Fan Dancer prestige class

The Fan Dancer relies on skill and grace, combining battle and dance into a single art form. Using broad curving movements that do not even appear to be a style of combat at first, the Fan Dancer attacks unexpectedly with a deceptively deadly War Fan, confuses the senses with constant motion, and draws opponents into the deadly dance before they even realize what's happening.

This ability is enhanced by their charming allure, and enchanting magics. 
Their latent spellcasting is limited in scope, intrinsically tied into their skills at dancing, and is used to enhance their charming nature or their style of combat.

Fan Dancers fight unarmored, but decked out in an entertainer's outfit festooned with fringes, tassels, ribbons, veils, feathers, beads, bones, bits of metal, opalescent materials, bold colors and patterns... anything to distract and misdirect an observer from an actual attack. Some choose only the most elegant, graceful and fashionable styles, while the more chaotic might wear any old improvised junk and rags they find... but all can use it to good effect. Their costume is carefully designed to allow freedom of movement, and a foe who tries grabbing a handful of dangling ribbons may find they snap right off without hampering the dancer at all.

Often, Fan Dancers come from a nomadic or gypsy background, perhaps travelling by caravan to perform in many different lands. Fan Dancers often seek adventure because a good challenge drives their art to ever increasing heights. Of course, money and fame never hurt anyone either. If this money is being controlled by reasonable individuals, than guile and charm may also be the weapon of choice for a Fan Dancer. In addition, the prospect of meeting new cultures to learn from and to establish trade relations with drives Fan Dancers ever on, over the next hill or dune onwards towards adventure, glory, profit, and new audiences…life is a dance to them, a dance of style and color that they must live to the fullest.

Requirements:

Alignment: any non-lawful
Skills:   Bluff: 5 ranks
              Perform [Dance]: 5 ranks
              Tumble: 5 ranks
              Balance: 5 ranks
              Profession (Merchant): 3 ranks
Feats:   Exotic Weapon Proficiency (War Fan), Weapon Focus (War Fan), Weapon Finesse (War Fan),
              Ambidexterity, Two-Weapon Fighting
Spells: Ability to cast an enchantment school spell of at least 1st level

Features

Level

BAB

Fort

Ref

Will

Special

Spells Per Day

1

+0

+0

+2

+2

Light as a Feather*, Costume, Fan Dance (Defensive Fan-casting)*

0

-

-

-

2

+1

+0

+3

+3

Deflect*, Sharper Edge*

1

-

-

-

3

+2

+1

+3

+3

Artful Defense*, Skill Boost

2

0

-

-

4

+3

+1

+4

+4

Magnificent Display*, Danse Macabre*

3

1

-

-

5

+3

+1

+4

+4

Light as a Snowflake*, Grab at Air*

3

2

0

-

6

+4

+2

+5

+5

Captivating Dance*, Razor Slash*

3

3

1

-

7

+5

+2

+5

+5

Leap Away* (1/day), Fan Dance (Spell Dance)*

3

3

2

0

8

+6

+2

+6

+6

Sublime Accuracy*, Skill Boost

4

3

2

1

9

+6

+3

+6

+6

Light as the Breeze*, Mass Fascinate*

4

4

3

1

10

+7

+3

+7

+7

Deadly Swipe*, Spring in Your Step*

5

4

3

2

*: These bonuses and abilities are available only when wearing the appropriate costume, no armor, light boots, no shield, and not mounted, climbing or swimming.

Fan Dancer Spells Known:
2 - - -
3 - - -
3 2 - -
4 3 - -
4 3 2 -
5 4 3 -
5 4 3 2
6 5 4 3
6 5 4 3
6 5 4 3

Fan Dancer Spell List:

Level 1: Charm Person, Expeditious Retreat, Feather Fall, Jump, Mage Armor, Silent Sound
Level 2: Blur, Cat’s Grace, Enthrall, Mirror Image, Protection from Arrows (the DR is the costume’s concealing effect)
Level 3: Emotion (modified from the PHB - it works like the Bardic Music Inspire Courage ability for duration and ability to fight), Displacement, Haste, Water Walk
Level 4: Hold Monster, Shout, Dominate Person

   

Hit Die: d8

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Perform (Cha), Profession (Wis), Spellcraft (Int), Tumble (Dex)

Skill Points per Level: 4 + Int modifier. 
In addition, a Fan Dancer gets one skill point per level to spend on one of the following skills: Appraise (Int), Craft (War Fan), Profession (Merchant)

Weapon and armor proficiency: A Fan Dancer’s weapon training focuses exclusively on the War Fan. 
Fan Dancers are not proficient with any armor or shields.

Spells per Day: A Fan Dancer prepares spells as a Bard, and receives bonus spells from Charisma. 
Levels in Bard add to levels in Fan Dancer when casting spells that are on both spell lists.

 

Fan Dance:
A Fan Dancer does not just ‘wield fans’ and ‘cast spells,’ but rather melds the two artforms into one.  Through fandancing, she can evoke a myriad of magical effects without breaking the cadence of her attack. The Fan Dance is a synthesis of melee combat and spellcraft that is only useable on spells in the Fan Dancer list.

Light as a Feather*: Your dancing movements cause you to be effectively lighter as long as you are on your feet. You retain your Dex (and Charisma) bonus to AC when you would otherwise be flat-footed, your effective body weight is reduced by 25%, and your footprints count as two size categories smaller than you.
Costume: Your costume (a modified entertainer's outfit) draws more attention than usual, penalizing your Hide and Disguise checks by -6 while you wear it. However, it allows you to draw or put away a war fan as a free action.

If your costume includes bells or other noisemaking implements, apply a -8 penalty to Move Silently but a +2 bonus to Perform (Dance) and +2 to Bluff checks when feinting.

Defensive Fan-casting* Because a Fan Dancer casts through the skill of her dance and her weapon, she never incurs an attack of opportunity by casting a spell with the Fan Dance.  If she casts a spell that is not in the spell list, she must cast it traditionally, incurring a normal attack of opportunity.
Deflect*: You may choose to wield a second war fan defensively, as a shield with an AC bonus of +2, imposing no armor check or attack penalty. If you do so, you may not attack with your off hand.
Sharper Edge*: Through in-depth experience and practice with the War Fan, a Fan Dancer has learned how to fashion a more effective weapon. This lost art requires that the Fan Dancer have at least 3 ranks in Craft (War Fans).
The threat range of this improved war fan is 19-20. Slashing attacks made by a Fan Dancer equipped with this improved war fan gain a +1 bonus to attack and damage.
These fans can also be used by the Fan Dancer at a range increment of 10 ft.
Artful Defense*: A Fan Dancer’s grace and charm provide her with a fluid, captivating movement style that can be used to distract foes and keep them unable to bring their full attentions to bear in combat.
When her Dexterity bonus to AC is intact, she may also add her Charisma bonus as a Dodge bonus to AC. This defense also provides a +4 agility bonus to Trip attempts.

If the Fan Dancer wears any light, medium, or heavy armor, she loses all benefits of Artful Defense.

Skill Boost A Fan Dancer is the epitome of grace, beauty, and deceptive allure. At 3rd and 8th level, she receives a +6 competence modifier to any of the following skills: Balance, Bluff, Gather Information, or Perform. She can apply the entire bonus to one skill, or split it among several, as she desires.
Magnificent Display*: At just the right moment, you can attempt to distract a foe attacking one of your allies. The attacker must be able to see you and be facing in your general direction. If the attacker fails a Concentration check vs. your Perform skill, he suffers a -4 penalty to his attack roll. Regardless of the result, you may take only a partial action during your next round.
You cannot use this trick to defend yourself, only an ally.
Danse Macabre* The war fans are almost an extension of the Fan Dancer’s hands – an integral part of the dance she weaves in combat. She can take one extra attack per round at her highest bonus, but every attack is at a –2 penalty. This ability requires a full round attack.
Light as a Snowflake*: As long as you are on your feet, your effective body weight is reduced another 25% (50% overall), your base speed when not running is increased by 10', and your footprints are four size categories smaller than you.
Grab at Air* Using her costume of ribbons and tassels as a means of escape, anytime an opponent successfully grabs a Fan Dancer during a grapple, she can substitute her Perform [Dance] skill for Escape Artist. This is done during the Hold phase of the grapple, before damage is dealt.
Captivating Dance* The Fan Dancer's musical prowess and power is now sufficient to drown out most of the sound of battle. A Fan Dancer that possesses the Bard’s Fascinate or Suggestion ability can use it during combat. Any attack on the target, of course, breaks the hold of the performance.
Razor Slash*: When any slashing attack with your (masterwork or better) war fan is successful, you may cause your opponent to bleed at a rate of 1 HP/round (beginning on the creature's next action) until a successful Heal check is used to bind their wounds (DC 15) or until magical healing is applied to them.
You may not use this attack against a creature that is already bleeding, is bloodless, or immune to critical damage.
Leap Away*: Once per day, you may evade any melee attack that would have successfully damaged you by moving 5' away (regardless of any other movement made in the round).
Spell Dance*: A Fan Dancer's spells have become such an intrinsic part of her dancing style by this level, she can cast a spell instead of making a normal melee attack, once per round.  If she uses the full attack action, she can both cast a spell and make attacks in the same round.
Sublime Accuracy* A Fan Dancer has become so adept with the War Fan, she gets a +2 to all damage rolls with them. This bonus stacks with Sharper Edge and Weapon Specialization.
Light as the Breeze*: As long as you are on your feet, your effective body weight is reduced another 25% (75% overall), your base speed when not running increases another 5' (total of 15'), and you leave no footprints on any surface (but can still be tracked by scent).

You can also skip across calm water, but if you stop moving or end your round in that way, you fall in and begin swimming, with your Swim check DC increased by 2.

As a move-equivalent action, you can run (at your base speed) along a vertical surface, such as a wall or tree trunk. Every 5' you move in this way, make a Balance check with a DC equal to your height from the ground, or fall. (For example, to run to the top of a 30' wall, you must succeed at Balance checks with DCs of 5, 10, 15, 20, 25, and 30 consecutively... good luck.) You must end the movement action upright on a horizontal surface, or fall.
Mass Fascinate* As the Bardic Fascinate ability, except the Fan Dancer’s allure can affect several beings. Once per day, she can use her Captivating Dance against a number of targets whose combined Hit Dice do not exceed 40.

If more potential targets exist than the Fan Dancer can affect, than she chooses them one at a time until she exceeds the HD limit.

Deadly Swipe* A Fan Dancer has achieved mastery of her chosen weapon; War fans wielded by 10th level Fan Dancers have their threat range doubled.
Spring in Your Step* You gain the benefits of the Spring Attack feat and can utilize the Freedom of Movement spell as an innate, spell-like ability.
 
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