Mystic Dancer (3.5e Class)

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A Mystic Dancer beginning a new dance

Mystic Dancer[edit]

The Mystic Dancer is a weaver of motion; able to mesmerize, mystify, and terrify with their finely toned and developed motions and bodies, and are not hesitant to use their talents in more ways than one. They sway and entice with the powers of the humanoid body and pleasures of the flesh, and more often than not are mistakenly called "War Dancers" due to their ability to preform even during fierce melees. While Mystic Dancers share similar abilities to a Bard, they are more skill and assistance-focused, placing less emphasis on spells and abilities.

Making a Mystic Dancer[edit]

A Mystic Dancer flourishes in areas similar to a Rogue and Bard. While preferring Hit and Run tactics to effectively utilize the Mystic Dancer's Guile and Grace in the middle of a confrontation, they do not shy away from a brawl as they can easily fight while maintaining their elegant dances. Furthermore, much like a Bard's ability to inspire allies and demoralize foes with Bardic Music, a Mystic Dancer can utilize their dances to create powerful effects.

Abilities: A Mystic Dancer's highest abilities should be their Charisma and Dexterity scores. Secondarily, Strength is useful in an extended brawl and Intelligence is useful to improve their many skills, while Constitution should be kept in attention Wisdom can be neglected safely.

Races: Those races that are gifted with grace, and ease of movement easily take up the mantle of Mystic Dancer. Humans tend to find the movements alluring to preform and Elves enjoy the subtly arcane trance of their dances. Other races are not unlikely to pursue the path of the Mystic Dancer, those that are not considered "Charismatic" tend to shy away.

Alignment: Any non-Lawful.

Starting Gold: same as Bard.

Starting Age: Rogue.

Table: The Mystic Dancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special AC
Bonus
Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Enchanting Guise, Mystic Knowledge, Mystic Dance, Titanic Enticement, Dancer's Garb Dancer's Grace +0
2nd +1 +0 +3 +0 Enthralling Charm, Dancer's Pride +0
3rd +2 +1 +3 +1 Warlike Insight +1
4th +3 +1 +4 +1 Opportunistic Strike +1d6 +1 2 1
5th +3 +1 +4 +1 Bonus Feat, Whirling Dervish +1 2 1
6th +4 +2 +5 +2 Ritualistic Bon +2 2 1
7th +5 +2 +5 +2 Acrobatic Attack +2 2 2 1
8th +6/+1 + 2 +6 +2 Opportunistic Strike +2d6 +2 3 2 1
9th +6/+1 +3 +6 +3 Elegant Cariñosa +3 3 2 1
10th +7/+2 +3 +7 +3 Bandari Waltz, Mystic Form, Bonus Feat, Whirling Dervish +1 +3 3 2 2 1
11th +8/+3 +3 +7 +3 Enrapturing O'TE'A +3 3 3 2 2
12th +9/+4 +4 +8 +4 Jian Wu, Sneak Attack +3d6 +4 3 3 2 2
13th +9/+4 +4 +8 +4 +4 3 3 2 2 1
14th +10/+5 +4 +9 +4 Frightening Noh Mai +4 3 3 3 2 2
15th +11/+6/+1 +5 +9 +5 Fanatic Farruca, Bonus Feat, Whirling Dervish +2, Sinful Seduction +5 3 3 3 2 2
16th +12/+7/+2 +5 +10 +5 Opportunistic Strike +4d6 +5 3 3 3 2 2
17th +12/+7/+2 +5 +10 +5 +5 3 3 3 3 2
18th +13/+8/+3 +6 +11 +6 Arcane Elegance +3 4 3 3 3 2
19th +14/+9/+4 +6 +11 +6 +6 4 3 3 3 2
20th +15/+10/+5 +6 +12 +6 Bonus Feat, Opportunistic Strike +5d6 Whirling Dervish +3, Enrapturing Performance +6 4 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features[edit]

Mystic Dancers use their guile, looks, and rigorous training to give themselves an advantage over their foes. All of the following are class features of the Mystic Dancer:

Weapon and Armor Proficiency: Mystic Dancers have proficiency with all simple weapons, the Whip, and the Spiked Chain. A Mystic Dancer has no armor proficiency, nor proficiency with shields.

Spells: Beginning at 4th level, a Mystic Dancer gains the ability to cast a small number of arcane spells, which are drawn from the bard spell list. A Mystic Dancer must choose and prepare her spells in advance.

To prepare or cast a spell, a Mystic Dancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mystic Dancer’s spell is 10 + the spell level + the Mystic Dancer’s charisma modifier.

Like other spellcasters, a Mystic Dancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Dancer. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Mystic Dancer indicates that the Mystic Dancer gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

The Mystic Dancer’s selection of spells is extremely limited. At fourth level, a Mystic Dancer learns two 1st-level spells of their choice. Every few new Mystic Dancer levels, she gains one or more new spells, as indicated on Table: Mystic Dancer Spells Known. (Unlike spells per day, the number of spells a Mystic Dancer knows is not affected by his Charisma score; the numbers on Table: Mystic Dancer Spells Known are fixed.)

Upon reaching 6th level, and at every second Mystic Dancer level after that (8th, 10th, and so on), a Mystic Dancer can choose to learn a new spell in place of one she already knows. In effect, the Mystic Dancer “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 Mystic Dancer spell the Mystic Dancer can cast. A Mystic Dancer 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 she gains new spells known for the level.

As noted above, a Mystic Dancer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up his allotment of spells per day for the spell’s level.

Through 3rd level, a Mystic Dancer has no caster level. At 4th level and higher, her caster level is one-half her Mystic Dancer level.

Table: Mystic Dancer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
4th 3 2 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 4 4 2 - -
8th 5 4 3 - -
9th 5 4 3 - -
10th 5 4 4 2 -
11th 5 5 4 3 -
12th 5 5 4 3 -
13th 5 5 4 4 2
14th 5 5 5 4 3
15th 5 5 5 4 3
16th 5 5 5 4 4
17th 5 5 5 5 4
18th 5 5 5 5 4
19th 5 5 5 5 4
20th 5 5 5 5 5

These bonuses to AC apply even against touch attacks or when the Mystic 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.

A multi-class character with Mystic Dancer levels faces special restrictions, listed below.

Enchanting Guise (Ex): Mystic Dancers may always take 10 on any Disguise checks to appear as any type of dancer, or a similar character, such as harem-maidens, gypsies, and prostitutes. All Mystic Dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.

Mystic Knowledge: A Mystic Dancer may use Bardic Knowledge as a Bard of her Mystic Dancer Level.

Mystic Dance: A Mystic Dancer is much different than normal dancers of the world, and is capable of employing their art in a manner that inspires allies and demoralizes foes.

Once per enounter Mystic Dancer level, a Mystic Dancer can use her skill and grace to produce magical effects on those around her (usually including herself, if desired). Each ability requires both a minimum Mystic Dancer level and a minimum number of ranks in the Perform (Dancing) skill to qualify; if a Mystic Dancer does not have the required number of ranks in the Perform (Dancing) skill, she does not gain the dancing ability until she acquires the needed ranks.

Starting a mystic dance effect is a standard action. Some dancing abilities require concentration, which means the Mystic Dancer must take a standard action each round to maintain the ability. Dances that require concentration are considered to equivalent to casting spells, and thus are subject to concentration checks. Even while using dancing that doesn’t require concentration, a Mystic Dancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). If disoriented in some way or blinded, a Mystic Dancer has a 20% chance to fail when attempting dancing. If she fails, the attempt still counts against his daily limit. Most dancing abilities, unless otherwise stated, last 2 rounds per Mystic Dancer class level.

Titanic Enticement (Su): A Mystic Dancer with 3 or more ranks in a Perform (Dancing) skill can use her dance to inspire her allies against attacks. Titanic Enticement gives all allies a +2 morale bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.

Enthralling Charm (Sp): A Mystic Dancer of 2nd level or higher, with 3 or more ranks in a Perform (Dancing) skill can use her dancing to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the Mystic Dancer, and able to pay attention to her. 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, she can target one additional creature with a single use of this ability.

To use the ability, a Mystic Dancer makes a Perform check. Her check result is the DC for each affected creature’s Will save against 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 watches the dance, taking no other actions, for as long as the Mystic Dancer continues to dance and concentrate (up to a maximum of 10 rounds per Mystic Dancer level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Mystic Dancer to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.


Warlike Insight (Su): A Mystic Dancer of 3rd level or higher, with 6 or more ranks in a Perform (Dancing) skill can use her dance to inspire her allies, granting them more accurate attacks. Warlike Insight gives all allies a +2 morale bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.

Ritualistic Bon (Su): A Mystic Dancer of 6th level or higher with 9 or more ranks in a Perform (Dancing) skill can use her dance to inspire her spellcasting allies to greater heights. Ritualistic Bon allows all allied spellcasters to cast spells as if they had a caster level of one higher; this bonus is doubled at 12th level. This dance requires concentration.

Elegant Cariñosa (Su): A Mystic Dancer of 9th level or higher with 9 or more ranks in a Perform (Dancing) skill can use her dance to distract enemy spellcasters, breaking their concentration. Elegant Cariñosa requires all enemies within 60 feet attempting to use spells or spell-like ability to succeed a concentration check as if they had been injured (DC 10 + Mystic Dancer class level + effective level of the spell being cast). This dance requires concentration.

Bandari Waltz (Su): A Mystic Dancer of 10th level or higher with 10 or more ranks in a Perform (Dancing) skill can use her dance to pacify hostile creatures. Bandari Waltz requires all enemies within 60 feet to make a Will against the Mystic Dancer's Perform, those that fail immediately lose the will to fight, and become Neutral to the Mystic Dancer and her party.

Enrapturing O'TE'A (Su): A Mystic Dancer of 11th level or higher with 11 or more ranks in a Perform (Dancing) skill can use her dance to Charm her opponents. To use the ability, a Mystic Dancer makes a Perform check, her check result is the DC for each affected creature’s Will save against the effect.

Jian Wu (Su): A Mystic Dancer of level 12 or higher, with 15 or more ranks in a Perform (Dancing) skill can use her dancing to inspire allies to greater ferocity. Jian Wu grants the all allies an additional 1d6 damage while this dance is being performed. This bonus increases to 2d6 damage at 16th level, and 3d6 damage at 20th level. This dance requires concentration.

Frightening Noh Mai (Su): A Mystic Dancer of 14th level or higher, with 15 or more ranks in a Perform (Dancing) skill can use her dance to Intimidate her opponents. To use the ability, a Mystic Dancer makes a Perform check, her check result is the DC for each affected creature’s Will save against the effect. If an affected creature fails it's Will it becomes Frightened. This dance last 2 rounds per Mystic Dancer class Level

Fanatic Farruca (Su): A Mystic Dancer of 15th level or higher, with 15 or more ranks in a Perform (Dancing) skill can use her dancing distract her foes, feinting to put them off guard. Fanatic Farruca dance subjects all enemies with 20 feet of the Mystic Dancer to a feint. Any enemy who fails is considered flat-footed toward the Mystic Dancer for 1 round plus an additional round for every five levels of Mystic Dancer. This dance cannot be maintained; It must end in the round it is started.

Arcane Elegance (Su): At 18th level, a Mystic dancer with 15 or more ranks in Perform (Dancing) gains the ability to drastically expand her spell list. Arcane Elegance grants the Mystic Dancer the ability to mimic a spell from the Sorceror, Wizard, Cleric, or Druid lists. This dance is a full-round action that lasts for only one round. The spell takes up the same level slot in the Mystic Dancer's spells per day, and therefore, the Mystic Dancer can never cast anything greater than a 4th level spell. The spells duration, if it has one, continues as long as the Mystic Dancer continues to perform this dance. This dance requires concentration.

Bonus Feats: Mystic Dancer's may choose Bonus Feats from the same table as Fighters at every five levels, as long as they meet the pre-requisites for the ability.

Opportunistic Strike: Starting at 4th level, if a Mystic Dancer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Mystic Dancer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Mystic Dancer flanks her target. This extra damage is 1d6 at 4th level, and it increases by 1d6 every four Mystic Dancer levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Mystic Dancer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Mystic Dancer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Mystic Dancer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Mystic Dancer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Dancer's Garb: For a Mystic Dancer only certain outfits will do, and those are ones that reveal as much skin as necessary, covering only her most precious bits. The Mystic Dancer is considered to have the Chainmail Bikini feat from the Bikini Armor Template[1] and begins with a Padded Armor Bikini, even if she does not qualify for this feat, She also becomes proficient with any armor that qualifies as Bikini Armor.

Dancer's Grace: Much like an ever flowing stream the Mystic Dancer is a difficult being to catch. Starting at the 3rd Level, and ever three Levels after the Mystic Dancer gains +1 Dodge Armor to her AC.

Dancer's Pride: A Mystic Dancer does not feel shame when other's eyes fall upon her. At 2nd Level a Mystic dancer is considered to have Naked Defense feat from the Bikini Armor Template[2], even if she does not qualify for this feat.

Whirling Dervish: At 5th Level a Mystic Dancer is able to attack even while preforming a Mystic Dance, and Mystic Dance now becomes a Free action. At the 10th, 15th, and 20th(ect.) Levels the Mystic Dancer gains +1, +2, +3(ect.) to her Base Attack

Acrobatic Attack: At 7th Level, if the Mystic Dancer attacks by jumping at least 5 feet toward his opponent, jumping down at least 5 feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls. The Mystic Dancer must make a Jump check; if the result is less than 5 feet, he cannot use this ability on that attack. If the result is greater than the distance between the Mystic Dancer and the opponent, the Mystic Dancer can limit the distance to that between himself and the opponent as a free action.

Mystic Form: At 10th Level a Mystic Dancer may preform a dance that combines the effects of two different Mystic Dance forms. This counts as a single Mystic Dance.

Enrapturing Performance: At 20th Level a Mystic Dancer may preform a dance that combines the effects of three different Mystic Dance forms. This counts as a single Mystic Dance.

Ex-Mystic Dancer[edit]

A Mystic Dancer who becomes lawful in alignment, or becomes permanently unable to use skills in Perform (Dancing) cannot progress in levels as a Mystic Dancer, though he retains all his Mystic Dancer abilities. If he returns to be non-lawful he can progress in levels as a Mystic Dancer.

A multiclass Mystic Dancer, whether they were a Mystic Dancer before taking levels in another class or otherwise, faces special restrictions. The AC Bonus is limited to the maximum number of Mystic Dancer levels the character has.

Epic Mystic Dancer[edit]

Table: The Epic Mystic Dancer

Hit Die: d8

Level Special
21st
22nd
23rd
24th Opportunistic Strike +6d6
25th Bonus Feat',' "Whirling Dervish" +4
26th
27th
28th Opportunistic Strike +7d6
29th
30th Bonus Feat, Dance of the Heavens',' "Whirling Dervish" +5

6 + Int modifier skill points per level.

Dance of the Heavens: A 30th level Mystic Dancer's Perform (Dance) skill checks can cast spells from the 9th, and below, level Cleric, Bard, and Wizard/Sorceror lists. She determines the spell, and must make a DC of 15 + Spell's Level VS her Perform (Dance) skill. (Example: Alexia has a Perform (Dance) of 10, and attempts to cast "Cure Moderate Wounds" a 2nd Level Spell. She must roll at least a 7 to succeed in casting the spell.) Spells with material components must be paid in gold, or she may not cast that particular spell.

Bonus Feats: The epic Mystic Dancer gains a bonus feat (selected from the list of epic Rogue bonus feats).


Human Mystic Dancer Starting Package[edit]

Weapons: Dagger, Whip

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Perform (Dance) 4 INT
Diplomacy 4 CHA
Disguise 4 CHA
Sleight of Hand 4 DEX
Balance 4 DEX
Listen 4 WIS

Feat: Improved Intiative

Gear: Bedroll, Flint and Tinder, Dancer's Outfit, Padded Bikini

Gold: 53GP

Campaign Information[edit]

Playing a Mystic Dancer[edit]

Religion: Mystic Dancers are a diverse lot regarding religion, some follow their bardic brethren in the pursuit of path and riches, while others simply find an atheist view.

Other Classes: More often than not, the only classes who tend to disapprove of the Dancer's ways are the strictest of Paladins and Clerics, finding their sometimes unsavory ways offensive, crude, and dishonorable.

Combat: The Mystic Dancer prefers to stay amidst her companions, providing support to her companions with bonuses and hindering her opponents. However, if the thrill of battle envelopes her she is more than capable of taking to the front line with her Fighter and Paladin companions.

Advancement: <-Mystic Dancers tend to take a liking to the Arcane, and tend to lean towards both taking levels in both Rogue and Sorcerer levels. However, the shrewdest and most devious Mystic Dancers will take the role of an Assassin, using her guile to strike first pleasure, then fear into the hearts of both her targets and the world.

Mystic Dancers in the World[edit]

She proved very hard to lay a hand on. Worse still, not only was she still

dancing, but she was actually clearly winning the fight

—Alebaster Gregori, Human Fighter, recounting the dance of a Mystic Dancer that was attacked by a pack of orcs

Mystic Dancers are a fit in amidst many cities, and caravans of gypsies. They are especially at home amidst entertainers such as Bards.

Daily Life: Mystic Dancers are as hectic as their Bardic brethren, and seek their path in the world, whether with greedy lust for gold, or with an enthusiasm for their arts.

Notables: Onyxia Ralei, a Elf Mystic Dancer who has since rose into sovereignty due to some unorthodox business practices.

Organizations: Mystic Dancers as groups tend to be traveling bands of gypsies, or bandits. Small groups of Mysic Dancers can be found almost anywhere in this fashion.

NPC Reactions: NPCs most often find Mystic Dancers as they find Bards, entertaining, or annoying.


Mystic Dancer Lore[edit]

Characters with ranks in Knowledge (Local) can research <-Mystic Dancers-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Mystic Dancers are just that, individuals who go through life performing dances for gold and glory.
10 Mystic Dancers often travel in groups of gypsies, or as bandits. As such, they are generally less trusting when a group of them are present.
15 Mystic Dancers may reach into the planes and arcane arts with their dances to produce spells as if from thin air.
20 Characters who gain this level of knowledge may know any local groups or important people of note within the Mystic Dancer class.

Mystic Dancers in the Game[edit]

Mystic Dancers may be either Player Characters, or Non-Player Characters as to your needs as a DM or Player.

Adaptation: Mystic Dancers may also be Entertainers, Harem-Girls, or Prostitutes.

Sample Encounter: ECL9

EL7: June Carini, and her guards may be encountered upon the road, being ambushed by vandals and bandits, or perhaps even in their home city. Carini is a suprisingly gifted combatant, and at puts up a enchanting fight while her guards chip away at the adventurer's health and equipment.



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