothing Performance (12th)
 +
* Frightening Tune (14th)
 +
* Inspire Heroics (15th)
 +
* Deadly Performance (20th)
 +
In addition, mystic dancers have access to the following unique forms of bardic performance.
 +
 
 +
''Fast Dance (Ex)'': At level 3 and onwards, while using any bardic performance, the mystic dancer's land speed is increased by 10 ft. This translates to higher movement rates for other modes of movement based on land speed. This ability replaces countersong.
 +
 
 +
''Ki Dance Su):'' At 6th level, while using any kind of bardic performance, the mystic dancer's unarmed attacks are imbued with power.
 +
* The mystic dancer's unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. Ki dance improves with the character's mystic dancer level.
 +
* At 10th level, her unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
 +
* At 19th level, her unarmed attacks are also treated as admantine weapons for the purpose of overcoming damage reduction and for ignoring the hardness of objects.
  
=== Unarmed Strike ===
+
While dancing, as a swift action on her turn, a mystic dancer can give herself certain benefits at the cost of an additional round of bardic performance.
At 1st level, a dance mystic gains Mobility and Improved Unarmed Strike as bonus feats. A dance mystic’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a dance mystic may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a dance mystic striking unarmed. A dance mystic may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
 
  
Usually a dance mystic’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll.
+
* Make one additional attack at her highest attack bonus when making a standard-action attack, or
 +
* Increase her speed by 20 feet for 1 round, or
 +
* Give himself a +4 dodge bonus to AC for 1 round.
  
A dance mystic’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
+
Ki dance replaces suggestion, jack of all trades, and mass suggestion.
A dance mystic also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Dance mystic. The unarmed damage on Table: The Dance mystic is for Medium dance mystics. A Small dance mystic deals less damage than the amount given there with her unarmed attacks, while a Large dance mystic deals more damage; see Table: Small or Large Dance mystic Unarmed Damage.
 
  
==== Table: Small or Large Dance mystic Unarmed Damage ====
+
{| class="wikitable" align="right"
{| class="wikitable"
+
|+'''Table: Table: Mystic Dancer Unarmed Damage by Size'''
||'''Level''' ||| '''Damage (Small Dance Mystic)''' ||| '''Damage(Large Dance Mystic)'''
+
|align=left|'''Level''' ||align=| '''Damage (Small)''' ||align=| '''Damage (Large)'''
 
|-
 
|-
||1st-3rd|||1d4|||1d8
+
|align=left|1st-5rd||align=center|1d4||align=center|1d8
 
|-
 
|-
||4th-7th|||1d6|||2d6
+
|align=left|6th-10th||align=center|1d6||align=center|1d10
 
|-
 
|-
||8th-11th|||1d8|||2d8
+
|align=left|11th-15th||align=center|1d8||align=center|2d6
 
|-
 
|-
||12th-15th|||1d10|||3d6
+
|align=left|16th-20th||align=center|1d10||align=center|2d8
|-
 
||16th-19th|||2d6|||3d8
 
|-
 
||20th|||2d8|||4d8
 
 
|}
 
|}
  
=== Mystic Dances ===
+
=== Unarmed Strike ===
Once per day per dance mystic level, a dance mystic can use his dance to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum dance mystic level and a minimum number of ranks in the Perform (dance) skill to qualify; if a dance mystic does not have the required number of ranks, he does not gain the mystic dance ability until he acquires the needed ranks.
+
At 1st level, a mystic dancer gains Improved Unarmed Strike as a bonus feat. A mystic dancer's attacks are normally kicks, but can be made with elbows, knees, and fists. This means that a mystic dancer may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a mystic dancer striking unarmed. A mystic dancer may apply her full Strength bonus on damage rolls for all her unarmed strikes.
 
 
Starting a mystic dance effect is a standard action. Beginning one dance ends any other dance the mystic dancer is performing. Maintaining a mystic dance requires that the dance mystic continues to dance, moving at least ten feet each round. It is impossible to maintain a mystic dance when hiding, riding, fatigued, entangled, bound, helpless, prone, climbing or swimming (if lacking a climb or swim speed), in a constrained space, or otherwise in a situation where you are unable to move freely or denied your dexterity bonus to armor class (except against specific opponents). You can maintain a mystic dance in difficult ground, as long as you can move at least ten feet each round. Maintaining a mystic dance is draining; doing so for more than your Constitution score in minutes causes fatigue. The Endurance feat extends this limit to ten minutes per point of Constitution score.
 
 
 
Mystic dances are variations on bardic music abilities. Any feat or ability that affects a bardic music ability that corresponds to a mystic dance also benefits that mystic dance.
 
 
 
==== Fascinate (Sp) ====
 
A dance mystic with 3 or more ranks in a Perform (dance) skill can use his dance 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 dance mystic, and able to pay attention to him. The dance mystic must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a dance mystic attains beyond 1st, he can target one additional creature with a single use of this ability.
 
 
 
To use the ability, a dance mystic makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dance mystic 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 dance mystic continues to dance. 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 dance mystic to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform 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.
+
Usually a mystic dancer's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll.
  
==== Inspire Courage (Su) ====
+
A mystic dancer''s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A dance mystic can use dance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to see the dance mystic dance. The effect lasts for as long as the ally sees the dance mystic dance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 5th level, and every six dance mystic levels thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th, and +4 at 17th). Inspire courage is a mind-affecting ability.
 
  
==== Entice (Su) ====
+
A mystic dancer also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The mystic dancer. The unarmed damage on Table: The mystic dancer is for Medium mystic dancers. A Small mystic dancer deals less damage than the amount given there with her unarmed attacks, while a Large mystic dancer deals more damage; see Table: Mystic Dancer Unarmed Damage by Size.
A dance mystic of 6th level or higher can use dance to force opponents to focus on him. Each creature to be enticed must be within 30 feet, able to see the dance mystic, and able to pay attention to him. The dance mystic must also be able to see the creature. The dance mystic can entice one target per three class levels with a single use of this ability, and enticement lasts as long as the dance mystic dances and for five rounds afterwards. Affected creatures must make a Will save (DC 10 +Charisma bonus +½ Dance mystics level) or be unable to attack anyone but the dance mystic. An enticed target cannot use any attack that affects targets and not include the dance mystic in the effect. Area effects and personal effects are not included.  While enticed, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Entice is a mind-affecting ability.
 
  
=== Dance of Doom (Su) ===
+
=== Way of Life Armor Bonus (Ex) ===
A mystic dancer of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the mystic dancer's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on visual components.
+
When unarmored and unencumbered, the mystic dancer adds her Charisma bonus (if positive) as a dodge modifier to armor class and CMD. In addition, a mystic dancer gains a +1 to this bonus at 5th level. This bonus increases by 1 for every five mystic dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
 +
She loses this bonus when she wears any armor, uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class.
  
==== Inspire Greatness (Su) ====
+
The mystic dancer can substitute Charisma for Wisdom for the prerequisites of style feats.
A dance mystic of 9th level or higher can use dance to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a dance mystic attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a dance mystic must dance and an ally must see him dance. The effect lasts for as long as the ally sees the dance mystic dance and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability.
 
  
==== Dance of Freedom (Sp) ====
+
=== Versatile Performance (Ex) ===
A dance mystic of 12th level or higher can use dance to create an effect equivalent to the break enchantment spell (caster level equals the character’s dance mystic level). Using this ability requires 1 minute of uninterrupted dance, and it functions on a single target within 30 feet. A dance mystic can’t use dance of freedom on himself.
+
At 2nd level, a mystic dancer must select Perform (Dance) as her first skill for the versatile performance ability. This modifies the versatile performance ability.
  
==== Inspire Heroics (Su) ====
+
=== Uncanny Dodge (Ex) ===
A dance mystic of 15th level or higher can use dance to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three dance mystic levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a dance mystic must dance and an ally must see the dance mystic dance. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally sees the dance mystic dance and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
+
Starting at 4th level, a mystic dancer can react to danger before her senses would normally allow her to do so. She 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 her Dexterity bonus to AC if immobilized. This ability replaces lore master.
  
=== Whirling Strike ===
+
== Summary of Changed Class Abilities ==
At sixth level, in any round in which the mystic dancer moves at least 10 ft., he gets to make one melee attack per round as a free action. At level 18, this becomes two free melee attacks. These attacks must take place together with the character's normal action, that is either after or before movement or between two moves if using full movement. A mystic dancer that uses Spring Attack can do the free attacks at any point along his path of movement.
+
These abilities of the original class are lost or modified in this archetype:
 +
* Alignment
 +
* Class Skills
 +
* Weapon and Armor Proficiency
 +
* Spellcasting
 +
* Bardic Knowledge
 +
* Bardic Performance
 +
** Countersong
 +
** Fascinate
 +
** Inspire Competence
 +
** Suggestion
 +
** Mass Suggestion
 +
* Versatile Performance
 +
* Lore Master
 +
* Jack of all Trades
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:06, 18 September 2017

ApathApath Logo
Unofficial rules compendium

The body is the vessel of the soul, and the movements of the body can be used to channel magical energy into the world and into physical perfection. The mystic dancer lives to make this true and to perfect himself through the dance.

A mystic dancer is variant bard with some monk features. Like a monk, the mystic dancer prefers to fight without armor. Like a bard, she can use perform to influence and inspire those nearby but is specialized in dance rather than music or recitation. This is an example of way of life martial arts.

Unlike a normal bard, a mystic dancer is not a jack of-all-trades and does not gather legends and lore in her travels, instead focusing on perfecting her art of the dance.

Publisher: Purple Duck Games.

Class Information

This is a hybrid class, a combination of bard and monk.

Publisher: Purple Duck Games.

Alignment: Any. Unlike the standard bard, the mystic dancer is often a part of a troupe or other organization, or even an ascetic order.

Starting Money: 1d6 × 10 gp (average 35 gp)

Hit Die: d8

Class Skills

The mystic 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), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis) Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int modifier.

Table: Mystic Dancer

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Unarmed
Damage
AC
Bonus
Class Features Spells per Day
1 2 3 4 5 6
1st +0 +0 +2 +2 1d6 0 Athletic dance, bardic performance, cantrips, distraction, fascinate, inspire courage +1, unarmed strike, way of life armor bonus 1
2nd +1 +0 +3 +3 1d6 0 Versatile performance, well-versed 2
3rd +2 +1 +3 +3 1d6 0 Fast dance 3
4th +3 +1 +4 +4 1d6 0 Uncanny dodge 3 1
5th +3 +1 +4 +4 1d6 1 Inspire courage +2, 4 2
6th +4 +2 +5 +5 1d8 1 Ki dance (magic), versatile performance 4 3
7th +5 +2 +5 +5 1d8 1 Bardic performance (move action) 4 3 1
8th +6/+1 +2 +6 +6 1d8 1 Dirge of doom 4 4 2
9th +6/+1 +3 +6 +6 1d8 1 Inspire greatness 5 4 3
10th +7/+2 +3 +7 +7 1d8 2 Ki dance (cold iron and silver), versatile performance 5 4 3 1
11th +8/+3 +3 +7 +7 1d10 2 Inspire courage +3 5 4 4 2
12th +9/+4 +4 +8 +8 1d10 2 Inspire greatness (2 targets), soothing performance 5 5 4 3
13th +9/+4 +4 +8 +8 1d10 2 Bardic performance (swift action) 5 5 4 3 1
14th +10/+5 +4 +9 +9 1d10 2 Frightening tune, versatile performance 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 1d10 3 Inspire heroics, Inspire greatness (3) 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 2d6 3 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 2d6 3 Inspire courage +4 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 2d6 3 Inspire greatness (4), inspire heroics (2), versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 2d6 3 Ki dance (admantine) 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 2d6 4 Deadly performance 5 5 5 5 5 5

Class Features

The mystic dancer has all the standard bard class features, except as noted below.

Weapon and Armor Proficiency

A mystic dancer is proficient with the club, dagger, dart, sap, scimitar, shuriken, and whip. If eastern weapons are in use, they are also proficient with the hanbo and fighting fan. Mystic dancers are not proficient with any armor or with shields and suffers arcane spell failure normally when in armor of any kind or using a shield.

Table: Mystic Dancer
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Spells

A mystic 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. To learn or cast a spell, a mystic dancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic dancer's spell is 10 + the spell level + the mystic dancer's Charisma modifier. Every mystic dancer spell has a somatic component (dance moves) that requires freedom to move and risks arcane spell failure. A mystic dancer can never apply the Still Spell feat to any of her bard spells, but unlike a normal bard she can apply the Silent Spell feat to her bard spells.

Like other spellcasters, a mystic dancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic Dancer Spells. In addition, she receives bonus spells per day if she has a high Charisma score.

The mystic dancers selection of spells is extremely limited. A mystic dancer begins play knowing four 0-level spells and two 1st-level spells of the mystic dancer'’s choice. At most new mystic dancer levels, she gains one or more new spells, as indicated on Table: Mystic Dancer Spells. (Unlike spells per day, the number of spells a mystic dancer knows is not affected by her Charisma score; the numbers on Table: Mystic Dancer Spells are fixed.)

Upon reaching 4th level, and at every third mystic dancer level after that (7th, 10th, and so on), a mystic dancer can choose to learn a new spell in place of one she already knows. In effect, the mystic dancer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A mystic dancer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

As noted above, a mystic dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Cantrips

Mystic dancers learn a number of cantrips, or 0-level spells, as noted on Table: mystic dancer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Athletic Dance

A mystic dancer adds half her class level to all perform (Dance) checks, including those used for versatile performance. This ability replaces Bardic Knowledge.

Bardic Performance

All the performances of the mystic dancer incorporate dancing and demand the Perform (Dance) skill. A mystic dancer can use bardic performance using only visual components. In order to maintain a mystic dance, the mystic dancer must move at least 5 ft. every round. A mystic dancer cannot maintain a bardic performance if immobilized or grappled, unless she can break free on her turn and move at least 5 ft. It is possible for a mystic dancer to use bardic performance while swimming, climbing, or flying as long as the DC of the maneuver is met each round.

A mystic dancer has access to the following kinds of bardic performance, and can use all of these with only visual components.

  • Distraction
  • Fascinate
  • Inspire Courage
  • Dirge of Doom (8th level)
  • Inspire Greatness (9th)
  • Soothing Performance (12th)
  • Frightening Tune (14th)
  • Inspire Heroics (15th)
  • Deadly Performance (20th)

In addition, mystic dancers have access to the following unique forms of bardic performance.

Fast Dance (Ex): At level 3 and onwards, while using any bardic performance, the mystic dancer's land speed is increased by 10 ft. This translates to higher movement rates for other modes of movement based on land speed. This ability replaces countersong.

Ki Dance Su): At 6th level, while using any kind of bardic performance, the mystic dancer's unarmed attacks are imbued with power.

  • The mystic dancer's unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. Ki dance improves with the character's mystic dancer level.
  • At 10th level, her unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
  • At 19th level, her unarmed attacks are also treated as admantine weapons for the purpose of overcoming damage reduction and for ignoring the hardness of objects.

While dancing, as a swift action on her turn, a mystic dancer can give herself certain benefits at the cost of an additional round of bardic performance.

  • Make one additional attack at her highest attack bonus when making a standard-action attack, or
  • Increase her speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.

Ki dance replaces suggestion, jack of all trades, and mass suggestion.

Table: Table: Mystic Dancer Unarmed Damage by Size
Level Damage (Small) Damage (Large)
1st-5rd 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8

Unarmed Strike

At 1st level, a mystic dancer gains Improved Unarmed Strike as a bonus feat. A mystic dancer's attacks are normally kicks, but can be made with elbows, knees, and fists. This means that a mystic dancer may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a mystic dancer striking unarmed. A mystic dancer may apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a mystic dancer's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll.

A mystic dancers unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A mystic dancer also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The mystic dancer. The unarmed damage on Table: The mystic dancer is for Medium mystic dancers. A Small mystic dancer deals less damage than the amount given there with her unarmed attacks, while a Large mystic dancer deals more damage; see Table: Mystic Dancer Unarmed Damage by Size.

Way of Life Armor Bonus (Ex)

When unarmored and unencumbered, the mystic dancer adds her Charisma bonus (if positive) as a dodge modifier to armor class and CMD. In addition, a mystic dancer gains a +1 to this bonus at 5th level. This bonus increases by 1 for every five mystic dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). She loses this bonus when she wears any armor, uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class.

The mystic dancer can substitute Charisma for Wisdom for the prerequisites of style feats.

Versatile Performance (Ex)

At 2nd level, a mystic dancer must select Perform (Dance) as her first skill for the versatile performance ability. This modifies the versatile performance ability.

Uncanny Dodge (Ex)

Starting at 4th level, a mystic dancer can react to danger before her senses would normally allow her to do so. She 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 her Dexterity bonus to AC if immobilized. This ability replaces lore master.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Alignment
  • Class Skills
  • Weapon and Armor Proficiency
  • Spellcasting
  • Bardic Knowledge
  • Bardic Performance
    • Countersong
    • Fascinate
    • Inspire Competence
    • Suggestion
    • Mass Suggestion
  • Versatile Performance
  • Lore Master
  • Jack of all Trades
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