Zephyr Dancer (3.5e Prestige Class)

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Zephyr Dancer
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Zephyr Dancer[edit]

The wind is within me!-


—Natan Asteren, human Zephyr Dancer

|src= }}

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<-fluff about this prestige class->

Becoming a Zephyr Dancer[edit]

Entry Requirements
Base Attack Bonus: +6
Skills: Perform (Dance) 5 ranks, Tumble 8 ranks
Feats: Dodge, Mobility, Flyby Attack
Martial Maneuvers: Must know at least two maneuvers of 2nd level or higher, which must be from either the Diamond Mind, or Iron Heart disciplines.
Special: Must have the ability to fly, either as a racial ability, or through the use of spells and effects such as Flight.

Table: The Zephyr Dancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Maneuvers
Known
Maneuvers
Readied
Stances
Known
Special Spellcasting
Fort Ref Will
1st +1 +0 +2 +0 1 0 0 Dance of the West Wind, Improved Flyby Attack -
2nd +2 +0 +3 +0 0 0 0 Swift Wings (+10 ft.) -
3rd +3 +1 +3 +1 1 1 0 +1 existing caster level
4th +4 +1 +4 +1 0 0 0 Dance of the East Wind, Swift Wings (+20 ft.) -
5th +5 +1 +4 +1 1 0 1 -
6th +6 +2 +5 +2 0 1 0 Swift Wings (+30 ft.) +1 existing caster level
7th +7 +2 +5 +2 1 0 0 Dance of the South Wind -
8th +8 +3 +6 +3 0 0 0 Swift Wings (+40 ft.) -
9th +9 +3 +6 +3 1 1 0 +1 existing caster level
10th +10 +3 +7 +3 0 0 1 Dance of the North Wind, Swift Wings (+50 ft.) -

| colspan="42" class="skill" | Class Skills (<-skill points-> + Int modifier per level)
<-list of class skills->. |}

Table: The Epic Zephyr Dancer
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

All of the following are class features of the zephyr dancer.

Maneuvers: At each level odd-numbered level, you gain a new maneuver known from either the Diamond Mind or Iron Heart discipline. You must meet a maneuver's prerequisite to learn it. You add your full zephyr dancer level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd, 6th, and 9th level, you gain an additional maneuver readied per day.

Spellcasting: At 3rd, 6th and 9th levels, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a zephyr dancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Dance of The West Wind (Ex): The first dance the Lords of the Wind learn is a simple one, a gentle flowing rhythm that emulates the calm western wind, letting them use their skills as dancer in the air. At 1st level, a zephyr dancer may substitute a Perform (dance) check for any Tumble or Jump check. A zephyr dancer may not use this ability if they lack the ability to fly for any reason.

Dance of The East Wind (Ex): The second dance form of the zephyr dancer is slightly more complex, a seemless movement of air and steel, which lets them react to all threats with equal precision. At 4th level, a zephyr dancer always retains his Dexterity bonus to Armor Class, even if he is caught flat-footed or struck by an invisible attacker. A zephyr dancer may not use this ability if they lack the ability to fly for any reason.

Dance of The South Wind (Ex): The third piece of the zephyr dancer is a dangerous one, an erratic form of sudden swoops and slashes, maximizing the damage dealt to landbound, or lower flying creatures. At 7th level, the zephyr dancer adds his Charisma modifier to damage dealt on attacks at creatures at least five feet below him.

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Campaign Information[edit]

Playing a Zephyr Dancer[edit]

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Combat: Zephyr Dancers usually take a supporting role in attacking; as they are able to fly, they can surpise enemies from above.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Zephyr Dancers in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: NPCs usually aren't aware that Zephyr Dancers exist, as it is a rare Prestige Class indeed. When they are 'in the know' of the class's existence, most NPCs are impressed with their wind-controlling abilities.

Zephyr Dancer Lore[edit]

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

<-the appropriate skills->
DC Result
11 Zephyr Dancers are always in tune with the wind; this abilitie has existed ever since they were born.
16 When a Zephyr Dancer dies, it is said that a powerful windstorm wil surround their grave for 3 days after they are buried.
21 A useful application of the Zephyr Dancer's abilities is to suround themselves and their allies with strong winds before battle so as to not reveal their location.
26 Zephyr Dancers of this level are so interwined with the wind that they can sense even the slightest changes in the air.

Zephyr Dancers in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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