From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance.
The dance performer is an archetype of the dancer class.
Archetype Main Ability Scores:
The dance performer mainly focuses on STR/DEX for martial combat and CHA for her class features.
Archetype Feature Replacements:
1st – Weapon Proficiency, Fleet. 2nd – Versatile Dance, Dance Talent. 3rd – Mystic Dance, Beguiling Dance. 4th – Dance Talent. 5th – Dance of the Vexing Snake. 6th – Mystic Dance, Dance Talent. 7th – Wearying Dance, Contradance. 8th – Dance Talent. 9th – Dance of the Floating Step, Mystic Dance. 10th – Unfettered Movement, Dance Talent. 11th – Frightful Dance. 12th – Mystic Dance, Dance Talent. 13th – Dance of the Crushing Python. 14th – Dance Talent. 15th – Dance of the Springing Tiger, Mystic Dance. 16th – Dance Talent. 17th – Dance of the Soaring Eagle. 18th – Mystic Dance, Dance Talent. 20th – Battle Fury, Dance Talent.
Weapon Proficiency
A dance performer is proficient with the chakram.
Dancing Blades (Ex)
At 1st level, a dance performer treats chakrams as light weapons for the purpose of two-weapon fighting.
This ability replaces fleet.
Stamina Pool (Ex)
At 2nd level, a dance performer gains a reservoir of stamina that she can draw upon to fuel her talents that she gains below. This stamina pool has a number of points equal to half her dancer level + her Constitution modifier and this pool increases by her Constitution modifier per level. The pool refreshes once per day when the coryphee rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the coryphee’s current and maximum stamina pool and most sustained modes stack.
Some talents are activated as a sustained mode. When activated, these talents both consume stamina and reduce the user’s maximum stamina by the listed amount. While active, they provide their listed bonuses until the user deactivates them as a free action, falls unconscious, or dies, at which point the reduction to the user’s maximum stamina is removed. Multiple sustained mode talents may be used at the same time as long as the user has enough stamina, though some talents may specify others that they cannot be used with.
By spending 5 stamina points, the coryphee can do one of the following:
- Increase her speed by 10 feet for 1 round
- Delay and suppress her fatigue or exhaustion for 1 round
- Increase one saving throw by +1 for 1 round
Each of these powers is activated as a swift action.
This ability replaces versatile dance.
Dragon Fist Style Tree (Ex/Su)
At 2nd level and every two dancer levels thereafter, a dance performer gains new abilities to help her dish out damage. A dance performer can either get a stamina talent (from below) or a dancer talent.
Shadow Dragon Fist Style Tree
This style allows the dance performer to strike enemies with her chakrams from long range, and inflicting various status abnormalities on enemies.
- Moth Dance (Su): At a cost of 1 stamina point, as a swift action, the dance performer can cause her next chakram attack to inflict Poison. If she hits, she inflicts the Poison status for 1d6+1 rounds. A successful Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect.
- Butterfly Dance (Su): At a cost of 2 stamina points, as a swift action, the dance performer can cause her next chakram attack to inflict Poison to all enemies within 30 feet of the target. If she hits, she inflicts the Poison status for 1d6+1 rounds. A successful Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Moth Dance.
- Sleep Step (Su): At a cost of 1 stamina point, as a swift action, the dance performer can cause her next chakram attack to inflict Sleep. If she hits, she inflicts the Sleep status (the target of this ability must have 4 HD or less to be affected by this ability) for 1d6+1 rounds. A successful Will save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect.
- Dream Dance (Su): At a cost of 2 stamina points, as a swift action, the dance performer can cause her next chakram attack to inflict Sleep to all enemies within 30 feet of the target. If she hits, she inflicts the Sleep status (the targets of this ability must have a combined 10 HD or less to be affected by this ability) for 1d6+1 rounds. A successful Will save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Sleep Step.
- Bee Dance (Su): At a cost of 1 stamina point, as a swift action, the dance performer can cause her next chakram attack to inflict Paralysis. If she hits, she inflicts the Paralysis status for 1d6+1 rounds. A successful Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Moth Dance.
- Swarm Dance (Su): At a cost of 2 stamina points, as a swift action, the dance performer can cause her next chakram attack to inflict Paralysis to all enemies within 30 feet of the target. If she hits, she inflicts the Paralysis status for 1d6+1 rounds. A successful Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Bee Dance, Butterfly Dance.
- Enchanted Kiss (Su): At a cost of 1 stamina point, as a swift action, the dance performer can cause her next chakram attack to inflict Charm. If she hits, she inflicts the Charm status for 1d6+1 rounds. A successful Will save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Sleep Step.
- Soul Kiss (Su): At a cost of 2 stamina points, as a swift action, the dance performer can cause her next chakram attack to inflict Charm to all enemies within 30 feet of the target. If she hits, she inflicts the Charm status for 1d6+1 rounds. A successful Will save (DC 10 + half of the dancer’s level + her Charisma modifier) will negate this status effect. Prerequisite: Enchanted Kiss, Dream Dance.
- Status Rumba (Ex): As a swift action, the dance performer may activate this talent as a sustained mode. While this mode is active, all stamina talents that inflicts a status effect increases the DC by 1 and doubles the duration. This mode uses up 2 stamina points of the dance performer’s current and maximum stamina pool. Prerequisite: 3 other stamina talents from this tree.
Blue Dragon Fist Style Tree
This style primarily inflicts damage from close range and afar.
- Dopple Dance (Ex): At a cost of 1 stamina point, as a swift action, the dance performer can create a shadow clone of herself to attack anyone within 30 feet, appearing in an adjacent space, if able. This clone is incorporeal and has a number of hit points equal to half her maximum hit points. It also uses the dance performer’s BAB, AC, and martial arts. It attacks once per round with a melee attack, regardless of what the dance performer currents wields. It lasts for 1 minute or until destroyed.
- Slam Dance (Ex): At a cost of 2 stamina points, as a swift action, the dance performer can create a shadow clone of herself to attack every enemy within 30 feet, appearing in an adjacent space, if able. These clones are incorporeal and has a number of hit points equal to half her maximum hit points. They also use the dance performer’s BAB, AC, and martial arts. It attacks once per round with a melee attack, regardless of what the dance performer currents wields. It lasts for 1 minute or until destroyed. Prerequisite: Dopple Dance.
- Blue Dragon Palm (Ex): At a cost of 1 stamina point, as a swift action, the dance performer can teleport to any enemy within 30 feet and attack with an unarmed strike. This attack, if it hits, inflicts 2x unarmed strike damage.
- Blue Dragon Kick (Ex): At a cost of 2 stamina points, as a swift action, the dance performer can perform a kick in a 30-ft.-line, dealing 2x unarmed strike to all enemies. A successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) will reduce this damage by half. Prerequisite: Blue Dragon Palm.
- Blue Dragon Wave (Ex): At a cost of 2 stamina points, as a swift action, the dance performer can perform a wave that affects enemies within 15 feet of her, dealing 2x unarmed strike to all enemies. A successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) will reduce this damage by half. Prerequisite: Blue Dragon Palm, Blue Dragon Kick.
- Blue Dragon Fist (Ex): At a cost of 2 stamina points, as a swift action, the dance performer can perform an energy fist that can strike up to 100 feet away, affecting enemies in a 20-ft.-radius, dealing 2x unarmed strike to all enemies. A successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) will reduce this damage by half. Prerequisite: Blue Dragon Palm, Blue Dragon Kick, Blue Dragon Wave.
- Blue Dragon Aura (Ex): As a swift action, the dance performer may activate this talent as a sustained mode. While this mode is active, all blue dragon talents from this tree increases the DC by 1 and triples the damage instead. This mode uses up 2 stamina points of the dance performer’s current and maximum stamina pool. Prerequisite: 3 other stamina talents from this tree.
These abilities may replace dancer talents.
Dance Steps (Ex)
At 3rd level, a dance performer can utilize these steps to perform dance finishers. Dance steps are special ranged chakram attacks which can be used in place of an attack during an attack action or full-attack action.
- Emboite (Ex): A dance performer who uses this dance step suffers a –2 penalty to this Attack roll but deals normal chakram damage + 1 and has a chance to stagger a foe hit with this for 1 round unless they make a Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier).
- Entrechat (Ex): A dance performer who uses this dance step suffers a –2 penalty to this Attack roll but deals normal chakram damage + 1 and has a chance to knock a foe prone. The dance performer can attempt to trip her opponent as a free action without provoking an attack of opportunity if she hits with this dance step. If the attempt fails, the dance performer is not tripped in return.
- Jete (Ex): A dance performer who uses this dance step deals normal chakram damage.
- Pirouette (Ex): A dance performer who uses this dance step suffers a –2 penalty to this Attack roll but deals normal chakram damage + 1 and has a chance to daze a foe hit with this for 1 round unless they make a Fortitude save (DC 10 + half of the dancer’s level + her Charisma modifier).
This ability replaces beguiling dance.
Dance Finishers (Ex)
Starting at 3rd level and every three dancer levels thereafter, a dance performer can either gain a mystic dance or a dance finisher that allows her to put the dance steps into good use by starting and finishing dances. Each dance finisher requires a certain amount of dance steps in order that must hit and be completed before the end of her next turn of the last successive hit or the dance performer must start over. Any dance steps used in part to fulfill a dance finisher may be used on any number of creatures. In addition, once the dance performer is able to use a dance finisher, she must activate it before the end of her next turn or its lost.
You may activate a dance finisher as a swift action, unless indicated otherwise on the ability, if the combo finisher requires an attack roll it replaces a ranged attack respectively from your next attack made before the next round. All combo finishers with an attack component are made at the highest base attack bonus. At 6th level, a dance performer can substitute, as a free action, any dance step by spending 1 ki point per dance step substituted. Any dance finisher that adds extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Bladeshower (Ex): (Requires Jete → Jete → Emboite) This dance finisher allows the dance performer to spin and twirl her chakram around her in a 15-ft.-radius deadly bladestorm. Enemies within the area of effect take double chakram damage + 1d6 points of wind damage + an additional 1d6 wind damage per three dancer levels after 4th, a successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) halves the damage.
Bloodshower (Ex): (Requires Jete → Jete → Emboite → Emboite → Entrechat) This dance finisher allows the dance performer to throw her chakram in a deadly spin, thrusting out in a 30-ft.-cone. Enemies within the area of effect take triple chakram damage + 1d6 points of wind damage + an additional 1d6 wind damage per three dancer levels after 4th, a successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) halves the damage. In addition, those failing the save are also knocked prone.
Cascade (Ex): (Requires Emboite → Jete) This dance finisher allows the dance performer to send multiple chakram at a target, rending unseen cuts onto them. The dance performer makes a single ranged chakram attack as part of this dance finisher. If this attack hits, the dance performer deals triple chakram damage.
Fountain (Ex): (Requires Pirouette → Entrechat) This dance finisher allows the dance performer to push back an opponent with a decisive slash of wind. The dance performer makes a single ranged chakram attack as part of this dance finisher. If this attack hits, the dance performer deals normal chakram damage – 2 as wind damage and she can make a free bull rush attempt without provoking attacks of opportunity.
Fountainfall (Ex): (Requires Pirouette → Entrechat → Pirouette → Entrechat) This dance finisher allows the dance performer to blast her enemy off their feet. The dance performer makes a single ranged chakram attack as part of this dance finisher. If this attack hits, the dance performer deals double chakram damage and causes the creature to fall prone unless a successful Acrobatics skill check is made, the DC is equal to the damage dealt.
Reverse Cascade (Ex): (Requires Emboite → Jete → Emoite → Jete) This dance finisher allows the dance performer to send forward, waves of slashing force with her chakram. The dance performer makes a ranged touch attack at an enemy within 30-feet, and if successful, he deals triple weapon damage as non-elemental damage.
Rising Windmill (Ex): (Requires Entrechat → Jete → Entrechat → Jete) This dance finisher allows the dance performer to send forth a roaring wave of wind by twirling her chakram in a fast but deadly spin. She sends a piercing wave of wind in a line before her in a 60-ft.-line. All enemies within the area of effect take double chakram damage + 1d6 points of wind damage + an additional 1d6 points of wind damage per three dancer levels after 4th. A successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) halves the damage. Those who fail the save are also knocked prone from the blast.
Standard Finisher (Ex): (Requires up to any 2 different dance steps) This dance finisher allows the dance performer to send a blast of wind at a target within 30 feet and those adjacently. The dance performer makes a ranged chakram attack as part of this dance finisher. If she hits, she deals double chakram damage plus 2d6 points of wind damage per different dance step (up to 2) used. Enemies adjacent to the target also take this damage but can reduce the damage by half with a successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier). The dance performer can activate this dance finisher at any time after hitting with at least 1 dance step.
Technical Finisher (Ex): (Requires up to any 4 different dance steps) This dance finisher allows the dance performer to send a blast of wind at a target within 60 feet and enemies nearby. The dance performer makes a ranged chakram attack as part of this dance finisher. If she hits, she deals triple chakram damage plus 2d6 points of wind damage per different dance step (up to 4) used. Enemies within 15 feet of the target also take this damage but can reduce the damage by half with a successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier). The dance performer can activate this dance finisher at any time after hitting with at least 1 dance step. Prerequisite: The dance performer must be at least 10th level to select this dance finisher.
Windmill (Ex): (Requires Entrechat → Jete) This dance finisher allows the dance performer to send forth a burst of wind. She sends a piercing wave of wind in a line before her in a 30-ft.-line. All enemies within the area of effect take normal chakram damage + 1d6 points of wind damage + an additional 1d6 points of wind damage per three dancer levels after 4th. A successful Reflex save (DC 10 + half of the dancer’s level + her Charisma modifier) halves the damage.
These abilities may replace mystic dances.
Chakram Training (Ex)
At 4th level, a dance performer gains a +1 bonus to attack and damage rolls with chakrams. This bonus increases by +1 at 8th level and every four dancer levels thereafter.
This ability replaces uncanny dodge and improved uncanny dodge.
En Avant (Ex)
At 5th level, while battledancing, as a swift action, the dance performer can dash forward 5 feet. At 10th level and every five dancer levels thereafter, this movement increases by 5 feet.
This ability replaces dance of the vexing snake.
Returning Chakram (Ex)
At 7th level, a dance performer can throw a chakram so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the dance performer hits her opponent or moves on her turn. The chakram deals no damage to targets it bounces off other than the original target of the dance performer’s attack. Other circumstances can prevent the chakram from returning to the dance performer, such as an opponent using a readied action to catch the chakram, or the chakram sticking to a mimic’s adhesive. The dance performer can opt to not have a thrown chakram return to her, in which case it falls to the ground as it normally would. If the chakram has the returning weapon special ability, she can use either that or this ability.
If a dance performer has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the chakram, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A dance performer can throw a chakram for any dancer class feature that utilizes unarmed strikes instead.
At 11th level, a dance performer can use her unarmed strike damage when dealing damage with a chakram (whether in melee or thrown) or the chakram’s damage, whichever is greater. At 11th level, by ricocheting her chakram off a nearby surface before hitting her intended target, she can treat that surface as the origin square of the attack to determine whether the target is flanked and whether the target gains a cover bonus to its AC. She can use this ability to attack a creature with total concealment from her if she knows what square it occupies, but the attack still has a 50% miss chance.
This ability replaces wearying dance and frightful dance.
Safe Throw (Ex)
At 7th level, a dance performer’s ranged attacks with chakrams do not provoke attacks of opportunity.
This ability replaces contradance.
Twin Blade Throw (Ex)
At 9th level, as a standard action, a dance performer can throw a chakram from each hand, taking the usual two-weapon fighting penalties.
This ability replaces dance of the floating step.
Dashing Flurry (Ex)
At 10th level, a dance performer can move up to her speed and make a full attack with chakrams. She takes a -2 penalty on her attack rolls when using this ability, and her movement still provokes attacks of opportunity as normal.
This ability replaces unfettered movement.
Shielding Samba (Su)
At 13th level, the dance performer is able to provide protection to herself and allies nearby. While battledancing, the dance performer and adjacent allies gain a deflection bonus to AC equal to her Charisma modifier. At 17th level, this protection extends out to 30 feet.
This ability replaces dance of the crushing python and dance of the soaring eagle.
Devilment (Ex)
At 15th level, the dance performer’s aim becomes a precise deadliness. The critical threat range of chakrams in the hands of the dance performer is increased by 1. At 19th level, this increases by 1 again. This increase stacks with Improved Critical or Keen effects but applies after.
This ability replaces dance of the springing tiger.
Chakram Mastery (Ex)
At 20th level, a dance performer automatically confirms any critical threats she makes with chakrams, and increases the chakram‘s critical hit damage modifier by 1 (from x2 to x3). In addition, she cannot be disarmed while wielding chakrams.
This ability replaces battle fury.