"Is there anything greater than to taste the moonbeams beneath your feet?
" - Brina Lorelai
Everyone has heard of the dances of the fey. The beautiful, mesmerizing movements that can draw a mortal in where they shall be caught forever. Some though are released or are strong enough to escape. The memory of the dance however haunts them forever. While many eventually die, heartbroken but unwilling to give themselves over, others embrace the unearthly nature of the fey and delve into the unpredictable, alluring, inhuman wildness. This path alters them until their very humanity is swept away forever, becoming dark waltzings, creatures of the twilight of star and moon, sun and shadow.
Becoming A Dark Waltzing
Many different peoples succumb to the allure of the Dark Waltzing. Though druids and rangers are most likely to encounter the path, bards are the most likely to meet the necessary prerequisites.
Knowledge (nature) 8, Perform (dance) 6
Must have been enticed or forced to dance with a fey creature.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Bonus Spells/Caster Level|
|1st||+0||+0||+2||+2||Throes of Fae||+1|
|2nd||+1||+0||+3||+3||Woodland Stride||+1 |
|3rd||+2||+1||+3||+3||Low-light Vision, Starry-Eyed||-|
|5th||+3||+1||+4||+4||Visage of the Fair Folk||+1|
|6th||+4||+2||+5||+5||Kick Up Your Heels||+1|
The Dark Waltzing’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Swim (Str), Survival (Wis)
Skill Points at Each Level:
6 + Int modifier.
All the following are Class Features of the Dark Waltzing prestige class.
Weapon and Armor Proficiency:
Dark Waltzing gain no proficiency with any weapon or armor.
Dark Waltzings gains bonus spells and an increase in caster level as they gain levels in this prestige class, as if from having a high ability score, as shown at the indicated levels above. A bonus spell can be added to any level of spells the waltzing already has the ability to cast.
This spell may be chosen from the Druid's spell list even if the previous casting class was of another type.
Throes of Fae (Ex):
You may give into the haunting wildness of the fey spirit. Your features gain a horrible, alien beauty and your movements become unearthly graceful and dance-like. While in these throes a dark waltzing gains a +4 bonus to Dexterity, a +4 bonus to Charisma, and a +2 morale bonus to Will saves. She adds her (newly improved) Charisma-modifier as a deflection bonus to her AC while in these throes. These throes last for a number of rounds equal to 3 + the waltzing’s (newly improved) Charisma modifier. A dark waltzing may prematurely end her throes.
There is a cumulative 2% chance every round while in these throes that the dark waltzing loses all control, becoming Insane as the spell. This condition lasts until the end of the throes, which while insane cannot be ended prematurely.
A dark waltzing may succumb to these throes only once per encounter. At 1st level she can use her throes ability once per day. At 3rd level and every three levels thereafter, she can use it one additional time per day (to a maximum of 4 times per day at 10th level). Going into these throes takes no time itself, but a dark waltzing can do it only during her action, not in response to someone else’s action.
Woodland Stride (Ex):
A dark waltzing may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
At 10th level even magically manipulated areas do not cause you damage or impair you.
Low-light Vision (Ex):
A Dark Waltzing can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Your mind begins to roam the strange places of the fey. You no longer sleep as a normal being, but instead dance the night away. You are still semi-conscious and vaguely aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You do however take a -6 penalty to spot and listen checks.
This ability only functions while in a natural setting. While within a city or artificial structure you cannot achieve the necessary state and must sleep as normal.
A dark waltzing retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If the dark waltzing has uncanny dodge, she automatically gains great cunning (see below) instead.
A dark waltzing may use up one of their daily throes to Fascinate one or more creatures with their enthralling dances. Each creature to be fascinated must be within 90 feet, and able to pay attention to the waltzing. The distraction of a nearby combat or other dangers prevents the ability from working. For every two levels a waltzing attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, a dark waltzing makes a Perform (dance) 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 waltzing cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance rapturously, taking no other actions, for as long as the waltzing continues to dance and concentrate (up to a maximum of 1 round per prestige 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 waltzing to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
The dark waltzing may choose one of those successfully fascinated to become Charmed with her as the Charm Monster spell for 1 hour per level if they fail a second Will save. All Fascinated creatures but the charmed target are freed as the waltzing uses all her focus on an individual. She may not have more than 1 creature charmed at the same time.
At 9th level she may instead choose to completely bind her target to her as the Dominate Person spell instead of merely charming. She may not charm or dominate any other creature while the primary target is affected.
Visage of the Fair Folk (Ex):
You gain a +2 bonus to your Charisma and a +4 bonus on saving throws against the spell-like abilities of fey.
Kick Up Your Heels (Ex):
Your movements are as light as a feather. You use your Dexterity in the place of strength when making Jump and Climb checks. As well you add your dexterity modifier to Perform (dance) checks in addition to your charisma-modifier.
Wilder Throes (Ex):
At 6th level, a waltzing's bonuses to Dexterity and Charisma during her throes each increase to +6, and her morale bonus on Will saves increases to +3. The cumulative chance to go insane is unaffected.
Great Cunning (Ex):
A dark waltzing can no longer be flanked. This defense denies a rogue the ability to sneak attack the waltzing by flanking her.
A dark waltzing may use Commune With Nature and Find the Path three times per day.
Wild Child (Ex)
: At 10th level, the Dark Waltzing's type changes to fey. Additionally, she gains damage reduction 10/cold iron.