Twirling in battle to the beat of some primal heart, the Dancing Goddess style lets you dance across the battlefield, dodging blows and countering with whirling blades in perfect dizzying tempo. Developed by worshipers of a multi-armed goddess, they sought to replicate her eternal dance. Dances which create, dances which protect, and dances that destroy and ultimately symbolize the eternal cycle of creation and destruction. The practice eventually spread out to non-worshipers by traveling bards and other performers enchanted by the beautiful dance techniques and poses, as well as its usefulness in a fight. Developed after the fall of the Temple of Nine Swords, it never came into offical use but is passed on through bards and other performers of the arts. The dancing of this discipline is as spiritual as it is martial, and some of the higher level abilities draw on the power of the goddess herself for supernatural effects. Because of this spiritual connection it is best suited for crusaders and swordsages. The weapons associated with this discipline are those of the goddess; falchions, rapiers, scimitars, whips, and any light slashing weapon. Practitioners favor strong dexterity over raw strength and the skill associated is Perform (Dance) (Cha). A crusaderToB or swordsageToB may replace one of his disciplines known with the Dancing Goddess discipline. Game Mechanics of the Dancing GoddessAvailable To: Crusader, Swordsage Discipline Skill: Perform (Dance) (Cha) - To dance across the battlefield, you must first know how to dance. Discipline Weapons: Falchion, Rapiers, Scimitars, Whips, and any light slashing weapon. - The dancing blade is both traditional to the style and optimal to keep the beat flowing, cutting through all your opponents. Saves: 10 + maneuver level + Dexterity Legacy Weapon: Nataraja Maneuver Granting Item: Dancing Goddess Bracelets Discipline Feat: Eternal Dancer Tactical Feat: Dancer of the Dais [edit]Maneuvers of the Dancing Goddess Discipline
1st-Level Maneuvers
2nd-Level Maneuvers
3rd-Level Maneuvers
4th-Level Maneuvers
5th-Level Maneuvers
6th-Level Maneuvers
7th-Level Maneuvers
8th-Level Maneuvers
9th-Level Maneuvers
While in this stance you are surrounded by 4 force scimitars in a manner similar to spiritual weapon. They act on their own accord, making one attack per blade each round to anyone in your reach. They make attack rolls at your maximum normal attack bonus, dealing 1d8 force damage +1 half your initator level. They have a 18-20/x2 critical and can use any relevent feats and abilities that apply to scimitars. While you are in this stance, the penalty for two weapon fighting are reduced by 2. This maneuver is a supernatural ability.
If you are charged, you can activate this maneuver to make a melee attack just before they hit. If you hit, you deal your normal melee damage plus an additional +1d6 and the charge is disrupted, ending their turn in the square they were in when you attacked.
You gain a +2 dodge bonus for each enemy which threatens you, up to a maximum of +10. This bonus lasts until the end of your next turn.
While in this stance you benefit from freedom of movement.
This maneuver functions like divine wind blade but you deal 1d6 points of force damage and the tornado produced can pick up opponents which fail their DC 18 + Dex Reflex saves for half damage. Those which fail their saves are thrown up 60 ft. plus an additional 1d10x10 feet into the air, taking fall damage as appropriate. Regardless of the saving throw, the wind blows away gases as if affected by a gust of wind spell, but stronger. A Medium or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Medium or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Large creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Gargauntuan or larger creatures are not effected because unlike the spell, this maneuver is instantaneous and does not provide penalties beyond its initial use. This maneuver can’t move a creature beyond the limit of its range. In addition the wind effects produced have a 100% chance of extinguish protected flames (such as lanterns). This maneuver is a supernatural ability.
If you are subject to an area effect you can use this maneuver and make a safe zone out to a 10 foot radius from yourself. The effect is instant, and if the effect lasts for more than 1 round it may fill back in your safe zone, like many gases would.
When you activate this maneuver you become completely immune to all effects for 1 round. You may attack as normal, but any effect which would change your status, deal damage, or heal you, has no effect as if you weren't there. Unlike most maneuvers, this maneuver may only be used once per encounter, no matter how many times you refresh it. This maneuver is a supernatural ability.
As a swift action you gain the effects of air walk for 5 rounds. You must take a move action to maintain the air walk effect, if you go a round without taking a move action to move, the maneuver immediately ends and you fall. A 5 foot step does not count as movement for the purposes of this maneuver, nor move actions that do not involve movement across the terrain.
As a standard action you can make one melee attack at your full base attack bonus against each opponent within reach.
You make an immediate aid another attempt to any creature in your reach. You may aid either their attack roll, or their AC against one attack. They gain a bonus equal to half your initiator level to attack or AC.
As a full round action you can make a full attack at your full base attack bonus against each opponent within reach.
While in this stance you may use your Perform (Dance) ranks for your ranks in Balance or Tumble. In addition if you move at least 10 ft. in the round you gain a +1 dodge bonus to AC. This bonus increases by +1 at initiator level 5, and an additional +1 every 5 levels.
You gain the pounce ability, allowing you to make a full attack after a charge.
As a full round action you can make a full attack at your full base attack bonus against each opponent within the extend you could make in a single move action. For example if your speed is 30 feet you can make a full attack against every opponent in 30 feet plus your reach (typically 5 feet). You do not provoke any attacks of opportunity as you zip between targets at cosmic speeds, though you need to be able to reach your opponents in order to attack.
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. With a swirl of your body you flash your cloak into the eyes of your opponent and attack while they're still distracted, gaining a +4 bonus to attack. If you hit, they must make a Reflex save, DC 14 + Dex modifier, or have a 50% miss chance on their attacks for 1 round.
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. With a swirl of your body you flash your cloak into the eyes of your opponent and attack while they're still distracted, gaining a +2 bonus to attack. If you hit, they must make a Reflex save, DC 11 + Dex modifier, or have a 20% miss chance on their attacks for 1 round.
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. Your constant motion obscures your form, giving you a 20% miss chance. true seeing does not bypass this miss chance, as it is creatured by a physical mundane obstruction.
You make two extra attacks at your highest attack bonus, but all your attacks this round take a -2 penalty.
You release a rapidly moving cylinder of wind like a tornado, 60 ft. tall and 15 ft. wide., which dashes out 60 ft. away from you before losing strength. The supernatural winds are as sharp as blades, dealing 1d6 points of magical aligned slashing damage per initiator level to all targets (alignment corrisponds to user's alignment, true neutrals select one alignment, it cannot be changed afterward). Creatures get a Reflex save (DC 15 + Dex) for half damage. Regardless of the saving throw, the wind blows away gases as if affected by a gust of wind spell. A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. Large or larger creatures are not effected because unlike the spell, this maneuver is instantaneous and does not provide penalties beyond its initial use. This maneuver can’t move a creature beyond the limit of its range. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a divine wind blade can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. This maneuver is a supernatural ability.
You make an extra attack at your highest attack bonus, but all your attacks this round take a -2 penalty.
You gain Weapon Finesse while in this stance. If you already possess Weapon Finesse, you gain your Dexterity modifier to damage rolls with finessable weapons. This damage is precision damage.
To employ this maneuver you require some manner of cloak, ribbon, or other free flowing object. You gain the effect of displacement for 5 rounds. At the end of the duration you are fatigued for 1 round and cannot employ this maneuver again until that 1 round has passed. This is an extraordinary effect caused by actual concealment by a physical object, true seeing and similar effects do not pierce it.
All allies in a 60 ft. radius who can see you gain a +1 morale bonus to attack and fear saves for 1 round. If you have at least 8 ranks in Perform the bonus rises by an additional +1, and an additional +1 for every 5 ranks (for example at 23 ranks you gain a +5 bonus). This bonus interacts with spells, feats, and abilities as if it were bardic music.
If you are attacked, regardless of whether the attack was successful or not, you may use this maneuver to immediately strike back. Make a single attack at your maximum attack bonus, dealing normal damage. This benefit lasts for 1 round. If the opponents choose to continue attacking you in that time period, you may make a melee attack against each instance. For example if an enemy fighter made a full attack (4 attacks) against you, you gain 4 attacks against them. Most enemies catch on and choose to stop attacking you, making this a reasonable defense. These attacks are not attacks of opportunity and do not consume their uses.
If an enemy attacks you and misses, you may activate this maneuver to get a free trip attack against them without provoking an attack of opportunity. You can use your Str or Dex modifier, whichever is higher, and you gain a +4 bonus to this check.
If you are subject to an attack roll or area effect spell you can make a Perform (Dance) check, with a DC equal to the attack roll or spell save DC. If successful, you can choose to move half your movement speed in a straight line, which may place you out of range for the attack. If you are still in range of the effect and it offers a saving throw, you are treated as having made the save.
For 1 round, you may treat occupied squares as being unoccupied by either allies or enemies, allowing you to charge or move through spaces without provoking attacks of opportunity. You also ignore difficult terrain penalties. You cannot move by creatures which take up their entire space, such as the gelatinous cube.
When you are attacked, you can activate this maneuver and make a perform (dance) check. Your check result is your new AC against this one attack. You must accept the new roll, even if it is lower than your normal AC. You must be aware of the attack and not flatfooted.
You make a melee attack, and the opponent must make a Will save DC 17 + Dex modifier, who become dazed for 1d4 rounds for following your dizzying routine. Even on a successful saving throw, they are confused for 1 round. This is an extraordinary mind-affecting effect.
When you are attacked you can choose to parry the blow. Make an attack roll, this becomes your AC against this attack. You may parry more than one attack, up to your amount allowed by your BAB (maximum 4 with BAB 16 and higher). At the beginning of your next turn, these attacks are subtracted from the number of attacks you can make. You must make an attack (either a normal attack or another maneuver). If you do not have any attacks left, you can only make a single move action or 5 foot step instead.
For 1 round all your attacks from your base attack bonus are done at your maximum attack bonus. For example if you have an attack bonus of +11/+6/+1, it is now +11/+11/+11. You still take the penalty for two-weapon fighting or flurry attacks, if applicable.
This maneuver duplicates the effects of blade barrier except as shown above. Unlike the spell, you are immune to your own blade barrier and may pass through freely. You can only have one instance of this maneuver at one time. If used again, the previous instance vanishes. This maneuver is a supernatural ability.
You can move up to twice your movement speed and charge without needing to charge in a straight line. You provoke attacks of opportunity from movement as normal.
You can only activate this maneuver when you deal a creature enough damage to make it drop. You gain an immediate extra melee attack against another creature within reach as if using Great Cleave. You may make 5 foot steps between each attack if you wish, up to your move speed (so a human with 30 ft. could make six 5-foot steps, provided she could drop 6 creatures). The number of attacks you can make with Great Cleave remains unlimited, even if you run out of movement.
For 1 round your AC effectively becomes infinite, meaning opponents can only hit you on a natural 20. At the beginning of your next turn, your AC returns to normal and you are staggered for 1 round as you catch up from the exhausting focus. |