Difference between revisions of "Mystic Dancer (Apath)"

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The dance mystic’s class skills (and the key ability for each skill) are  
 
The dance mystic’s class skills (and the key ability for each skill) are  
 
Acrobatics (Dex),  
 
Acrobatics (Dex),  
Appraise (Int),
 
 
Bluff (Cha),
 
Bluff (Cha),
 
Climb (Str),
 
Climb (Str),

Revision as of 21:09, 8 October 2012

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 dance mystic 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. This is an example of the Way of Life martial arts.

Alignment

Any.

Hit Die

d8

Class Skills

The dance mystic’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Perception (Wis) Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 6 + Int modifier.

Table: The Mystic Dancer

Level Base Attack Bonus Fort Save Ref Save Will Save Unarmed Damage AC Bonus Class Abilities
1st +0 +0 +2 +2 1d6 0 Mystic dance, fascinate, distraction, inspire courage +1, Mobility, Improved Unarmed Strike
2nd +1 +0 +3 +3 1d6 0 Versatile dance, well-versed
3rd +2 +1 +3 +3 1d6 0 Entice
4th +3 +1 +4 +4 1d6 0 Uncanny dodge
5th +3 +1 +4 +4 1d6 1 Inspire courage +2
6th +4 +2 +5 +5 1d8 1
7th +5 +2 +5 +5 1d8 1 Mystic dance (move action)
8th +6/+1 +2 +6 +6 1d8 1 Dance of doom
9th +6/+1 +3 +6 +6 1d8 1 Inspire greatness
10th +7/+2 +3 +7 +7 1d8 2 Whirling strike
11th +8/+3 +3 +7 +7 1d10 2 Inspire courage +3
12th +9/+4 +4 +8 +8 1d10 2 Inspire greatness (2 targets), soothing performance
13th +9/+4 +4 +8 +8 1d10 2
14th +10/+5 +4 +9 +9 1d10 2 Frightening dance
15th +11/+6/+1 +5 +9 +9 1d10 3 Inspire heroics, Inspire greatness (3)
16th +12/+7/+2 +5 +10 +10 2d6 3
17th +12/+7/+2 +5 +10 +10 2d6 3 Inspire courage +4
18th +13/+8/+3 +6 +11 +11 2d6 3 Inspire greatness (4), inspire heroics (3)
19th +14/+9/+4 +6 +11 +11 2d6 3 Whirling strike (2 attacks)
20th +15/+10/+5 +6 +12 +12 2d6 4 Deadly performance

Class Features

All of the following are class features of the dance mystic.

Weapon and Armor Proficiency

A dance mystic is proficient with the club, dagger, dart, kukiri, sap, scimitar, shuriken, and whip. If eastern weapons are in use, they are also proficient with the hanbo and fighting fan. Dance mystics are not proficient with any armor or shields.

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. 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 his spells, but unlike a normal bard he can apply the Silent Spell feat.

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.

The dance mystic’'s selection of spells is extremely limited. A dance mystic begins play knowing four 0-level spells and two 1st-level spells of the dance mystic’’s 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.)

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.

Dance mystics learn a number of cantrips, or 0-level spells, as noted on Table: Dance Mystic 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.

Table: Mystic Dancer Spells

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

AC Bonus (Ex)

When unarmored and unencumbered, the dance mystic adds his Charisma bonus (if positive) to her Dexterity bonus when calculating armor class and CMD. In addition, a dance mystic gains a +1 to this bonus 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). He loses this bonus when she when she wears any armor, uses a shield, when she carries a medium or heavy load, or when he is denied his Dexterity bonus to armor class.

Unarmed Strike

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.

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. 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: Unarmed Damage by Size

Level Damage (Small Dance Mystic) Damage(Large Dance Mystic)
1st-5rd 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8

Mystic Dances

A mystic dancer is trained to use the Perform (Dance) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a mystic dancer can use mystic dance for 2 additional rounds per day. Each round, the mystic dancer can produce any one of the types of mystic dance that he has mastered, as indicated by his level.

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 mystic dancer 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.

At 7th level, a mystic dancer can start a mystic dance as a part of a move action instead of a standard action. The mystic dancer is allowed to move normally when starting up a mystic dance and must move 10 feet as a part of starting the new dance. At 13th level, a mystic dancer can start a mystic dance as a swift action.

All mystic dances have visual components. The targets must have line of sight to the mystic dancer for the performance to have any effect. A blind mystic dancer has a 50% chance to fail when attempting to use a mystic dance. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to mystic dances. Mystic dances do not have audible components.

Mystic dances are variations on bardic performances. Any feat or ability that affects a bardic performance that corresponds to a mystic dance also benefits that mystic dance. This also applies to defenses against bardic performance. Feats and abilities that expand the use of bardic performances can also be used by a mystic dancer as long as that ability could be used by bard using Perform (Dance). Note that mystic dances do not have audible components, and any ability that relies on audible components will not work with mystic dance.

Fascinate (Sp)

A mystic dancer 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 mystic dancer, and able to pay attention to him. The mystic dancer 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 mystic dancer attains beyond 1st, he can target one additional creature with a single use of this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the mystic dancer’s level + the mystic dancer’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the mystic 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 mystic 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.

Fascinate is an enchantment (compulsion), mind-affecting ability.

Distraction (Su)

At 1st level, a mystic dancer can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (dance) skill check. Any creature within 30 feet of the mystic dancer (including the mystic dancer himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the mystic dancer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the mystic dancer’s Perform check result for the save. Distraction does not work on effects that don’t allow saves.

Inspire Courage (Su)

A mystic dancer 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 mystic dancer dance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.

Entice (Su)

A mystic dancer 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 mystic dancer, and able to pay attention to him. The mystic dancer must also be able to see the creature. The mystic dancer can entice one target per three class levels with a single use of this ability. Affected creatures must make a Will save (DC 10 + Charisma bonus +½ mystic dancers level) or be unable to attack anyone but the mystic dancer. An enticed target cannot use any attack that affects targets and not include the mystic dancer in the effect or area. 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)

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 the mystic dancer's performance. The effect persists for as long as the enemy is within 30 feet and the mystic dancer 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.

Inspire Greatness (Su)

A mystic dancer 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 mystic dancer 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 mystic dancer must dance and an ally must see him dance. The effect lasts for as long as the ally sees the mystic dancer 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.

Soothing Performance (Sp)

A mystic dancer of 12th level or higher can use his performance to create an effect equivalent to mass cure serious wounds, using the mystic dancer's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the mystic dancer throughout the performance.

Frightening Dance (Sp)

A dance mystic of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to see the dance mystic perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can see the dance mystic's performance.

Inspire Heroics (Su)

A dance mystic of 15th level or higher can inspire tremendous heroism in himself or a single 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, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability.

Deadly Performance (Su)

A dance mystic of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see the dance mystic perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the dance mystic’s level + the dance mystic’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the dance mystic cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect.

Versatile Dance (Ex)

At 2nd level, a mystic dancer can use his bonus in Perform (Dance) in place of his normal skill bonus in the Acrobatics and Fly skills. When substituting in this way, the mystic dancer uses his total Perform skill bonus, including class skill bonus, in place of Acrobatics or Fly. This works whether or not he has ranks in that skill or if it is a class skill.

Well-Versed (Ex)

At 2nd level, the mystic dancer becomes resistant to the bardic performance or mystic dances of others, and to sonic effects in general. The mystic dancer gains a +4 bonus on saving throws made against mystic dances, sonic, and language-dependent effects. A Vell-versed bard applies his bonus against mystic dances as well.

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.

Whirling Strike (Ex)

At 10th level, in any round in which the mystic dancer moves at least 10 ft. and makes an attack action, he gets to make one additional melee attack per round as a free action. This can be an unarmed attack, a scimitar, or a light weapon. At level 19, this becomes two free melee attacks. These attacks must take place together with the character's normal attack.

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