The wilds of Faerie aren't what they used to be. The Fey, once objects of awe, reverence, and fear, have been relegated to either the shadows of history or the trophies of ignorant adventurers. The nymphs and dryads are ineffectual; the dark Fey are too chaotic and fractional to drive back the endless tide of civilization. Something had to be done.
The Dusk Dancers are new Fey, young and hot-blooded and full of vigor. Faeries with connections not necessarily to the city, but to civilization; the group, the family, the city, the nation, these are their birthrights and their purpose. Too long have the great courts of the Fey stagnated, and they will now live by their own credo - change, or die.
Dusk Dancers are, as befits their name, dusky-skinned humanoids with dark hair and dark eyes that reflect a light rainbow sheen. They have prominent canines and are often very attractive by human (or elven) standards, with a tendency to build lean muscle and long, shapely legs. Dusk Dancers often collect jewelry, holy symbols, and other marks of community, and have a strong urge to display symbols of those communities they belong to, even dispite urgings towards secrecy.
+4 Charisma, +2 Dexterity, -2 Strength. Dusk Dancers retain the nimbleness characteristic of the Fey, but tend to build lean, agile muscle instead of strong, thick muscles. Their innate connection with societies, communities, and humanoids in general, as well as their innate Fey nature, leads to an above-average Charisma score.
Medium Fey (Humanoid):
Though Fey, the Dusk Dancer's connection to humanoids works against them; they are treated as whichever type would be least advantageous to them at any given time. Dusk Dancers advance by class level, and do not gain weapon or armor proficiencies from their type. As Medium creatures, Dusk Dancers have no bonuses or penalties associated with their size.
Base Land Speed:
Low-Light Vision (Ex):
As the elf racial feature.
+2 to Perform Checks:
Music, dance, poetry, and other forms of self-expression are a natural outgrowth of civilization.
Damage Reduction (Ex):
Dusk Dancers benefit from DR X/Cold Iron, where X is equal to their hit dice.
Eternal Dance (Su):
Dusk Dancers do not require sleep, and never suffer fatigue or exhaustion (as a consequence, they are immune to sleep effects, as well as effects that would cause fatigue or exhaustion, whether magical or mundane). A Dusk Dancer still needs eight hours of rest in order to prepare spells. Dusk Dancers do not age, and gain no bonuses or penalties no matter how long they live.
Untouchable Waltz (Su):
Dusk Dancers gain a dodge bonus to their armor class equal to their charisma modifier, up to a maximum bonus equal to their hit dice.
Lead the Dance (Su):
Whenever a Dusk Dancer rolls a natural 20, all his or her allies within a 30ft radius gain a +1 morale bonus to all rolls for 1 round. This bonus increases to +2 at 4th level and increases by an additional +1 every 4 levels past 4th (+3 at 8th, +4 at 12th, +5 at 16th, +6 at 20th).
Dance 'Em Bloody (Su):
Once a day, as a full-round action, the Dusk Dancer may command a single being that they can see within sixty feet to dance. Their victim must succeed at a Will save (DC 10 + 1/2 the Dusk Dancer's hit dice + the Dusk Dancer's charisma modifier) or begin dancing and keep dancing for a number of hours equal to the Dusk Dancer's hit dice. While dancing, the being's speed (in all forms) is halved and it suffers a -2 penalty to all actions. This is a mind-affecting ability.
A Dusk Dancer with fifteen or more hit dice instead measures the duration of this ability in days. Unfortunately, a being forced to dance for days at a time cannot sleep or rest unless forced to do so magically or through incapacitation, and may very well begin to starve if it cannot reach food in time.
Sylvan, Common. Bonus: Any, except for secret languages such as Druidic.
Any; Dusk Dancers adapt rapidly to whatever society they call their own.