Rule #1 of being Evil: Don't turn into a snake. It never helps.
Quote Originally Posted by Sway
Sway
Yuan Ti Celebrant

Background
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The Yuan Ti Althass was hatched in a household beneath a bustling metropolis. Like many Purebloods, she was conditioned from birth for sevice to the Abominations, Anaethema and the Sepent God, Mershaulk. The majority of her youth was spent engaging in the various rites, rituals and hedonistic revelry of the Yuan Ti undeculture. As she matured, the was trained as an acolyte and expected to assist in the infiltration of the city above.

Like many of her kind, Althass rebelled against the expectations placed upon her. She had no great desire to enslave or corrupt the humans in the city above, she simply viewed them as an entertaining diversion. She cared not for the various ceremonies dedicated to Mershaulk, though she did have a great love and empathy for serpents. While her apathy and self indulgence was tolerated for a time, Althass found herself at odds with the elders of her household.

Althass was thrown into a sacrificial pit as an example to the other Purebloods. Such an honour was usually reserved for kidnapped demi-humans, to provide entertainment and sustenance for the Anaethema that resided below. To the surprise of the High Priest, Althass not only survived the fall, but crawled out of the pit a week after she had been offered up to the Demonic Yuan Ti. She had been altered somehow by contact with the Anaethema, quieter and seeming to possess an indefinable craving or hunger. Shocked that their offering had been returned, the Yuan Ti elders allowed Althass to live.

Chastised by her experience, Althass returned to her duties with a renewed dilligence, though her enthusiasm was somewhat lacking. She assisted the Yuan Ti criminal syndicate, assisting them with smuggling, kidnappings and extortion. Sometimes she acted as a spy, a honeypot, an assassin or enforcer. Often she was detached in carrying out these duties, even whilst performing the most horrific of acts. Her only joys seemed to be dancing and the company of serpents.

She can often be found dancing in a seedy tavern, luring in patrons for the predation of other Yuan Ti. Quite often she will perform with a snake draped over her. To the few regular patrons that frequent the establishment, she is known simply as Sway. The few city guards and constablery that have attempted to drive out the criminal influence in the city have simply disappeared, though rumours persist that a powerful agent of the Snake God lurks somewhere in the back alleys of the trade district.


Appearence and Roleplaying.
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Sway looks more like a lady of the evening than a warrior. Her slight frame and soft skin is more provocative than threatening. She goes to great lengths to enhance this image, meticulously applying perfumes and cosmetics, dressing in revealing clothing and acting ignorant and slightly confused. Even when she prepares for combat, she wears little more than fine silks, jewlery and a skimpy chainmail bikini.

Sway does not bother with intimidation. She uses her natural charm in order to get in close to a target before striking. Typically, she allows others to do the talking while she casually dances in the background, often with a serpent draped over her. If she can avoid combat, she will do so, relying on drugs, poison or seduction instead. Many of her foes though her to be little more than a brainwashed slave or doped-up cultist, only to be overwhelmed by her transformation from dispassionate performer to enthusiastic killer.


Build Sweet Spot
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This is difficult to judge. I would say that around ECL 12 the character has a decent array of options. In a city based campaign, Sway might make a decent melee build, obviously working well with Rogues and similar character types. Her disinfranchised nature would make her less likely to betray her companions to the Yuan Ti. Overall, a subversion of the strong, silent warrior archtype and an interesting variation of a nature-themed class.


Attributes and Level Progression
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32 point buy

Str:10 Dex:16 Con:16 Int:12 Wis:8 Cha:14

Final Scores with ability adjustments and racial bonus at ECL 20 (enhancement bonus)

Str:10 Dex:26 (32) Con:20 Int:14 Wis:8 Cha:22 (28)

Sway
{table=head]Effective Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

3rd|Monstrous Humanoid|
+1
|
+2
|
+2
|
+0
|(16) CC Escape Artist 1 rank, CC Handle Animal 1 rank, Hide 4 ranks, Knowledge (Arcana) 2 ranks, Knowledge (Nature) 2 ranks, CC Perform (Dance) 1 rank, CC Sleight of Hand 1 rank; Speak Language Yuan Ti, Common, Abyssal, Draconic |Weapon Finesse, Alertness, Blind Fight|Yuan Ti Racial

4th|Monstrous Humanoid|
+2
|
+3
|
+3
|
+0
|(4) CC Handle Animal 1 rank, Hide 1 rank, Knowledge (Nature) 1 rank |-|-

5th|Monstrous Humanoid|
+3
|
+3
|
+3
|
+1
|(4) CC Handle Animal 1 rank, Hide 1 rank, Knowledge (Nature) 1 rank |Combat Reflexes|-

6th|Monstrous Humanoid|
+4
|
+4
|
+4
|
+1
|(4) Disguise 1 rank, Hide 1 rank, CC Sleight of Hand 1 rank |-|-

7th|Bard|
+4
|
+4
|
+6
|
+3
|(8) Craft (Alchemy) 1 rank, Craft (Poison) 1 rank, Escape Artist 2 ranks, CC Handle Animal 1 rank, Hide 1 rank, Perform (Dance) 1 rank |-|Bardic Music (Fascinate, Countersong), Nature Sense, Wild Empathy, Animal Companion

8th|Bard|
+5
|
+4
|
+7
|
+5
|(8) Craft (Poison) 1 rank, Escape Artist 1 rank, Hide 1 rank, Move Silently 1 rank, Perform (Dance) 2 ranks, Sleight of Hand 1 rank, Use magic Device 1 rank|EWP (Spiked Chain)|-

9th|Snake Lord|
+6
|
+6
|
+9
|
+5
|(6) Hide 1 rank, Move Silently 1 rank, CC Perform (Dance) 2 ranks|-|Animal Bond, Detect Animals, Wild Empathy

10th|Snake Lord|
+7
|
+7
|
+10
|
+5
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Move Silently 1 rank, Perform (Dance) 1 rank|-|First Totem, Low Light Vision

11th|Snake Lord|
+8
|
+7
|
+10
|
+6
|Skills (6) Escape Artist 1 rank, Hide 1 rank, CC Perform (Dance) 1 rank, CC Sleight of Hand 1 rank|Weapon Focus (Bite) |Wild Aspect 1/day

12th|Soul Eater|
+9
|
+9
|
+12
|
+8
|(6) Hide 1 rank, Listen 1 rank, Move Silently 1 rank, CC Perform (Dance) 1 rank, Spot 1 rank|-|Energy Drain

11th|LA Reduction|
+9
|
+9
|
+12
|
+8
|-|-|-

12th|Snake Lord|
+10
|
+10
|
+13
|
+8
|(6) Handle Animal 1 rank, Hide 1 rank, CC Perform (Dance) 1 rank, CC Sleight of Hand 1 rank|-|Speak With Animals

13th|Cloaked Dancer|
+10
|
+10
|
+15
|
+8
|(8) Bluff 2 ranks, Craft (Poison) 1 rank, Hide 1 rank, Move Silently 1 rank, Perform (Dance) 2 ranks, Tumble 1 rank|Life Drain|Enchanting Dance

14th|Snake Lord|
+11
|
+10
|
+15
|
+8
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|-|Summon Animal

13th|LA Reduction|
+11
|
+10
|
+15
|
+8
|-|-|-

14th|Cloaked Dancer|
+12
|
+10
|
+16
|
+8
|(8) Bluff 2 ranks, Craft (alchemy) 1 rank, Craft (Poison) 1 rank, Hide 1 rank, Move Silently 1 rank, Perform (Dance) 1 rank, Tumble 1 rank |-|Surprise Strike

15th|Snake Lord|
+13
|
+11
|
+17
|
+9
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|Robilars Gambit|Second Totem, Wild Aspect 2/day

16th|Snake Lord|
+14
|
+11
|
+17
|
+9
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|-|Animal Growth

17th|Snake Lord|
+15
|
+12
|
+18
|
+9
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|-|Animal Telepathy

18th|Snake Lord|
+16
|
+12
|
+18
|
+10
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|Defensive Sweep|Wild Aspect 3/day

19th|Snake Lord|
+17
|
+13
|
+19
|
+10
|(6) Escape Artist 1 rank, Handle Animal 1 rank, Hide 1 rank, Listen 1 rank, Move Silently 1 rank, Spot 1 rank|-|Third Totem

20th|Cloaked Dancer|
+18
|
+14
|
+20
|
+11
|8) Balance 1 rank, Craft (alchemy) 1 rank, Craft (posion) 1 rank, Hide 1 rank, Move Silently 1 rank, Perform (Dance) 2 ranks, Tumble 1 rank|-|Enchanting Dance[/table]



Build Explaination

Yuan Ti Pureblood. MM and XPH

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4 monstrous humanoid levels; Simple Weapons proficiency, Scimitar and Longbow proficiency, Light Armour and Shield proficiency. Alterness and Blind Fight as bonus feats, in addition to normal feat progresion.

Power Resistance 10 +HD

Alternate Form (ps); Tiny to Large Viper, as Polymorph Self sans healing, retains type (monstrous humanoid).

Natural Armour +1

Darkvision 60 feet

Class Skills: Concentration, Disguise, Hide, Knowledge (all), Listen, Spot. Speak Language Yuan Ti and Common

Psi Like Abilities
; Manifester Level 3. At Will: Detect Hostile Intent, Psionic Charm (animals, fey, giants, humanoids, magical beasts and monstrous humanoids; DC 12 + Cha), Psionic Daze ( 6HD; DC 11 + Cha). 1/Day: Aversion (DC 12 + Cha), Concealing Amorpha, Darkness, Entangling Ectoplasm (large creature).

Commentary. Diverse racial abilities. Snakelord complements some of these nicely. I'll break some of these down for reference in order to better explain how they will be utilised.

Alternate Form. Viper forms are not that great for combat, but they have exellent stealth and movement options. Listed swim and climb speed, they can also take a 10 on skill checks required for these skills. They have a + 4 racial bonus to hide, spot and listen, a +8 to balance, climb and swim. A tiny viper has an additional +8 to hide checks due to size. They have the scent quality, which allows for some tracking and detection options. Finally, they have a poisonous bite. The poison is not great, but deals constitution damage and can easily be harvested for crafting. Obviously great for tracking foes or setting up an ambush.

Psi Like Abilities. An augmented, versatile Charm effect at will! Yuan Ti are great at making friends, why do they have such a bad rep? Psionic Daze is okay for an at will, but does not scale well. Detect Hostile Intent...At will. This effect is always on. An hours per level buff that gives the general location of nearby intelligent foes. It also prevents surprise and being caught flat footed by foes succeptable to mind effecting powers. Aversion is a long duration debuff, similar to fear but with a variable trigger. Darkness is like the spell of the same name, a decent option when coupled with blind-fighting and scent. Concealing amorpha is great for defence or stealth. Entangling Ectoplasm is a no save, no SR power that is the equivelant of a net. It does not offer an escape clause and can effect opponents up to large size.

Despite level adjustment, Yuan Ti offers a decent range of roleplaying, combat and stealth abilities. Some of it's powers do not scale very well...Though there may be some room for a small augmentation of Psionic abilities through items like power stones or the Wild Talent feat. As their Psi-Likes function like Powers without cost, they may also be able to be augmented with power points up to the normal manifester level cap. Run it by your DM.


Bard. Alternate Class Features. (UA)

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The Nature/Fey bard ACF's were chosen for this build. Bardic Knowledge, Inspire Courage, Inspire Competance, Inspire Greatness and Inspire Heroics are lost. Druidic Animal Companion, Nature Sense, Resist Natures Lure (4th level) and Wild Empathy are gained.

The changes make me think of the original 1e Bard, with the Druidic flavour of the ACF's. These subtle changes mesh thematically with the Yuan Ti and Snakelord concept, creating a subtle manipulator than can be dangerous when provoked. A few spells are taken to benefit combats and roleplaying, scources are referenced in the list.

Spells Known.
0: Minor Disguise (SC), Songbird (SC), Lullaby, Presdigitation, Detect Magic, Read Magic
1: Critical Strike (SC), Distract (SC), Shock and Awe (SC)


Snake Lord. (CAdv)

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Snake Bond (ex). Yuan Ti being great snake handlers is almost intuitive, now Sway has the class features to back this up. The handle animal bonus aids in training snakes, adding templates and milking them for venom. Wild Empathy stacks with the bardic ability and has synergy with the natural charisma of the Yuan Ti and Charisma bonus the Snakelord receives as it's capstone. Additionally, the Bardic Animal Companion class feature is advanced.
Wild Empathy (ex). Considering that Sway can attempt Charm animals and magical beasts at will, this is a fantastic ability. Animal diplomancy is a great method of ensuring pets are responsive to training. It can also be an effective method of obtaining guardians, mounts and allies. An excellent method of obtaining raw materials for poison, or pure venom for distillation.
Speak With Snakes (sp). A limited version of the 1st level druid spell. Combined with Charm and Wild Empathy, a service is more likely to be solicited from the targeted snake. It could also be a great method of obtaining specific information from planted spies or guards.
Summon Snake (sp). A limited version of a summoning spell. Not fantastic, though it has it's uses. Summoned snakes can at the very least have their venom harvested. They can also provide flanking, cover or distract opponents, especially the larger ones. A giant constrictor is a fantastic grappler, as are the huge vipers (though it would be against their normal instincts). Against a climbing, balancing or swimming opponent, summoned snakes can be moderately effective, as their natural abilities give them an advantage.
Snake Growth (sp). Great spell. As a swift action, it can be coupled with the use of Summon Animal in order to bring Gargantuan Snakes to the field. Not only can this be a great opening move in a combat, it also has the potential to alter the terrain in an enclosed area. As poison DC is Constitution based, the bite attacks and venom harvested from a Gargantuan Viper will be deadlier. This power can also benefit Sway's Sailsnake companion and trained, Warbred serpent guards.
Snake Telepathy (su). The sight range clause on this ability can be problematic, as snakes can be sneaky. However, this ability allows for more complex commands and concepts to be communicated to snake allies silently. Great for gathering information (even though a snakes intelligence is limited). Summoned and trained pets can have tricks keyed off telepathy as well as verbal or visual commands. Even friendly, but untrained snakes can be easily directed once their attitude is shifted to helpful.
Low Light Vision (ex). A subtle and often overlooked perception ability. It synergises well with Darkvision and the Blind Fight feat.
First Totem. Snakes get no racial escape artist bonus? The writers obviously have never handled an angry Carpet Snake or seen one in action. This class feaure rectifies that discrepancy. In could be of use in escaping incarceration, moving though confined areas (even in relation to a tiny viper form) or esacping a grappling monster that outclasses Sway.
Second Totem. Who does not like Improved Initiative? Coupled with abilities that help Sway avoid surprise and being caught flat footed, this feat increases the chance that Sway will strike first in an encounter. A great way to complement the ambush and skirmish tactics that Sawy relies on.
Third Totem. An untyped charisma bonus is a subtle capstone ability. Sway has many powers and effects keyed off charisma, so be sure that this ability does not go to waste.
Wild Aspect. Awesome ability. A natural bite attack compliments melee. It can even be activated in an alternate form. Stacking poisonous bite attacks and other debilitations with melee is part of this builds combat efficacy. Harvesting small amounts of venom from this ability during downtime could allow for crafting potent poison.

Soul Eater. BoVD and LM
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Commentary. Synergises well with this build. Yuan Ti are called out in the description of this PrC. Negative levels make poison and the performances of Cloaked Dancer more effective . Additionally, the temporary HP gained from inflicting negative levels contribute to survival. More natural attacks would benefit Soul Eater, but this is not a Soul Eater optimization contest. The bite attacks of Wild Aspect and Alternate form are enhanced by this class.

The Life Drain feat from Libris Mortis enhances the damge inflicted and temporary hit points gained from Energy Drain. 5 + Charisma modifier. Regardless of how the Soul Eater's Energy Drain is interpreted, the ability of a Necrotic Focus (MIC) weapon is clear.


Cloaked Dancer. CS
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Commentary. I was looking for a PrC that provided a few thematic abilities, something befitting a character that called on the Snake Totem. Cloaked Dancer seemed appropriate. It has the ability to mesmerise foes via a hypnotic dance, quite like the ability of some Cobras to mesmerise small animals. The mix of Charm options and Surprise Strike befits the theme of this character.


Animal Companion.
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Warbred Sailsnake. MM IV, Druid level -3.
Not the greatest animal companion. It does suit the theme of Snakelord though. A flying, hooded cobra that can spray a blinding venom. The best feature of this companion is it's Venom Spray ability, a 20 foot cone that blinds creatures. It is not called out specifically as a poison and even a successful fortitude save only halves the duration of it's blinding effect.

At higher levels, the companion gains the benefit of the Hover feat and the Spit Venom feat from Serpent Kingdoms. Gear for the companion includes the Yuan Ti Poison Fangs graft from Serpent Kingdoms/Fiend Folio. This allows it's natural bite and Spit Venom feat to benefit from poisons with every attack.
This companion is not great in melee. It typically makes use of Flyby attack to Spray or Spit venom at foes. Only once a foe has been clearly weakened will it move into melee. Should character be accidently caught in the Venom Spray, the Blind Fight feat will help negate the penalty.


Poison.
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This build utilises a lot of poison. One of the interesting things about poison is that a creature is immune to it's own venom. The Drow of the Underdark Sourcebook has rules for distilling the natural venom of trained creatures. As Sway can call on the aid of snakes, she has access to their venom as well as her own. She likely has a supply of her Alternate viper Form poison, her Poison Fang venom and her Wild Aspect Poison. Distilling these poisons for use on weapons is a relatively simple task. In addition, she can possibly access Yuan Ti poisons (serpent kingdoms), Positoxins (libris mortis) and many other types of poisons from BoVD, Complete Adventurer, DungeonScape and Complete Scoundrel. Some of these toxins can effect creatures immune to standard poisons. To save space, the stat spread details only distilled natural venom.


Magical Items (WBL 760k)
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Manual of Quickness in Action +4 (110 k), Tome of Leadership and Influence +4 (110k), Manual of Bodily Health +4 (110k), Cloak of Charisma +6 (36k), Gloves of Dexterity +6 (36k), (Assassination (+1, Cityscape Web enhancement), Necrotic Focus (+3, Libris Mortis), Toxic (+1, DoTU), Virulent (+1, DoTU), Wounding (+2)/Undead Construct bane) +1 cold iron spiked chain (130,325), Gem of Psychic Poison (28k, BoVD), (Nimble (+1, MIC), Mobility (+1, MIC), Blur, (+1, MIC), Shadow (3750), Slick (3750), Silent Moves (3750)) +5 Mithril Chain Shirt (76,500), Burnoose of 1001 Thorns (3k, MIC), Circlet of persuasion (4500), Belt of Battle (MIC, 12k), Wyrmfang Amulet (MIC, 1350), Fanged Mask (MIC, 8300), 2 Yuan ti Poisoned Fang Grafts (16k, Savage Species), Great Reach Bracers (MIC, 2000), Boots of Striding and Springing (5500), Ring of Adamantine Touch (MIC, 6k), Ring of Mind Shielding (8k), +1 Longbow (2k), 10 Arrows of Biting (MIC, 5070), Hewards Handy Haversack (2k)


Feats and sources
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Feats, Alertness (racial bonus), Blind Fight (racial bonus), Improved Initiative (Snakelord bonus), Combat Reflexes, Weapon Finesse, Weapon Focus (bite), Life Drain (LM), Exotic Weapon Proficiency (Spiked Chain), Robilars Gambit (PH2), Defensive Sweep (PH2)


Level Adjustment and LA Buyoff.

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Hmmm. No XP cap this round? At effective level 12, character will spend 11 k xp and reduce LA. 3 levels later, 14k to remove LA completely.

Having been a DM for a level 1-25 campaign, I have noticed that a lower XP total is not that much of a disadvantage. In fact, lower level characters earn XP at a faster rate. This disparity is marked when facing high EL challenges. The major reason I submitted an ECL 20 build is because of WBL. In a campaign, this character would likely only be a few encounters behind the rest of the paty when they hit level 20. They would also have the majority of the gear befitting a level 20 character. Rather than submit a level 19 and a half character, I decided to submit a level 20. Penalise this build if you must, but realise that the 23k XP reduction would likely have been reduced to around 10k or less by level 20.


ECL 20 Statblock
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Sway: Yuan Ti Pureblood Bard 2/Snakelord 10/ Soul Eater 1/ Cloaked Dancer 3; Medium monstrous humanoid (Psionic); HD 5d8+10d10+5d6 +100; 188 hp;Init +17; Spd 40ft; AC 28 (+7* dex, +2 natural, +9 armour), Touch 17, flat footed 21; BA +18; Grp +18; Attack +30/+25/+20/+15 melee Amphisbaena (Reach, 1d6+1 damage, +1 Con Damage, +1 Negative Level, + distilled Poison Fangs poison DC 26, 1d6 con/1d6 con ), +30 melee Bite (1d6, +1 Negative Level, + Poison Fangs poison DC 25, 1d6 con/1d6 con) or +30/+25/+20/+15 ranged +1 Longbow (1d8+1 20/x3 +Arrow of Biting); SA Bardic Music, Spells, Psi-Like Abilities, Spell-Like Abilities, Wild Aspect, Energy Drain, Enchanting Dance, Surprise Strike, Robilars Gambit, Defensive Sweep, Poison Fang Graft; SQ Nature Sense, Animal Companion, Wild Empathy, Alternate Form; AL NE; SV Fort +19, Ref +31, Will +10; Str:10 Dex:26 (32) Con:20 Int:14 Wis:8 Cha:22 (28)
Feats: Alertness, Blind Fight, Improved Initiative, Combat Reflexes, Weapon Finesse, Weapon Focus (bite), Life Drain, Exotic Weapon Proficiency, Robilars Gambit, Defensive Sweep
Skills: Balance +12, Bluff +17, Craft (Alchemy) +5, Craft (Poison) +7, Diplomacy + 14, Disguise +13, Escape Artist +32, Handle Animal +24, Hide +39, Intimidate +14, Knowledge (Arcana) +4, Knowledge (Nature) +8, Listen +8, Move Silently +29, Perform (Dance) +27, Sleight of Hand +18, Spot +8, Survival +1, Tumble +15, Use Magic Device +13 ; Speak Language Common, Yuan Ti, Abyssal, Draconic
Combat Gear. Amphisbaena, Gem of Psychic Poison, Magical Chainmail Bikini, Burnoose of 1001 Thorns, Circlet of Persuasion, Belt of Battle, Wyrmfang Amulet, Fanged Mask, Great Reach Bracers, Boots of Striding and Springing, Ring of Adamantine Touch, Ring of Mind Shielding, +1 Longbow, 10 Arrows of Biting

Amphisbaena. Sway's +1 cold iron, Necrotic Focus, Assassination, Virulent, Toxic, Wounding Spiked Chain. She keeps it with her at all times. It is fitted with an Triple Weapon Alchemical Capsule retainer and ready to deliver a potent distilled venom. It has had a modified Permenant Image cast upon it to give it the appearence of it's namesake, a 2 headed snake. Poisons on this weapon effect 2 hits instead of one. Poisons delivered with this weapon inflict secondary damage in 5 rounds instead of 10. This weapon may deliver energy drain. This weapon deals +1d6 damage against foes denied their dex to AC. The wielder of this weapon does not risk accidently poisoning themselves when applying or using poison with this weapon.
Energy Drain. As normal, but deliverable via Amphisbaena. Additionally, 14 HP are lost instead of 5 and Sway gains 14 temporary hit points for every negative level she inflicts. The DC to remove negative levels inflicted by Sway is 24.
Poison Fang Graft. Bite poison. DC 20 + con. Stacks with Wild Aspect Poison.
Robilars Gambit and Defensive Sweep. Attacks on Sway are at +4 to hit and damage. An attacker within reach provokes an attack of opportunity. Opponents that begin their turn next to Sway provoke an Attack of Opportunity. Sway may take 12 attacks of opportunity per round.
Psychic Poison. Targeting Sway with a Divination or Mind Affecting Spell or Spell-Like Ability take 1d6 int damage. One minute later, they take 1d6 int damage.
Enchanting Dance. 3/day. Lasts for 8 rounds. DC 22 Will. Sway's Beguiling Dance dazes foes within 30 feet, save required every round. Additionally, their attitude improves by one step unless hostile. Her Wearying Dance fatigues opponents within 30 feet. Must be sustained as an action.
Surprise Strike. Full round action. Sustains Enchanting Dance and allows an attack. Foes effected by Enchanting Dance are considered Flat Footed and take +1d6 damage from a successful attack.