Level | Base Attack Bonus | Fort | Ref | Will | Special | AC Bonus
|
1 | +0 | +0 | +2 | +0
| Dancer's Guise, Dancer's Elegant Fighting, Dancer's Knowledge, Dance Routine, Shielding Dance
| +0
|
2 | +1 | +0 | +3 | +0
| | +0
|
3 | +2 | +1 | +3 | +1
| Vicious Bloodlust
| +0
|
4 | +3 | +1 | +4 | +1
| Fooling Feint
| +0
|
5 | +3 | +1 | +4 | +1
| Bonus Feat
| +1
|
6 | +4 | +2 | +5 | +2
| | +1
|
7 | +5 | +2 | +5 | +2
| Dancing Guidance
| +1
|
8 | +6/+1 | +2 | +6 | +2
| | +1
|
9 | +6/+1 | +3 | +6 | +3
| Dispelling Dance
| +1
|
10 | +7/+2 | +3 | +7 | +3
| Bonus Feat, Improved Feint
| +2
|
11 | +8/+3 | +3 | +7 | +3
| | +2
|
12 | +9/+4 | +4 | +8 | +4
| Empowering Step
| +2
|
13 | +9/+4 | +4 | +8 | +4
| | +2
|
14 | +10/+5 | +4 | +9 | +4
| Mind Over Hips
| +2
|
15 | +11/+6/+1 | +5 | +9 | +5
| Bonus Feat
| +3
|
16 | +12/+7/+2 | +5 | +10 | +5
| | +3
|
17 | +12/+7/+2 | +5 | +10 | +5
| Quick Steps
| +3
|
18 | +13/+8/+3 | +6 | +11 | +6
| | +3
|
19 | +14/+9/+4 | +6 | +11 | +6
| Spell Dancing
| +3
|
20 | +15/+10/+5 | +6 | +12 | +6
| Bonus Feat
| +4
|
Weapon and Armor Proficiency: Dancers have proficiency with all simple weapons, plus the whip, spiked chain, guisarme, glaive, kukri, rapier, and short sword. A Dancer has no armor proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's maneuverability, and removes their special AC bonuses.
Dancer's Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.
Dancer's Elegant Fighting (Su): A dancer is trained to have control over how her body moves. Under attack, she has the ability to move her body so that she avoids getting hit. While a is unarmored and unencumbered, she adds her Charisma modifier (if any) to her AC. In addition, a dancer gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every 5 dancer levels thereafter (+2 at 10th, +3 at 15th, +4 at 20th).
These bonuses to AC apply even against touch attacks or when the dancer 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.
Dancer's Knowledge: This functions just like
Bardic Knowledge.
Dance Routine: Once per day per dancer level + Cha modifier (if any), a dancer can use her dancing to produce magical effects on those around her (usually including herself, if desired). Each ability requires both a minimum dancer level and a minimum number of ranks in the Perform (Dance) skill to qualify; if a dancer does not have the required number of ranks, she does not gain the dance routine ability until she acquires the needed ranks. An ally must be able to see the dancer in order to receive the benefits of any dance routine.
Starting a dance routine effect can be a move action or standard action. Some dance routine abilities require concentration, which means the dancer must take a move action or standard action each round to maintain the ability.
Shielding Dance (Su): A dancer with 3 or more ranks in Perform (Dance) can boost their allies abilities to resist damage. Knight's Armored Defense gives any ally within 30 ft. a +1 morale bonus to AC, and this bonus increases by 1 at 5th, 10th, 15th, and 20th levels. The dancer may keep up Shielding Dance for 10 rounds.
Vicious Bloodlust (Su): A dancer with 6 or more ranks in Perform (Dance) can drive their allies to be more ferocious in battle. Vicious Bloodlust gives any ally within 90 ft. a +1 morale bonus to attack rolls. This increases by +1 every 4 levels thereafter (7th, 11th, 15th, 19th). The dancer must also be able to see their ally. The effects last for as long as the dancer does the dance routine.
Fooling Feint: At 4th level dancer can fool an opponent into thinking she is only dancing and not attacking. A dancer gains a +2 competence bonus to bluff checks when feinting in combat.
Bonus Feats: Dancer's gain bonus feats that are marked as fighter bonus feats at every five levels. They must meet all the prerequisites in order to take the feat.
Dancing Guidance (Su): A dancer with 10 or more ranks in Perform (Dance) can give their allies the ability to resist the effects of things like poison as well as the ability avoid getting hit. Dancing Guidance gives allies a +2 morale bonus to fortitude and reflex saves. This bonus increases by 1 at 10th, 15th, and 20th levels. The effects last for as long as the ally can see the dancer and 5 rounds thereafter.
Dispelling Dance (Su): A dancer with 12 or more ranks in Perform (Dance) can use her dancing to dispel spells or spell-like effects. Dispelling Dance mimics the effect of a dispel spell, or a dispel greater magic spell at 18th level and above. The targeted caster or object must be within 30 ft. of the dancer. A dancer can concentrate to keep up the effects of dispelling dance. Every round the dancer must make a Perform (Dance) check. The caster can make a Will save to resist the effects of dispelling dance versus the dancer's Perform (Dance) check. If the caster succeeds, the dancer must make a concentration check to keep dancing (DC 15 + level of spell that was cast).
Improved Feint: A dancer gains Improved Feint as a bonus feat even if she does not meet the prerequisites. If a dancer already has improved feint as a feat, she may choose another fighter bonus feat in it's place.
Empowering Step (Su): A dancer with 15 or more ranks in Perform (Dance) can increase the power in spells cast by an ally. She can grant this to a single ally within 30 ft. who can see her. At every three levels after, she can grant this ability to one additional ally (15th and 18th). Empowering step grants the empower spell metamagic feat to all spells cast by her chosen ally. The effects last for as long as the ally can see her and 5 rounds thereafter.
Mind Over Hips (Su): A dancer with 16 or more ranks in Perform (Dance) can give her allies the ability to resist having their mind be taken over. Mind over hips grants a +2 morale bonus to saves vs. charm and compulsion effects. This ability increases to +4 at 18th level. Using this ability requires 1 full round of uninterrupted concentration and dancing. It affects any ally within 30 ft. The effects last for as long as she continues to concentrate and dance, the ally must see the dancer to gain the benefit.
Quick Steps (Su): A dancer with 18 or more ranks in Perform (Dance) can make themselves or an ally move faster in combat. Quick Steps grants a dancer or an ally within 30 ft. the hasted status. (Caster level equals half the dancer's level.) If an ally is affected, they gain the benefits of quick steps so long as they remain within 30 ft. of the dancer.
Spell Dancing (Su): A dancer with 21 or more ranks in Perform (Dance) can mimic spells. Spell dancing grants the dancer the ability to mimic a spell of 7th level or lower from the Sorceror/Wizard and Bard lists that has a duration. A dancer can extend that spells effect duration for as long as she continues to dance. A dancer must make a Perform (Dance) check each round to maintain the spell. If the spell allows a save, the DC is the dancer's Perform check. Any material component costs are paid when the dancer begins spell dancing. The dancer can only maintain a spell for a maximum of 2 minutes. Spell dancing can only used 6 times a day.