The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    May 2010
    Gender
    Male

    Default Flowdancer <Model III> (PEACH)

    IN PROGRESS


    Flow Dancer

    Intro
    Spoiler
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    What could be best described as a circus performer, the Flow Dancer is a fusion between the honed body and presence of a dancer, the talent of an object manipulator and the weapon skills of an agile weaponmaster.
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    Primary Class Effects

    1. Stunts act as a mix between class features, feats, spells and skill tricks, which are purchased and used like feats.
    2. The broad range of the abilities used by the Flow Dancer cover multiple other classes already inside the core books, instead of having to multiclass most of the key abilities for those classes are already integrated, in addition the Mystic Path feature at level 9 will allow even more in-class customization.
    3. Because of the diversity of the class options, a Flow Dancer can be played socially, combat oriented, spell-like ability oriented or simply in an entertaining way.
    4. Built-For-Cinema mentality, most of the abilities and effects included are meant to inspire the imagination and allow the player to improvise and innovate to solve problems facing the group and look amazing while doing it. If you want a flashy character with abilities you can really "describe" during both encounters or nonencounter environments then Flow Dancer is a good choice.


    Please enjoy, and if you have anything to contribute please do so!


    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+1|+2|+0|Graceful Movement (+1), Mesmerize, Combat Reflexes

    2nd|+1|+1|+3|+0|Bonus Mastery, Bonus Stunt

    3rd|+2|+2|+3|+1|Harmony, Bonus Stunt

    4th|+3|+2|+4|+1|Fluid Movement (10ft), Graceful Movement (+2)

    5th|+3|+3|+4|+1|Fire Performance, Bonus Stunt

    6th|+4|+3|+5|+2|Bonus Mastery, Battleflow Dance

    7th|+5|+3|+5|+2|Graceful Movement (+3), Bonus Stunt

    8th|+6/+1|+4|+6|+2|Fluid Movement (15ft), Bonus Stunt

    9th|+6/+1|+4|+6|+3|Mystic Path, Bonus Stunt

    10th|+7/+2|+5|+7|+3|Bonus Mastery, Graceful Movement (+4)


    11th|+8/+3|+5|+7|+3|Bonus Stunt

    12th|+9/+4|+6|+8|+4|Bonus Stunt, Bardic Knowledge

    13th|+9/+4|+6|+8|+4|Graceful Movement (+5)

    14th|+10/+5|+6|+9|+4|Bonus Mastery, Bonus Stunt

    15th|+11/+6/+1|+7|+9|+5|Fluid Movement (20ft)

    16th|+12/+7/+2|+7|+10|+5|Graceful Movement (+6)

    17th|+12/+7/+2|+8|+10|+5|Bonus Stunt

    18th|+13/+8/+3|+8|+11|+6|Bonus Mastery

    19th|+14/+9/+4|+8|+11|+6|Graceful Movement (+7), Bonus Stunt

    20th|+15/+10/+5|+9|+12|+6|Mystic Path Mastery

    [/table]
    Legend: Bonus Stunt , Bonus Mastery

    Alignment: Non-Lawful
    Hit Die: 1d8

    Skills & Proficiencies
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    Proficiencies:
    Flow Dancers have Light Armor Proficiency and no shield proficiency.
    Flow Dancers can be proficient in the following: Unarmed, Dagger, Club, Rapier, Straightsword, or Flail granted that the flail is one size category smaller than yours, which is considered a light weapon.

    Class Skills:
    Skill Points at 1st Level (6 + Int modifier) ×4.
    Skill Points at Each Additional Level 6 + Int modifier.

    The flow dancer's class skills (and the key ability for each skill) are 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), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex)


    Masteries
    Spoiler
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    Primary Masteries

    9 Section Whip and Double Meteor
    You gain proficiency with all single handed chain weapons and gain the Two Weapon Fighting feat. You gain a +1 to attack roll when using double meteor hammer.

    [9 Section Whips]
    9 Section Whip New
    Mighty Whip
    Poi New

    [Double Meteor Hammers]
    Double Meteor Hammer New

    Staff and Doublestaff
    You gain proficiency with all lengths of staffs and gain the Two Weapon Fighting feat, you gain +1 to attack rolls when using a single staff, you can also treat a "doublestaff" as a light weapon in terms of dual wielding it.

    Hoop and Doublehoop
    You gain proficiency with hoop weapons and gain the Two Weapon Fighting feat. When not two weapon fighting you gain +1 to attack roll with hoops.

    Fans and Claws
    You gain proficiency with metal fans and metal claw weapons, you gain the Two Weapon Fighting feat.

    [Fans]
    War Fan
    Iron Fan New

    [Claws]
    Claw Bracer
    Panther Claw
    Stump Knife
    Tiger Claws
    Triple Dagger
    Ward Cestus
    Punching Dagger
    Bladed Gauntlet



    Clubs and Knives
    You gain the Two Weapon Fighting feat and consider small clubs and knives to be light weapons. You gain proficiency with Clubs and Knives.

    [Clubs]
    Juggler's Club New

    [Knives]
    Juggler's Sapara New

    Sword and Sai
    You gain the Two Weapon Fighting feat and consider single handed swords as light weapons. You gain proficiency with 1 handed Swords and Sai.

    Whip and Chain
    You gain proficiency with spiked chain and whip and gain +1 to attack rolls with them.

    Meteor Hammer and Rope Dart
    You gain proficiency with Meteor Hammer and Rope Dart weapons and gain +1 to attack rolls with them.

    Acrobatics
    You can “Take 10” on the following checks at any time:
    Jump, Perform (dance), & Tumble. You gain +2 to these skills.

    Aerial
    You gain Use Rope skill as a class skill regardless of class and can take 10 when using ropes, silks, or any similar material up to drapes or curtains still hanging on the wall.
    Make a DC15 Use Rope check as a full round action, if you succeed you can perform a Battleflow Dance vertically downward the next round, you need neither hand to be free during your battleflow dance and can drop 5' vertically per attack without using your hands to continue the flow, you cannot use 2 handed weapons when using Battleflow Dance in this way.

    Unarmed
    You gain Improved unarmed strike and your unarmed strike damage die improves by 1 size category. You gain +2 to escape artist checks.

    Fire
    This mastery gives you Perform [Fire] as a class skill regardless of your class, any self induced hazards with using any fire tool are reduced by 75%. You gain the ability to use a 10GP flask of special fuel and a held fire source to project a 10'x5' cone of fire that does 1d6/4HD plus another 1d6 for every size modifier you are above medium and enemies are lit "on fire" unless they succeed a DC12 reflex save. The downside is that fire breathing is dangerous (danger is 20% chance of failure untrained, 5% chance of failure with Fire Performance class skill (roll a d20, 1 is fumble), and having fire mastery allows you to roll 1d4 when you fumble, another 1 indicates failure. Setting yourself on fire this way deals 2d6 damage (since it counts as a critical) and puts you "on fire" as described in the DMG, if it deals 12 damage to you then you also can contract ARDS (chemical pneumonia) disease.
    ARDS - Inhaled - DC16 Fort - Initial 1d4 con 1d4 dex, Secondary 1d4STR 1d4DEX 1d4CON 1d4CHA // Initial damage after 6 hours, secondary damage after 24 hours. Every day player must make the fortitude save or take ability damage, if that fails then a long term heal check (DC12 for the first day, DC8 for following days) can prevent the character from hitting 0 Con at which point the character will have 1 Con.

    Fire mastery also grants +1 saves against fire and fire effects, 1 fire resistance and +1 to knowledge checks about fire.

    Throwing
    You gain proficiency with all light throwing weapons and gain Throwing Finesse as a bonus feat.


    Secondary Masteries

    Whip Sword Mastery
    Requires: Mastery [Sword], Mastery [9s Whip] OR [Whip]
    You become proficient at Whip Swords. You gain +1 to attack rolls made with a whip sword.

    Sword Chuck Mastery
    Requires: Mastery [9s Whip], Mastery [Staff]
    You become proficient with Sword Chucks, you gain the Two Weapon Fighting feat and consider Sword Chucks as light weapons.




    Class Features
    Spoiler
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    Mesmerize (Ex):
    COMBAT FASCINATE SKILL
    A Flow Dancer with 4 or more ranks in the Perform (Dance) skill can use her movements to cause one or more creatures to become mesmerized with her.
    Make a perform check vs their will save, if you succeed the creature becomes mesmerized. A mesmerized creature takes -4 to all visual skill checks, -2 to reflex saves, has -2 initiative and is mildly distracted in terms of concentration checks. On the second round that a creature is mesmerized it loses -2 dexterity bonus (if it has one) to AC, on the third round it is considered flat footed.
    This ability can be used in combat though the Flow Dancer takes -8 to perform checks made in this way, additionally creatures more than 30' away have a +2 to will saves, 60'+ have a +4 and 90'+ cannot be effected unless you are huge size or more, in which case they gain +6.
    For every three levels a Flow Dancer attains beyond 1st, she can target one additional creature with a single use of this ability.

    Failing this check raises the DC of all performance based skill checks by 2 for everyone who sees you within 90', this effect stacks.

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    Graceful Movement (Ex):
    SKILL BONUS A flow dancer gains a bonus to all movement and body related checks as long as that bonus does not exceed her dexterity modifier. The effected skills are: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Perform, Ride, Slight of Hand, Survival (For terrain purposes), Swim, Tumble, Use Rope (For movement purposes)

    REFLEX BONUS
    A Flow Dancer's Graceful Movement also provides a bonus to Reflex saves equal to her Charisma modifier.

    AC BONUS A Flow Dancer gains additional AC equal to her Graceful Movement bonus as long as it doesn't exceed her Charisma modifier and that she isn't carrying anything more than a light load, wearing anything heavier than light armor or any armor that incurs a armor check penalty. If her armor does have an armor check penalty then she loses Graceful Movement AC equal to the ACP of that armor.

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    Combat Reflexes (Feat):
    Bonus Feat
    You gain Combat Reflexes as a bonus feat.

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    Fluid Movement (Ex):
    SPEED/SLOWFALL BONUS At level 4 a flow dancer learns to be so efficient in movement that she is able to move faster than normal while expending the same amount of effort. You gain +10ft to your base land speed and during a tumble check to reduce damage from falls you reduce an extra 10ft. Both these effects increase by 5ft at level 8 and 15.

    FAST ACROBATICS BONUS
    At level 8 you also gain the ability to use your fluid movement technique with Balance, Climb and Tumble skills:
    You may make Balance checks while moving at
    normal speed without taking a –5 penalty.
    You may make Climb checks to move at half speed
    without taking a –5 penalty.
    You may make Tumble checks while moving at
    normal speed without taking a –10 penalty.

    ----

    Battleflow Dance, 1/day. (Ex):
    Melee Attack Pattern
    You can make a Full Round Attack with a Flowdance Weapon and still move up to your movement.
    Between each attack, you must move at least 5’ (but not back to the square you were just in). You gain +1 bonus to your attack & damage rolls. The Battleflow Dance lasts 1 round per 2 ranks in Perform (dance). You are still susceptible to Attacks of Opportunity while moving, but you are allowed to use Tumble. You may combine Bardic music with your Battleflow Dance, but not Rage / Frenzy. You cannot have on more than Light armor. At the end of
    your Battleflow Dance you must make a Fortitude Save (8 + rounds spent in the Battleflow Dance) failure means you become Fatigued for the duration of the encounter.

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    Harmony
    Conditional Attack Bonus
    Whenever clear music is playing the Flow Dancer gains +2 to perform checks, whenever Bardic Music is playing you gain +1 to attack rolls and gain +2 to concentration checks.

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    Fire Performance
    Weapon Preparation
    When you have this ability you are always assumed to have bought at least 1GP worth of flammable fluid (cooking oil, burning sap, firewater, ect) and have modified and upkept your mastered weapons to have fire resistant wicks on them (dense or alchemical fabric), as a standard action you may prepare your wicks and as a move action set them on fire.
    Burning weapons take no damage and have 3 effects which last 10 rounds each:
    Stage 1) You cast bright light for 30' and shadowy light for 20' after that, foes hit by your weapon take 1 fire damage, and you also gain +1 to attack rolls when in the dark.
    Stage 2) You cast bright light for 15' and shadowy light for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
    Stage 3) You cast shadowy illumination for 10', foes with exposed skin hit by your weapon take 1 heat damage (hot metal, not fire).
    If you choose to not move the weapon at all (or very slowly, but not attack) the light increments increase by 25% in distance.

    When using Fire Performance you do not have the risk of lighting yourself on fire or the time usages, and the effects of the fire are less drastic.
    This bonus also counts towards the Fire Mastery in terms of limiting the danger of using it's effects.

    Using Fire Tools: Due to the sound and light produced by a flaming weapon or performance tool are partly disabled, they take -4 to listen and -2 to spot checks when using a fire tool, if it's shadowy illumination already then they take -4 and if it's dark they take -6 to spot checks. Fire Performance class feature limits the effects down to -2//-2 when the tool is being used, or -0//-0 when it's held still. Once the fire goes out, the metal is still very hot and thus a cool down time of 10 rounds comes into play. Re-fueling before that time may be extremely dangerous and could spit off toxic vapors or cause scalding burns.

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    Mystic Path
    Class Options
    At level 9 a flow dancer has 3 different paths it can choose from, these paths are:

    The Divine Path
    Those dancers who follow the divine path give up their mortal understandings and expressions to be guided by the forces above, they become an embodiment of flow uninhibited by their senses or confusions and through their flow find a connection to the other worlds.

    Benefit: Those who follow the divine path can then gain stunts from the Divine Stunt list. All Divine stunts count as supernatural divine abilities.

    The Weave
    Those who study the patterns of the flow finally understand that the weave itself is a pattern, and through that can manipulate the weave through becoming a physical representation of the changes they wish to invoke.

    Benefit: Those who follow The Weave can then gain stunts from the Arcane Stunt list. All Arcane stunts count as supernatural arcane abilities.

    The Dancer Ascetic
    Those who seek perfection in their flow unlock understanding of their own perfect truths, boundless insight exists within everyone as long as they know how to tap into it.
    Those who choose the Dancer Ascetic path give up the life of whimsy to perfect their art and transcend what is believed physically possible.

    Benefit: Those who follow The Dancer Ascetic path can then gain stunts from the Ascetic Stunt list and gain 2 bonus feats.

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    Bardic Knowledge
    Knowledge Feature

    A Flowdancer may make a special bardic knowledge check with a bonus equal to her Flowdancer level + her Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Flowdancer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Flowdancer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    - - - - -
    DC - Type of Knowledge
    10 Common, known by at least a substantial minority of the local population.
    20 Uncommon but available, known by only a few people legends.
    25 Obscure, known by few, hard to come by.
    30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
    - - - - -

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    Mystic Path Mastery
    Bonus Paths
    At level 20 you gain access to the remaining Mystic Paths and gain 2 extra bonus stunts.

    Optional Variant!
    Instead of taking the 2 extra bonus stunts you may choose one of these options upon gaining Mystic Path Mastery, provided she already had the following path:

    Choose one:
    Ascetic- You gain the feat Leadership and gain an automatic additional +6 to your leadership pool.
    Ascetic- Perfect Body, you may use a standard action to take a single +20 to any check or save on the next round, you can use this ability 3 times a day.
    Divine- Ascension, your type becomes outsider and you become an embodiment of the flow. You gain at will usage of the stunt Lifting Current, activating or deactivating this stunt is a free action. Your skin takes on an otherworldly glow, your eyes are white and your voice sounds like many people are saying the same words simultaneously. Gain +2 to diplomacy and intimidate checks.
    Arcane- Mystic Vortex, you may open a portal as an immediate action at will (twice per action, once if you don't have both hands free), this portal works like the stunt Flowering Door but only stays in play until the end of the next action. For instance you could use spring attack to move, open up a portal and warp to an enemy during the move, upon choosing your standard action the portal closes, you could hit the enemy, open up a portal and send him to a different location, then close the portal, take the rest of your move action, open a portal and warp back.

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    Alternate Class Options
    Spoiler
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    Elemental Flowdancer
    This class option allows the Flow Dancer to sacrifice her usual line of stunts and masteries to instead use elements as her medium.


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    ((CONTINUED BELOW))
    Last edited by Lev; 2010-10-19 at 04:52 AM.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    May 2010
    Gender
    Male

    Default Re: Flowdancer <Model III> (PEACH)

    CONTINUED HERE

    General Stunts
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    Sudden Strike
    Gain +1D6 sudden strike damage whenever a foe is denied their dexterity modifier to AC.
    You can gain this stunt a maximum of once per 3 levels of Flowdancer.

    Play by Ear
    Requires: Special - You must have witnessed the feat desired.
    Dip into your memory and use a bonus stunt to gain a single feat.

    -Usage: As a full round action make a concentration check DC20 (you make take 20 on this check), failure means unlimited retries, success means you lose the Play by Ear stunt and gain any one feat you have previously encountered, or a feat that does something similar to the feat's effect.
    -You may only ever gain Play by Ear 3 times.

    Dark Crawler
    Requires: Hide 7 Ranks, Con 12
    Favored by monsters you may be confused with one while using it. You may move 1/3 your speed (Rounded Up) when you are prone, take only -2 to melee AC when prone and gain the ability to charge, run and (while running) jump from prone at a -15 to jump checks, you cannot perform a standing jump while using Dark Crawler while prone unless you have 16+ strength. Gain +4 to hide checks while prone.

    Shadow Crawl
    Requires: Move Silently 7 Ranks, Dex 15
    You move like a shadow across the floor. While prone you may crawl when prone (minimum 5') but if you move more than this you must either negate 10' from the final distance crawled (you retain 5' regardless) or choose not to use Shadow Crawl. You gain +4 to move silently when prone.

    Flourishing Grace
    Requires: Grace +1, Cha 15
    You may take a negative penalty to your DC when making a Grace based skill check, this penalty can be up to triple your Grace modifier, the DC for the check must be at least 3 times your penalty +3 for Flourishing Grace to work.
    A successful check grants all allies a +1 moral bonus to their next roll for every -3 penalty you've taken on a check, this moral bonus applies to all skills that benefit from Grace, reflex and will saves for 1 round.

    Allies must be able to see your display and not otherwise directly engaged with something else to gain benefit from this, someone performing pick lock or grappling with an ogre or in someone's melee threat range, ect. do not qualify.

    Example: A flowdancer with a +2 grace may take a -6 penalty to a DC15+ jump, if he clears it allies that view this gain a +2 moral bonus to rolls in the indicated fields.

    Phoenix Form
    Whenever you are knocked prone you may use Phoenix Form as both an immediate action and a swift action. If standing up from prone would not provoke an attack of opportunity in the square you are in or any one square of your choosing within 5' you may move to that square and stand up, this takes a DC20 tumble check. Failing means you provoke an attack of opportunity and fall prone again in the square you used Phoenix Form in.

    Phoenix Flight
    Requires: Phoenix Form
    If you move you full speed while tumbling then you may add 5' onto your movement speed for this round, you need not be touching ground this round to tumble. For an additional +15DC add +3AC when tumbling in mid-air, remove all fighting defensively or total defense bonuses when doing so.

    Intimidating Cobra
    Requires: Intimidate 4 Ranks
    While being observed you may ready an action, if this ready is triggered on the condition of a single specific foe you may make a free intimidate check on that foe. You may target an additional foe for every 10 ranks of intimidate you have.

    Wheel Return
    Requires: Mastery [Hoop]
    You may use your hoop as a thrown weapon with a range increment of 10' but take -2 to attack rolls. If you throw the hoop 10' or less it returns to your side where you can use a swift action to pick it up.

    Dragon Dance
    Requires: Dance 4 Ranks
    Make a dance check to inhabit or appease the spirit of the dragon.
    DC20 For 3 rounds you gain a +10 to diplomacy checks with dragons that do not have an opposite alignment to you.
    DC25 Performing a Dragon Dance at the beginning of the day grants you special protection against fire and breath weapons and as such gain a +1 to saves against spells and spell like effects (also including breath weapons), and grants you a +2 to Perform Fire checks. Both of these effects wear off when you rest or within 24 hours, this effect does not stack with itself.

    Many Throw
    Requires: Juggle, Mastery [Throw]
    Standard
    Instead of juggling you may throw all of your objects that you would juggle at an enemy, if you throw 2 objects you take a -4 penalty to attack with both of them, for every object past that you add another -2 to each attack.
    Damage reduction and other resistances apply separately against each object through only one object can apply precision damage such as a critical hit or other such vital hit.
    The 1.5 object penalty for flow weapons in a juggle also applies to the accumulative attack penalty for Many Throw.

    Rolling Grasp
    Requires: Mastery [Acrobatics]
    While performing a tumble you may pick up as many items as you have free hands or you may draw that many weapons, you gain +1 on grapple checks when you initiate them.

    Contact Shift
    Requires: Perform [Dance] 6 Ranks
    When using one of these flow weapons you have a mastery in: 9s Whip, Single/Doublestaff, Rope Dart/Meteor Hammer, Hoop/Doublehoop, Whip/Chain, Club/Knife, Sword/Sai you may do a "contact" which rolls, stalls or spins the weapon on your body and then "shift" it back into your hands, this allows you to have your hands occupied and then free without dropping it.
    Whenever you need to you may contact a weapon by making a DC15 dance check where as 1 indicates you drop the weapon, while a weapon is contacted you may use both your hands as if they were empty as long as immediately after you take your action the weapon returns to your hand.
    While a weapon is contacted it is not considered disarmed, dropped or in mid-air, it is simply being held by different contact points on your body, and unless a magic item specifically uses the hands you can still use it's magic while contacting.

    Hoop Defense
    Requires: Mastery [Hoop]
    While fighting defensively with your single hoop it grants you +1AC and you gain +1 to attack and damage rolls against foes attempting grapples or otherwise provoking attacks of opportunity by engaging you.

    Bird and Branch
    Requires: Mastery [Rope Dart]
    When making a full attack with Meteor Hammer or Rope Dart if you miss the first attack you may choose another foe who is in range and is on the exact opposite side of you and make a free attack against him without interrupting your full attack, the threat range for the free attack is improved by 1.

    Flood's Guile
    Requires: Mastery [Rope Dart], Bird and Branch, BAB 6+
    During a full attack action you may sacrifice your lowest attack to perform a feint action during the full attack as a free action. If the feint succeeds you gain an additional +1d6 sudden strike damage to your next attack. This effect lasts until the end of your turn, the effects do not stack but if you perform 2 successful feint actions in the attack your critical range improves by 1.

    Moon's Meteor
    Requires: Mastery [Meteor Hammer]
    During a full attack action you may use any number of attacks to instead of hitting a specific target to sweep in vertical circles around you, this attacks both 5' infront of you, 5' behind you, the 2 squares diagonally upwards of you and the square 5' above you. You declare which way you want the arch to go and as soon as it hits a creature the attack ends. If you both critical AND floor a creature then Moon's Meteor attacks continue in the arch.

    Contort
    Requires: Dex 12
    You may double your dexterity modifier to escape artist checks, you gain +1 to grapple checks and DR1 to unarmed damage made in grapples.
    You may fit inside spaces normally too small for you, if a dexterity check is needed to squeeze through a space you may double your modifier for the check.

    Twisting Form
    Requires: Contort
    Gain +1 to Reflex Saves.
    You gain +2 AC versus Called Shots, Critical Confirmations and Sneak Attacks as long as it's not on a surprise round, this bonus does not stack with itself.

    Fantastic Leap
    Requires: Str 12, Cha 12
    3/day
    You do an amazing leap into the air, flourishing before you hit the ground.
    3 times per day you may add your Charisma modifier to your jump checks.
    Until the next round you gain +1AC while in mid-air.

    Turning Movement
    Requires: Wis 12, Dex 12
    Make a DC 15 dance check whenever you are flanked, add the enemies combined wisdom modifiers to the DC, if you win the check you cannot be flanked by them this round.

    Sword Chuck Form
    Requires: Mastery [Swordchuck], Dex 15
    Add +2 to intimidate checks for using 1 sword chuck or +4 if using 2 sword chucks. You can use this bonus in some forms of performance checks or diplomacy checks if weapon esteem would apply as a bonus.
    You may now use Sword Chucks for 2 weapon defense.

    Graceful Recovery
    Requires: Mastery [Acrobatics], 8 Ranks Tumble
    3/day You may add your Charisma modifier to your tumble checks.
    As a move action, whenever you would fall prone make a DC 16 tumble check to enter a tumble instead (if directly opposed the DC is matched against their effort and they have an additional +4), you are considered tumbling in the same square you would have fallen prone in until your turn, on your turn if you have succeeded you tumble as a move action in the direction you specified and your move action is used up, if you fail you fall prone.

    Spiral Arc
    Requires: Mastery [Acrobatics], 8 Ranks Jump, 8 Ranks Tumble
    Any time you make a jump check you can make a tumble check at -8 to attempt to tumble in midair, you can also apply tumble checks while already in midair or flying. You may make a DC18 jump check to add +1 to your damage roll whenever you are falling as you attack.

    Aimed Pass
    Requires: Mastery [Throw], 4 Ranks Sleight of Hand
    Double your thrown weapon range increments.
    As a standard action you can throw an object up to 10lbs or half your light load, whichever is smaller as a standard action, you can throw it up to 60' but every 20' away it adds -4 to your attack roll. To toss it to a player you have to make a ranged melee attack roll vs AC8, if you succeed the object is tossed to another player, the player than may catch it with a DC8 dexterity check. As long as the catcher has a free hand, this doesn't disrupt the player's actions, but throwing in this way counts as a ranged attack in terms of AoO and such.

    Juggle
    Requires: Mastery [Throw], +2 BAB
    As a standard action you may start a juggle, you may use up to 3 objects that are 1/10th your light load each plus an additional object for every 4 levels in Flow Dancer you have. When juggling you have no more than 2 objects in your hands at any time and the rest are in free-fall, you cannot move apart from a 5' step but if you are forced to take the move in an action like a bull rush or other such pushes your juggle fails and all the objects apart from 2 are dropped. You can toss the objects up to 5' up in the air during a juggle or you may choose 10' and take a -2 in spot checks or 15' and take a -4 in spot checks or 20'+ and take a -8 in spot checks. If you are attacked during a juggle you must make a concentration check of 8+damage taken or fail the juggle and all objects except 2 are dropped.
    Catching and throwing a juggled object in this way occupies both your hands but you can still take swift actions that require hands, if you are juggling 2 less objects than your potential you can also take attacks of opportunity and either a single move action or a single standard action.
    Catching and throwing a juggled object does not take up actions, so "drawing" a juggled weapon counts as the weapon already being drawn, dropping a juggled object does not directly fail the juggle so dropping a caught item can be done as a free action as well.
    As a full round action you can catch all juggled objects split evenly in both hands if reasonable.

    Flow Weapon Juggling
    Requires: Juggle, Mastery [Throwing]
    You may use 9s Whip, Meteor Hammer, Doublestaff, Doublehoop, Fans, Swords, Sai, Knives, Clubs and Sword Chucks in your Juggles as long as they have been weighted specifically for that purpose.
    Each flow weapon counts as 1.5 objects (rounded down).

    Daggerwheel Shot
    Requires: Mastery [Throw], +4 BAB
    You gain Ranged Pin and Ranged Disarm as bonus feats when using 1 handed light knives or daggers. You gain +1 to attack rolls made with daggers and knives. 1/day when you would have hit an ally with your dagger you can choose to reroll the attack, if it no longer beats the AC it misses.

    Steady Aim
    Requires: Mastery [Throw], +2BAB
    You may take a full round action and go into a Steady Aim Stance, this doubles your dexterity bonus for throwing until the end of your next turn (maximum +3).

    Throw Tool
    Requires: Mastery [Throw], +6BAB
    You can choose to throw an object as a standard action, if the tool does not require any other action than you could imagine throwing it would do you can use a throwing attack to do the job you could normally only do with a hand.
    For example, a nail sticking out of a roof could be hammered in place by throwing a hammer a few times, or you could throw a bolas to hook around a lever and pull it down, or attach a string of self turning to a key and throw it into a key hole.

    When using an attack in this way you take penalties if the object is small, a diminutive object takes a -5 to attack rolls and a fine object takes -8

    Spider Drop
    Requires: Mastery [Aerial], 15 Ranks Use Rope
    As a move action you can lower yourself via rope without using your hands. Make a Use Rope check, make a DC5 check and add +1 to the DC for every 5' you drop.
    You may move up to 200' per round with this stunt, it can be as controlled or as freefall as you wish, failure indicates you either tangle in the rope and are snared upside down or you slip from the rope and drop to the ground.
    You may attack while performing the stunt but you add +5 to the DC, take a -1 attack roll penalty and add +1 to damage rolls. If you down a foe in sight of other foes during a Spider Drop those foes must take a DC 20 or be shaken until the end of the round (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).


    Fan & Claw Stunts

    Twin Phoenix Form
    Requires: Mastery [Fans] Dance 6 Ranks
    Whenever moving past an opponent make a roll to gain the advantages of tumble to avoid the attack of opportunity, but instead use your Dance skill. Gain +1 AC and +1 to attack rolls when fighting defensively in this form and +2AC and +1 reflex saves while being in total defense.

    Raking Claw
    Requires: Mastery [Claw]
    You rake your claws against your opponents flesh and rend their muscles and tendons.
    Take -4 on an attack roll and consider that foe "raked", a combat condition. If you are flanking the foe you may choose to "hamstring" instead. A raked foe takes -2 to attack rolls and opposing disarm checks, a hamstringed foe moves half his base speed and takes 1 damage per round while trying to move faster than his base speed.

    Fan Dance Defense
    Requires: Dance 5 Ranks, Mastery [Fan]
    Make a DC 18 dance check during an encounter, if you have 10 ranks or more in dance you may perform a dance check for this matter as a free action. If you succeed then until the next time you are hit (or choose a DC 25 to negate the hit-end effect) you may use 2 fans to block and parry incoming attacks. You gain +1 AC (shield) that stacks with Two Weapon Defense (if you have it), but is unusable if using Improved Buckler Defense.

    Claw of the River
    Requires: Mastery [Claw]
    When holding a claw or fan you may use an attack of opportunity against a foe to make a disarm attempt instead at an additional +4, you may also opt to "slide" the weapon away from your foe, you may slide the weapon away from his square 5' for every additional 5 you won the disarm check by, which is doubled for small opponents weapons if you critical.



    Mystic Path Stunts
    Spoiler
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    Divine
    Domain Channel
    Requires: Divine Path, Wisdom 15
    You can augment your connection to the flow by channeling it through another domain.
    Gain an additional domain of your choice.
    Use your wisdom modifier for spellcasting.
    Count this stunt as a single level of Flowdancer as if it were a casting class only for the purposes of casting domain spells, this effect stacks both with other casting classes and stunts that grant this effect.
    You may take this stunt multiple times.

    Bend the Currents
    Requires: Divine Path, Dancing Meditation
    3/Day You may make a dance check while under the effects of Dancing Meditation, this creates a field of spinning air around you, if if done at least thigh-high in water you may choose either the water or the air, if done torso-high in water it cannot be the air. tally up how well you rolled and you may buy the following effects with them:
    +10DC Use water instead of air.
    +10DC Expand the field 5' in all directions.
    +10DC Intensify current (Raise size category, double weight, double conceal)
    +10DC Lifting current (Must have the stunt Lifting Current)
    +10DC Add 1/2LBS to Lifting Current
    +10DC 5' Mobility per round (10' If you have Blurred Spin)

    -The base current extends 5' around you in all directions (a 15' square), expanding it by 5' turns it into a 25' splash.
    Projectiles entering this field stray, for this purpose creatures are considered to have 15% concealment.
    -The current can pick up objects, gases, ect. as long as they would normally become airborne (such as a piece of paper, a leaf or a spark from a campfire.
    -You cannot move unless you buy mobility for the effect, in which case you can only move that amount or the current dissipates.
    -Lifting Current effect picks up objects that would normally not become airborne, the weight load for this effect is 1/2LB.
    -Flying creatures of tiny or smaller caught in this current are thrown out of it (opposed balance check vs the current dance roll, so are diminutive or smaller land creatures) If that creature meets the weight requirements for the Lifting Currents effect you may treat them like objects for this purpose. If you intensify the current advance the diminutive land creatures to tiny and the tiny flying creatures to small, if you advance it again advance the tiny land creatures to small and the small flying creatures to medium. This advancement cannot progress higher unless you are large or bigger, for each size category above medium you are you may advance both land and flying effected creatures by 1 stage.

    Wind Guide
    Requires: Divine Path, Wis 15
    All of your range increments improve by 5' and you may use your Wisdom modifier in place of dexterity or strength in determining projectile or thrown weapon rolls. This stunt allows you to make an attack uninhibited by things that hamper your outer awareness as long as you are able to throw or shoot the weapon in the general direction as normal.

    Armor of Unfeeling
    Requires: Divine Path, Dancing Meditation
    3/day
    You open your mind completely and dive into the currents of the flow getting lost in them.
    Make a concentration check, you gain Armor of Unfeeling for that many rounds (dismissive) and convert 5 lethal damage per round into nonlethal damage, gain +6 to saves versus mind compulsions, -4 to wisdom based skill checks and +4 to concentration checks.

    Dancing Meditation
    Requires: Divine Path, Wis 12
    1/day
    At the start of your day you can choose to perform a Dancing Meditation.
    A dancing mediation takes 1 hour and grants the Flow Dancer +2 to concentration checks, +2 to will saves, +1 to caster level for Divination Spells, and +2 temporary HP if your HP is already full, this effect lasts until the Flow Dancer falls unconscious after 24h

    Gemini Form
    Requires: Divine Path, Dancing Meditation, Dex 15, Cha 15
    1/day
    Another creature of the same size category that has more than 15 Dex and Cha and is within 3 HD of you may spend 2 weeks training with you (DC 18 Perform [Dance]), if successful you can now perform a Dancing Meditation with them at the start of your day. At the start of your day you may transfer any stunt spell with more than 1/day limited uses as long as you don't run out of /day charges yourself, these "Stunt Charges" dissipate after 12 hours.
    For instance, a level 15 Flow Dancer could use Gemini Compulsion to perform Dancing Meditation with a Bard, the Flow Dancer could choose any number of stunts to grant the Bard uses of that day, such as Fire Wire, so she chooses to transfer 1/day charge of fire wire and keep 4/day to herself. The Bard could use a flow weapon and use the fire wire's effect, expending the charge without having either Arcane Path or Mastery [Fire] as the Bard would have copied the movements exactly from the Flow Dancer without ever having to "learn" them.

    Spirit Weapon
    Requires: Divine Path, Wis 12
    3/day Standard
    You forge a weapon from a part of your internal energy, drawing the shape of it with your hands and imagine holding it, as you do so it appears in your grasp.
    You may take 1 week to study a weapon, getting to know how it works over time and perhaps using it in conflicts, after that time you may recreate the weapon (in terms of it being a +# weapon) out of force.
    The Spirit Weapon persists for 1 hour after it's made and takes on the ability of it's copied counterpart, if let's say it was a +3 Hoop then it would be a +3 Spirit Hoop.

    For every +1 it has on it you take 2d6 nonlethal damage for the energy it drains out of you to make it.

    Having this stunt allows you to craft a Spirit Grip, a special section of the grip of a weapon which when a flowdancer with the Spirit Weapon stunt can activate by touching it, each grip extends into it's original weapon except for the grip which remains a part of the new weapon until it absorbs back into the grip after the 1 hour mark.
    Each Spirit Grip has 3/day charges in it and takes as much as the real version takes to craft plus an additional 1/5th of the gold cost in XP.
    Spirit Grips do not cause you damage.
    You must have Spirit Weapon, have intimate knowledge of the weapon in question and enough materials to be able to make the grip.

    Blurred Spin
    Requires: Divine Path, Cha 12, Wis 12, Dex 12
    5/dau Standard
    You balance like a top and spin, the flow takes hold of you and skates you on your balance point across the ground. Make a balance check DC5 each round and increase the DC by 5 each round.
    This stunt has 2 functions:
    When using Blurred Spin you gain the ability to Skate like the psionic power except you gain a speed increase of 5' if you have at least 14 Wis, 10' if you have at least 18 Wis and 15' if you have 20 Wis.
    When using Blurred Spin you gain an ability like Blur (20% concealment).

    When using Blurred Spin you take -6 to spot checks and have -2 AC.

    Spirit Sight
    Requires: Divine Path, Wis 12
    Whenever the vision of a flow dancer is completely gone she can use Spirit Sight to view the world through different eyes.
    To have this ability active you must not be able to see, you must be either blind or have your eyelids in complete darkness.
    Spirit Sight works just like regular sight except it grants -6 to spot checks due to the confusing visions and distortion floating through this now visible spirit world. You gain the ability to see ethereal creatures and because of the individual uniqueness of the way each sight works sometimes hidden objects, creatures, invisible matter or see through illusions, ect.
    The downside is because of how skewed the principles of the sight are you may not see some things other people find obvious, some sight may not see words on a sign, some might not see the sign at all, some may see the sign and the words but not be able to read their distorted form, and some might see the tree used to make the sign.

    Lifting Current
    Requires: Divine Path, Mastery [Acrobatics]
    Your body feels light and airy, and you feel you could be twisted and pulled by the slightest breeze, the divine flow opens up to you.
    1/day/3lvl Swift Action you gain slowfall (granted you use this before you fall) and all air movement effects are doubled. You fall as slow as 5' every 3 rounds as long as you move at least 15', if you move 10' you fall 5' every 2 rounds, moving 5' you move 5' every 1 round, and stationary you move 10' a round maximum.
    During a Battleflow Dance you can "direct" the current that suspends you, allowing you to move in mid-air flawlessly, this is not flight so it does not grant a fly speed, this behaves more like walking on the air although legs are not strictly needed. You can still make attacks with Battleflow Dance as if you were on the ground.
    This effect lasts until the start of your next turn.

    Avatar of the Flow
    Requires: Divine Path, Wis 15
    1/day Standard Action
    Your eyes turn white and you lose your vision, the flow possesses you to carry out a single task in a desperate time.
    When you start this effect the DM takes full control of your character, at any time you can end the effect, ending the effect causes you to fall prone, fall unconscious for 1 round and become fatigued.
    For up to 5 rounds you gain the following effects:
    1/day +20 to jump for 1 round (swift)
    1/day Lifting Current
    Circular Breath
    -=IN PROGRESS=-


    Arcane

    Magic Bullseye
    Requires: Arcane Path, Mastery [Throw]
    3/day
    You can use a move action to enchant an object, anything that object hits releases it's charge and a faint Magic Bullseye symbol appears where the object hit. Any attacks within 5' of the magic bullseye feel a slight magnetism towards it, all attacks targeting the bullseye get +2 to attack rolls, if the original attack was a critical then when targeting the bullseye your critical threat range improves by 1.

    Fan the Flames
    Requires: Arcane Path, Mastery [Fan]
    1/hour
    Create a 30' cone with your fan, flames burst to life or smoke out in this area.
    Anything that is "on fire" in this cone deals 2D6 damage instead of 1D6.
    Alternatively, you can use this stunt to create a thick smoke from any flame:

    A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 10 feet in all directions and lasts for 5 rounds. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -2 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

    Flowering Door (G)
    Requires: Arcane Path, Mastery [9s Whip] or [Hoop] or [Fan] or [Staff] or [Rope Dart]
    1/day Full Round Action
    Your flow weapon leaves an elongated blur and creates concentric circles in the air in certain points of alignment. Upon completion the shape solidifies, hums loudly and creates a solid Flowering Door.

    This door is suspended in the air in any direction you wish (though both sides are the same effect) that is directly beside you and lasts until the beginning of your next turn. After creating a flowering door you may take a 5' step to enter it and a free jump action if that's required, you cannot make a flowering door if you are transversing as the blur hovers in the air and would not make a complete circle if you were for instance falling or in a caravan or on a boat.
    Any creature can enter the door, but the door is suspended 1-2' off the ground and only has a diameter as tall as the height of the creator (6' Med/3'Small, ect) and since the borders are made of force if the user cannot fit into that it cannot use the portal.

    The other side of the door is anywhere inside of a 400' radius of the space where you created the door.

    If there is no free space on the exit point of the door (100' radius of the door) then all creatures exiting the door take 2d6 damage and are shunted to an area within 1000', if that isn't possible they are ejected back through the flowering door and take 4d6 damage.

    Phoenix Tail
    Requires: Arcane Path, Mastery [Fan]
    5/Day Send out a flat spread of burning sharpened ribbons made of fire that twist and spiral through the air, these streams lock onto observed foes within a 30' cone. Shoot 6 ribbons that deal 1d8 fire damage each, each ribbon counts as a ranged touch attack. Any ribbon that rolls a 10 on damage lights the foe on fire.

    Phoenix Flames
    Requires: Arcane Path, One Phoenix Descriptor Stunt
    3/Day When prone and recovering from it you may take a DC20 dance or tumble check as a move or standard action to create a burst that shoots flames within 5' of you in all directions, these flames deal 1D10 damage (roll for each monster hit).

    Fire Step
    Requires: Arcane Path, One Fire Descriptor Stunt or Mastery [Fire]
    5/Day Your step causes a controlled explosion under your step rocketing into the air. When making a jump check or a charge ending an an unarmed attack you may rise an additional 5' into the air dealing 1 point of fire damage to whatever surface or foe you kicked off from, if this was a jump check add +2 to your roll.
    Can only be used when carrying a light load.

    Wings of the Phoenix
    Requires: Arcane Path, Mastery [Fan], Fire Step, One Phoenix Descriptor Stunt
    3/Day For 2 rounds your arms, fans and anything worn on your top limbs transform into fire, this fire does not damage you or your possessions. Treat these wings as +1 fans that deal 1D10 fire damage each with no critical range.
    If activating from the ground: Make a DC20 or higher jump check of any kind, you gain 5' to your horizontal distance of the jump.
    If activating in mid-air: Make a DC25 or higher tumble check, as an immediate action you gain half your speed in flight until the end of your move action.
    Can only be used when carrying a light load.

    Fire Wire (G)
    Requires: Arcane Path, Mastery [Fire]
    5/Day Move Action
    Enchant your flow weapon instead of attacking to release a rain of glowing needles and sparks around you. Next time you attack (charge fades in 10 rounds) instead of attacking you may create two 5' x 15' cones of sparks in opposite directions from you dealing 2d4+1d4/2levels of fire damage, creatures caught in the effect are are dazzled.

    Fire Pattern
    Requires: Arcane Path, Mastery [Fire], Int 12
    Create a 10' wide 10' tall 6" thick sheet of fire by using your fire breath ability tied to using Fire Performance checks, the intricate fractal spirals of the moving and swirling tongues of fire rotate through infinite patterns. This wall has 2 effects: everything in the 2 squares this wall fills up takes standard damage and effect from the fire breath, but this effect also activates the Flowdancer's Mesmerize class feature but instead of using the Perform [Dance] skill it uses Perform [Fire], (though you may use Intelligence as it's key attribute) use the same roll result for the perform fire check when using the Mesmerize feature.

    Flameborne Phantasm
    Requires: Arcane Path, Mastery [Fire], Int 15
    1/Day/8 Flowdancer Lvls
    You focus arcane magic into any held flaming object, the object is enchanted for 10 rounds or when the flame on the object goes out (whichever one is sooner). When the flaming object first touches a surface it wildly spreads flames onto it immolating the object or surrounding area, if this flame hits a foe it quickly immolates that foe setting that foe on fire (see DMG), it also ignites a 5' area around the object with low fire that partly obscures the vision of the torch, this fire is not very hot and only causes damage if you are prone inside of the square. Upon lighting the square on fire an illusion effect is triggered and 2d6 additional 5' areas are generated in a small arched line of sight from the original square, foes effected by this vision see the object exploding violently into an inferno lighting the room on fire and a visage made of flames rising out of it and suddenly lunging at the foe. The foe must succeed a Will save equal to your flowdancing level to disbelieve the illusion or be panicked for 3+1D10 rounds or until the phantasm ends. A foe struck by the flame automatically disbelieves, if a foe is struck then it counts as the flaming square and no area is actually lit on fire.

    To end this effect one must simply extinguish the original lit flame in which case all of the illusion and real fire is extinguished as well, the panic effect ends but the damage to objects and foes are not reversed.

    Consume
    Requires: Arcane Path, Mastery [Fire]
    This stunt has 2 effects, at any time you can make a sleight of hand check (DC 15) to hide any object that will fit into your mouth or throat and have it disappear, you can store 1 object in this way, make another DC15 sleight of hand check to retrieve it. When it's inside of you it temporarily melds into you similar to a Wildshape transformation, and re-appears when you go to retrieve it. Retrieving it opens up the same weaknesses of casting, you create and AoO and have to save vs concentration. If you fail either your initial/secondary sleight of hand check or your concentration check if bothered then you either take critical damage from the object if it's a weapon or start to choke (DC 8+ weight of the object Fort Save, maximum 18) if it's an object.

    1/day When you are holding a single handed single flamed object such as a torch or a flaming knife you can "block" a fire spell or effect, this neutralizes up to 3 fire damage/level of flowdancer, this increases to 5 fire damage/level at level 15. This fire damage is sucked into the flame you are holding (not changing the brightness and you may then extinguish the flame to dissipate the contained fire energy, alternatively you have 2 additional options; If you hit someone with the flame they take 1 extra fire damage per damage die of fire it absorbed, releasing the contained fire energy in an explosion OR you can extinguish the fire in your mouth (DC12 Perform [Fire]) and gain 1 temporary HP per damage die you absorbed. This temporary HP cannot be added once you have 10HP in your temp pool. Failure at consuming the fire means you take double the fire damage of striking an enemy + 1 additional fire damage.

    Magic Card
    Requires: Arcane Path, Mastery [Throwing], Mastery [Fire]
    As a move action you may draw a card and enchant it at the same time. The card is now a +3 throwing weapon with a 30' range increment
    There are 2 options, Fire and Sharp
    Fire, on contact deals 1d4/2levels fire damage to a 10' spread (Reflex 18 Negates).
    Sharp has an 18-20 critical range and has the properties of the Cleave feat in terms of going through a dropped foe as long as it's in a straight line.

    Dragon's Maw
    Requires: Arcane Path, Mastery [Throwing], Mastery [Knives]
    3/day Swift
    Pointing a knife in each hand towards your target you spin in a circle, the knives blur and form into force knives in the air.
    When holding 2 knife weapons you may use Dragon's Maw to create several force knives in midair.
    There are 2 options for this stunt:
    Directed-
    You can throw each knife separately, half the force knives follow each of the knives and hit where they hit, add 1d4/3lvl to each knife hit.
    Scattered-
    You can expend a move action to flourish one or both of your knives in the air, the flourish sprays a 20' cone with force daggers that deal 1d8 damage for each dagger flourished.


    Ascetic

    Root of Foot (G)
    Requires: Acetic Path, Wis 15
    You can make a concentration check as a move action DC 15 and go into Root of Foot stance. Activating Root of Foot successfully ends any non-magical rage or fear effect you are in. While in this stance you gain an insight bonus equal to (1/2 your flowdancer levels +3) to checks to avoid being bullrushed or overrun, balance checks, opposed grapple checks when an opponent attempts to grapple you and to escape artist checks to nullify a grapple.
    While in Root of Foot stance you are under the following restrictions:
    Your base speed is lowered to 5' and you can only move 30' per round even with additional modifiers, for each size category above medium you may add 5' to both of these restrictions.
    You must have at least 1 foot in contact with the flat ground (direction gravity is going) at all times, which means running, charging, tumbling, being tripped, going prone or being overrun will end the stance immediately.
    Root of Foot stance gains an additional +1 to the bonuses for carrying a medium load and a +2 for carrying a heavy one as long as the weight isn't carried by the arms and it's fairly evenly distributed on the body.
    You cannot wear heavy armor while in this stance, nor can you wear inflexible armor of any kind which includes boots or gauntlets that have rigidity.

    Root of River
    Requires: Acetic Path, Root of Foot
    While in Root of Foot stance you gain additional benefits:
    You gain a bonus to grapple and trip attempt checks equal to half your flowdancer levels.
    Your 5' base speed restriction is increased to 15'
    You may grapple multiple opponents as long as they are within 5' of you, even with no available hands. Activate this grapple ability in place of making an attack whenever an attack is available-- you can grapple up to 3 people at a time but grappling that opponent ends when they fall prone.
    You gain the ability to "throw" opponents without the use of free hands-- if an opponent of 1 size category than you or smaller attempts to attack with a 5' reach weapon or natural weapon, grapple, bullrush or overrun you can make a free trip attack and force them to move in 1d4x5' in any direction, you can attempt this throw to anyone who you win a grapple check against.

    Hands Brush Air
    Requires: Ascetic Path, Mastery [Throw], Unarmed Proficiency
    You can take 10 on checks made to catch objects, and can use effects the same as snatch arrows except that the Juggle stunt does not count against the 2 hand free prerequisite. When you choose to keep an object you can immediately put it into an existing juggle.

    Circular Breath
    Requires: Ascetic Path, Con 12
    You concentrate on your breath, understanding it's motion and expanding your potential.
    You no longer get fatigued at the end of your Battleflow Dance, you gain +4 to swim and can hold your breath for 5+Con rounds longer than normal.

    Circle Movement
    Requires: Ascetic Path, Turning Movement
    You can no longer be flanked.
    When charging you may use the movement generated from your Fluid Movement ability to move in any direction except the square you just moved from.
    You can expend unused movement up to your fluid movement ability to negate sliding due to excess momentum, lack of traction (on a flat surface) or effects like a strong wind.

    Step of the Four Walls
    Requirements: Ascetic Path, Fantastic Leap, Dex 15
    Your ability to move seamlessly from surface to surface seems unworldly.
    When making jump checks you are always treated as taking a running jump even when you are not.
    During a move action you may jump as a free action and use the wall as if it were the floor, during your move action you can make as many jumps as your dexterity modifier. As long as you follow the general path of momentum, making no more than a right hand turn over a flat surface (unless you rebound against something to change direction (DC20+ Jump Check) you may continue to end your turn in mid-air granted that you are not "sticking" to a wall or ceiling, ect.



    ((CONTINUED BELOW))
    Last edited by Lev; 2010-10-23 at 08:56 PM.

  3. - Top - End - #3
    Barbarian in the Playground
    Join Date
    May 2010
    Gender
    Male

    Default Re: Flowdancer <Model III> (PEACH)

    CONTINUED HERE

    Gallery
    Spoiler
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    Picture Gallery

    Flowering Door (Arcane Stunt)


    Tira, Human Flowdancer


    Fire Wire (Arcane Stunt)


    9 Section Whip


    Poi (9 Section Whip Variant)


    Double Meteor Hammer


    War Fan


    Ty Lee - Human Flowdancer

    Spoiler
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    Video Gallery

    Root of Foot (Tai Chi)-
    http://www.youtube.com/watch?v=ZXh0BCHcL5g

    Flow Sword-
    http://www.youtube.com/watch?v=lueuQu62nRQ

    Flow 9 Section Whip (AKA Poi), Staff and Double Staff-
    http://www.youtube.com/watch?v=0uNyVZxxf7Y

    Flow Double Meteor Hammer-
    http://www.youtube.com/watch?v=iuUGR8IHJro

    Flow Meteor Hammer-
    http://www.youtube.com/watch?v=-ZMM0ESgXrA

    Flow Rope Dart-
    http://www.youtube.com/watch?v=kCunOyVgy_Y


    Starting Package and Sample Characters
    Spoiler
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    Ty Lee - Human Flowdancer (G)

    Tira (III) Human Flowdancer (G)

    Tira (IV) Human Flowdancer (G)
    Levels: Flow8
    Abilities: Str 14, Dex 14, Con 16, Int 10, Wis 12, Cha 16
    Feats: Psychic Instability
    [In Progress]

    New Items & Feats
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    In addition to a first level feat you may also sacrifice 1 skillpoint in order to gain a single Background, you may not have more than 1 background.

    Backgrounds
    Urban

    Forest Traveler

    Meditative

    Under Dancer

    Scoundrel


    Feats

    Psychic Instability
    Requires: Chaotic Alignment
    You gain +4 to saves against compulsions and mind effecting spells as well as telepathy, charms, compulsions and psychic connections.
    Every time you gain a level roll 1D6, if you roll a 1 you gain 1 insanity point and permanently lose 1 wisdom.
    For each insanity point you have whenever a being is psychically connected with you both you and the being take 2D6 points of damage per insanity point.
    This effect triggers whenever a being is connected to your mind and receiving something from it, if they do not wish to receive anything from it they may choose to take the save at a -6, failure indicates they take 1D6 nonlethal damage instead and fail any psychic connection they were trying to complete on their turn.
    If their mind is linked with another mind you may also attempt to spread your chaotic link through their minds as well by sacrificing one of the damage die and instead forcing the connected mind to save against it or take 1 die of damage, no more than 1 die can be transferred per link.


    Insert Throwing Finesse


    Weapons and Armor
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    Weapons
    9 Section Whip [Flow Weapon] (G) (G)


    Poi [Flow Weapon] (G)
    2gp S1d4 M1d6
    A variant on 9 section whip that deals nonlethal damage, similar to the sap it is a weight in a leather or strong cloth and can easily be disguised with colors and patterns to blend into everyday objects, when not in use observers take -6 to search and spot checks to recognize them as weapons.

    Users not proficient in 9 Section Whip or Poi must take an attack roll on themselves every time they fail an attack roll with them by 5 or more, or they may choose to provoke an attack of opportunity.
    Users who have not mastered Poi or 9 Section Whip are vulnerable to the same effect when rolling a 1.

    Mighty Whip [Flow Variant]
    You may choose to use a modified mighty whip as a flow weapon, this weapon acts as a 9 section whip that's reduced by 1 size category and deals nonlethal bludgeoning damage, it does not work like the standard mighty whip as you do not use a "whipping" motion to cause damage, instead you slam the weight of the whole into them, commonly to trip or stun.

    Double Meteor Hammer [Flow Weapon] (G)
    The double meteor hammer is considered a masterwork Dire Flail of 1 size category lower than your size, but this does not make it a light weapon.

    A double meteor hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double meteor hammer in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.

    When using a double meteor hammer, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

    You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the double meteor hammer to avoid being tripped.

    Iron Fan [War Fan Variant]
    Iron fan is a variant of War Fan and can be used to deal either slashing or bludgeoning damage due to the fact it is made of solid iron instead of paper with metal veins. The Iron fan does not gain the disguising qualities of the War Fan, weighs twice as much and has a x2 critical range. When folded up in it's bludgeoning mode it can be used as a thrown weapon with a range increment of 10'. For slashing damage you can use either dexterity or strength to apply the attack, but bludgeoning does not use dexterity.

    Juggler's Club [Flow Variant]
    This club is specifically weighted for tossing into the air, spinning and flourishing around, it can also be balanced end to end quite well.
    Juggler's Clubs are disguised with colors and patterns to blend into everyday objects, observers take -6 to search and spot checks to recognize them as weapons.
    Thrown clubs are not effective in combat, but without special training a Juggler's Club has a 15' range increment.

    Juggler's Sapara [Flow Variant]
    A juggler's sapara has a 15' range increment and is balanced for flourishing, spinning and throwing.
    You can use a sapara to make trip attacks. If you are tripped during
    your own trip attempt, you can drop it to avoid being tripped.

    Claw

    Hoops

    Cannot use swordchucks for 2weapon def


    Armor

    Ebon Wrap +1AC Max Dex +8, ACF 5%, Speed 30', Wt 4lbs
    This cloth armor is designed for stealth, while wearing this you gain +4 to hide checks when in the dark.


    New Magic, Wondrous and Relic Items
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    Magic Items

    Wondrous Items
    War Fan of the Wind
    This War Fan has been crafted in the plane of air, it is treated as having the ability to fly (40', Poor) when thrown and thus simply does not have a range increment, when dropped it can hover in the air and thus when controlled you may pick it up or drop it as a free action once per turn each.
    While you are in 60' of the fan you may control it in mid-air either by expending a throwing attack as normal to control it to fly at an opponent or using a swift action to direct it's flight as you wish and additional flight commands as a move action, if the fan exceeds 50' it will execute the string of commands you last put into it with your actions. For instance if you wanted it to slice an apple off a tree 200' away you would need to make a swift action to command it to the apple, a pending attack roll vs the apple and then a move action to command it back, after you make those motions it will carry them out to the best of it's ability, though you must have the actions you wish upon it at mind while commanding it since you could not ask it to find or travel around things you are not immediately aware of.
    To control the fan you must hold it in it's closed state and speak the command word, it then infuses that hand with an air connection link which is maintained until the fan is closed. You may close the fan at will as a standard action. When you have been infused you may control it in a radius of 50' when it's open, and when it is open it may only be closed by you.
    Moderate Transmutation; CL8, Overland Flight, Permanency; Price: 12,000g +1, 18,000g +2, 28,000g +3, 42,000g +4, 60,000g +5


    Relics



    Personal Inspiration Background
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    I've been a circus performer, dancer and fire performer professionally for a few years now, I've seen masses of people go through, learn, master different flow arts, different fire tools, forms of juggling and weaponry, martial arts, parkour and all that jazz in real life and I've been a community organizer through this, watching from the top.

    Personally I just wanted a DnD class that really concentrated more on the concept of actually dancing in combat rather than the whole "parkour tricking into a square then swing wildly" because I just couldn't see the dancing aspect take form in any of the classes already available. Battledancer really was more like a rogue ranger than anything else, dervish was close but the concept of using scimitars to fight in dervish turning (I've turned with real dervishes and helped host Sufi performances) was almost distasteful as dervish turning would actually have to be more of a divine class than anything else, it would have to be, you can't see when you're that dizzy.

    Really this class is meant to be a combination of things, it's main perks being grace, weapon skill, weapon styling, OPTIONS!, being able to make perform checks during combat validly, being both a social and skillful character and bringing together DnD and the community I love into one form. Enjoy!
    Last edited by Lev; 2010-10-16 at 12:41 AM.

  4. - Top - End - #4
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Flowdancer <Model III> (PEACH)

    Where do you explicitly state what the green and yellow symbols mean?
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    May 2010
    Gender
    Male

    Default Re: Flowdancer <Model III> (PEACH)

    Thanks, fixed!
    Any questions, comments or critique?
    Last edited by Lev; 2010-10-07 at 03:48 AM.

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