Mystic Dancer (Apath)
Unofficial rules compendium | |
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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.
Alignment
Any.
Hit Die
d8
Class Skills
The dance mystics 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).
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, inspire courage +1, Mobility, Improved Unarmed Strike |
2nd | +1 | +0 | +3 | +3 | 1d6 | 0 | |
3rd | +2 | +1 | +3 | +3 | 1d6 | 0 | Entice |
4th | +3 | +1 | +4 | +4 | 1d8 | 0 | |
5th | +3 | +1 | +4 | +4 | 1d8 | 1 | |
6th | +4 | +2 | +5 | +5 | 1d8 | 1 | Whirling Strike |
7th | +5 | +2 | +5 | +5 | 1d8 | 1 | |
8th | +6/+1 | +2 | +6 | +6 | 1d10 | 1 | Inspire courage +2 |
9th | +6/+1 | +3 | +6 | +6 | 1d10 | 1 | Inspire greatness |
10th | +7/+2 | +3 | +7 | +7 | 1d10 | 2 | |
11th | +8/+3 | +3 | +7 | +7 | 1d10 | 2 | |
12th | +9/+4 | +4 | +8 | +8 | 2d6 | 2 | Dance of freedom, Inspire greatness (2 targets) |
13th | +9/+4 | +4 | +8 | +8 | 2d6 | 2 | |
14th | +10/+5 | +4 | +9 | +9 | 2d6 | 2 | Inspire courage +3 |
15th | +11/+6/+1 | +5 | +9 | +9 | 2d6 | 3 | Inspire heroics, Inspire greatness (3), Inspire Heroics (2) |
16th | +12/+7/+2 | +5 | +10 | +10 | 2d8 | 3 | |
17th | +12/+7/+2 | +5 | +10 | +10 | 2d8 | 3 | |
18th | +13/+8/+3 | +6 | +11 | +11 | 2d8 | 3 | Whirling Strike (2 attacks), Inspire greatness (4), Inspire Heroics (3) |
19th | +14/+9/+4 | +6 | +11 | +11 | 2d8 | 3 | |
20th | +15/+10/+5 | +6 | +12 | +12 | 2d10 | 4 | Inspire courage +4 |
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, falchion, flail, kukiri, quarterstaff, sap, scimitar, shuriken, and whip. 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 mystics spell is 10 + the spell level + the dance mystics 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.
The dance mystics 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.)
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
Level | Spells Per Day | Spells Known | ||||||||||||
Zero | 1st | 2nd | 3rd | 4th | 5th | 6th | Zero | 1st | 2nd | 3rd | 4th | 5th | 6th | |
1 | 2 | | | | | | | 4 | | | | | | |
2 | 3 | 0 | | | | | | 5 | 2* | | | | | |
3 | 3 | 1 | | | | | | 6 | 3 | | | | | |
4 | 3 | 2 | 0 | | | | | 6 | 3 | 2* | | | | |
5 | 3 | 3 | 1 | | | | | 6 | 4 | 3 | | | | |
6 | 3 | 3 | 2 | | | | | 6 | 4 | 3 | | | | |
7 | 3 | 3 | 2 | 0 | | | | 6 | 4 | 4 | 2* | | | |
8 | 3 | 3 | 3 | 1 | | | | 6 | 4 | 4 | 3 | | | |
9 | 3 | 3 | 3 | 2 | | | | 6 | 4 | 4 | 3 | | | |
10 | 3 | 3 | 3 | 2 | 0 | | | 6 | 4 | 4 | 4 | 2* | | |
11 | 3 | 3 | 3 | 3 | 1 | | | 6 | 4 | 4 | 4 | 3 | | |
12 | 3 | 3 | 3 | 3 | 2 | | | 6 | 4 | 4 | 4 | 3 | | |
13 | 3 | 3 | 3 | 3 | 2 | 0 | | 6 | 4 | 4 | 4 | 4 | 2* | |
14 | 4 | 3 | 3 | 3 | 3 | 1 | | 6 | 4 | 4 | 4 | 4 | 3 | |
15 | 4 | 4 | 3 | 3 | 3 | 2 | | 6 | 4 | 4 | 4 | 4 | 3 | |
16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | 6 | 5 | 4 | 4 | 4 | 4 | 2* |
17 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | 6 | 5 | 5 | 4 | 4 | 4 | 3 |
18 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 6 | 5 | 5 | 5 | 4 | 4 | 3 |
19 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 6 | 5 | 5 | 5 | 5 | 4 | 4 |
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 6 | 5 | 5 | 5 | 5 | 5 | 4 |
AC Bonus (Ex)
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). 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.
Unarmed Strike
At 1st level, a dance mystic gains Mobility and Improved Unarmed Strike as bonus feats. A dance mystics 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 mystics unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll.
A dance mystics 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: Small or Large Dance mystic Unarmed Damage
Level | Damage (Small Dance Mystic) | Damage(Large Dance Mystic) |
1st-3rd | 1d4 | 1d8 |
4th-7th | 1d6 | 2d6 |
8th-11th | 1d8 | 2d8 |
12th-15th | 1d10 | 3d6 |
16th-19th | 2d6 | 3d8 |
20th | 2d8 | 4d8 |
Mystic Dances
Once per day per mystic dancer level, a mystic dancer can use his dance to produce magical effects on those around him (usually including himself, if desired). Each ability requires a minimum mystic dancer 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. 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.
At 7th level, a mystic dancer can start a mystic dance as a move action instead of a standard action, 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 are variations on bardic performance abilities. Any feat or ability that affects a bardic performance ability that corresponds to a mystic dance also benefits that mystic dance. 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).
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 Cha 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. The effect lasts for as long as the ally sees the mystic dancer 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 mystic dancer 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 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, and enticement lasts as long as the mystic dancer dances and for five rounds afterwards. 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. 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)
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 targets 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.
Whirling Strike
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.