Luck Die: d4.
To become a dancer of steel, one must meet the following criteria:
- Base Attack Bonus: +5.
- Feats: Cloth Dancing, Combat Expertise, Dodge, Weapon Focus (Longsword), Weapon Specialization (Longsword).
- Skills: Perform: Dance 5+ ranks, tumble 4+ ranks.
- Special: Native of the Minzoku Republic.
- The dancer of steel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform: Any (all skills taken individually)(Cha), Ride (Dex), Swim (Str), and Tumble (Dex).
- Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
- Skill Points at each level: 2 + Intelligence modifier.
All of the following are class features of the dancer of steel prestige class.
- Base Attack Bonus: Good. A dancer of steel gains +1 base attack bonus per class level.
- Base Fortitude Save Bonus: Good. A dancer of steel gains +½ base Fortitude save bonus per class level.
- Base Reflex Save Bonus: Good. A dancer of steel gains a +½ base Reflex save bonus per class level.
- Base Will Save Bonus: Poor. A dancer of steel gains +⅓ base Will save bonus per class level.
- Weapon and Armor Proficiencies: A dancer of steel is proficient with all simple and martial weapons, with all armor, but not with shields.
- Longsword Finesse (Ex): When wielding a longsword, a dancer of steel is treated as though he had the Weapon Finesse feat with that weapon even though the longsword if not normally eligible for that feat.
- Bonus Feat: Starting at 2nd level and very other level thereafter, the dancer of steel may choose an additional feat from those commonly taught to their fighting order. They may choose a feat from the following list: Improved Critical (Longsword), Improved Initiative, Mobility, Riposte, Spring Attack, Whirling Defense, and Whirlwind Attack. All normal prerequisites must be fulfilled in order to chose a feat from this list. If a character already knows all the feats listed above, she may choose a feat from the list given for fighters as bonus feats.
- Evasion (Ex): At 3rd level or higher if a dancer of steel makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a dancer of steel is wearing light armor or no armor. A helpless dancer of steel does not gain the benefit of evasion.
- Uncanny Dodge (Ex): Starting at 4th level, a dancer of steel cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. A dancer of steel retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a dancer of steel already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
- Signature Weapon (Su): At 5th level, the dancer of steel has achieved true mastery with his longsword. This gives him a +1 bonus to attack and damage rolls, which stacks with any magical bonus the item has or feats the character possesses. The dancer of steel may choose one of the following damage reduction types: Chaos, evil, good, law, or magical (+3). Any spiked chain he wields is considered to be a weapon of this type for the purpose of overcoming damage resistance.
- Hypnotic Dance (Su): At 7th level, the dancer of steel's graceful movements can entrance an opponent into inaction. As a move-equivalent action, a dancer of steel can perform a dance that distracts his opponent. Anyone watching the dancer must make a Will save (DC 10 + the dancer of steel's class level + the dancer of steel's Charisma bonus) or be stunned for one full round. The dancer of steel can only use this action if he is not burdened by a shield larger than a buckler. This is a supernatural ability.
- Improved Uncanny Dodge (Ex): At 8th level, a dancer of steel can no longer be flanked. This defense denies a rogue the ability to sneak attack the dancer of steel by flanking him, unless the attacker has at least four more rogue levels than the target has dancer of steel levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
- Tumbling Strike (Ex): At 9th level, the dancer of steel learns to use a tumbling strike. In order to use this ability, the dancer of steel must possess both the Spring Attack and Whirlwind Attack feats. The dancer of steel must make a DC 25 Tumble check and be tumbling through a 20 foot area. The character may then make a single attack against every opponent within reach of his tumble area at his full base attack bonus - in essence, the character uses Whirlwind Attack while tumbling through the area. This requires a full-round action.
|4th||Uncanny dodge, bonus feat|
|8th||Improved uncanny dodge, bonus feat|
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