Dark Dancer

By far, one of the most feared and revered lesser gods is the God of Chaos and Earthquakes, Idun. Idun is rumored to be an exceptionally-intelligent, nimble-toed half-human/half-god of the goddess of fertility. Serving as the graceful entertainer of the gods did not suit Idun, as his half-deific state prevents him from attaining true godhood, and the powers entailed. He has, thus, assigned himself to acquiring power and rank in a method acceptable to the ruling gods by enlisting followers. Though no true priests of Idun currently exist, he has made a crusade of enlisting creatures who embody his chaotic ideals. Idun appears to his recruits in the form of dreams, visions, and sometimes in person, providing power in exchange for loyalty. Though not evil in the true sense, Idun’s zealous pursuits have not given heed to who he chooses to do his work of promoting chaos: most of Idun’s followers are chaotic evil. This indifference has earned him the name of Idun the Unwise, or The Unwise One. In-fighting among the chaotic evil and chaotic good Dancers has thankfully prevented Idun from gaining too much power. Idun does nothing to stop these rivalries, as he watches any battle with maddened glee. Also, the sheer chaotic goal of many of his enlistees has prevented the organization necessary to start a true Temple of Idun, and so only a few sloppy shrines in mountainous areas mark his existence. He has taken obsidian as his stone, and a blackened scimitar as his symbol in an effort for identity. Frustration marks Idun, as recognition from the gods eludes him. In his pursuits for respect, Idun has thus degenerated from the Entertainer of the Gods to the Fool of the Gods. Recently, however, Idun has begun searching the Material Plane for a mortal cohort to help him further his quest for godhood, and rumors abound of pacts with higher liches and abominations of all sorts, all seeking greater power that only a true god can bring.

Races allowed: H, ½ E, ½, ½O

Required Skills:

Required Feats:

Base Attack: +4

Perform-Dance, 10 ranks

Combat Casting (if magic-user)

Alignment: Any Chaotic

Concentration, 3 ranks

Combat Reflexes

Statistics Required: Wisdom 13+, Intelligence 13+,

Knowledge-Religion(Rites of Idun), 3 ranks

Ambidexterity

Dexterity 13+

Sense Motive, 3 ranks

Two-Weapon Fighting

 

Tumble, 3 ranks

 
     

Preferred Weapons:

Scimitar, dagger, machete

   

Armor Restrictions: no armor heavier than light armor; at 7th level, all clothing and armor must be specially-made.

   

Class Level

Base Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

+0

     

Dance of Idun

2nd

+1

     

Dance of Beguilement

3rd

+2

     

Dance of Eruption

4th

+2/+1

     

Hide of Idun

5th

+2/+2

     

Eye of Idun

6th

+3/+2

     

Ethereal Dance

7th

+2/+1/+0/+0

     

Arms of Idun

8th

+2/+1/+1/+0

     

Whirlwind Dance

9th

+2/+2/+1/+1

     

Rumbling Dance

10th

+3/+2/+2/+1

     

Dance of Death

Dance of Idun: this battle dance is comparable to a combination of Weapon Finesse and Spring Attack. During combat, the Dark Dancer has the benefits of both Feats.

Dance of Beguilement: two rounds after this dance has begun, all intelligent creatures within 30 feet (up to a number of HD equal to twice the Dark Dancer’s level) should make a Will save based on a DC of 10+the Dark Dancer level+the Dark Dancer’s Charisma modifier. Those who save suffer a –1 to Intimidate, Diplomacy, and Encounter checks, while those who fail are subject to a Charm Person effect, with the spell effect ending when the Dark Dancer stops the Dance of Beguilement. The Dancer may choose who is affected by this dance.

Dance of Eruption: this dance takes one full round of uninterrupted casting. The area of effect is five square feet per Dark Dancer level, within a range of 60 feet plus 10 feet per caster level. For each five-foot-square area, the Dark Dancer can evoke the destructive powers of the earth to cause an eruption of fire, sparks and magma from the earth to spew upwards in a stream, causing 1d6 points of damage per five-foot area (to a maximum of 10d6). The Dancer must be standing on bare earth or rock, or material directly in contact with the earth (standing on the third level of a six-level dungeon would neutralize this dance). The magma created cools remarkably fast to a small mound, and is warm, hardened stone in 10 rounds. The Dancer can choose which five-foot areas within range are affected, and can combine effects in any combination. For example: Farsa, a fourth-level Dark Dancer, is being charged by two mercenaries, and so has a full free round to prepare herself. Farsa has 4d6 dice to spread, and chooses to unleash 3d6 on the larger mercenary, and 1d6 on the smaller merc.

A small boil begins to form in the middle of the Dancer’s forehead.

Hide of Idun: skill and contact with the chaotic energies transform the Dancer’s skin into that resembling the Hide of Idun. The Dark Dancer’s skin thickens (while remaining the same texture) and darkens to a deep charcoal for the lightest-skinned characters, and black for those with a once-medium-shaded skin coloration. The Dancer gains a +5 to Hide while in shadows only, and a +2 natural armor bonus to AC.

Eye of Idun: upon reaching fifth level, a small boil in the middle of the Dark Dancer’s forehead splits, forming an extra eye that stays closed until in use. Once per day, the character can cast Detect Magic (at 5th level), Discern Lies (at 6th level), Scrying (at 7th level), or True Seeing (at 8th level) as per the spells, using the Eye as a medium. This is a supernatural ability.

A wart appears under each armpit of the Dark Dancer.

Ethereal Dance: by wrapping negative, chaotic energies around himself and infusing those energies into himself through this dance (casting time: 2 rounds), the Dark Dancer is able to turn ethereal, similar to Ethereal Jaunt, once per day. This is a spell-like effect.

The warts under the Dark Dancer’s armpit begin to grow in size.

Arms of Idun: two knobs on either side of the Dark Dancer’s torso sprout into additional arms. Attack rolls are negatively adjusted until the Dancer becomes accustomed to the new arms. The two arms initially possessed by the Dancer function normally with weapons and items. The two new arms, however, require more time for development of dexterity and complicated use. For the duration of the Dancer’s 7th level, each extra arm can only punch. At the 8th level one extra arm may hold a shield, while the other may wield and use a proficient small-sized weapon. At 9th level, both may use a proficient small-sized weapon, and one designated to use a medium-sized weapon. At 10th level, all four arms are fully-functional for any purpose. Learning to use the arms requires great feats of concentration and a quick mind. Beginning at 7th level, all Wrestling, Grabbing, Grappling, and Escape checks are at a +5 to succeed.

Whirlwind Dance: three times a day, after dancing for one round, the Dark Dancer can unleash one small-sized dust devil per three Dancer levels (treat as small-sized air elemental). They can be unleashed simultaneous at any target chosen by the Dancer, or one per round until the number is exhausted. These dust devils remain until they strike a target, and can be directed to a range of 100 feet, plus 10 feet per Dancer level. They can be used to push away other creatures composed of air, disperse particles or tiny-sized creatures in the air, or clear fogs or steam. Fogs or steam, if naturally-occurring, return in 1d4 rounds.

Rumbling Dance: once per day, if in contact with the earth (see conditions in Dance of Eruption above), the Dark Dancer can cause small earthquakes by dancing for twelve rounds, minus one round per Dark Dancer level. Treat the effect as the Earthquake spell, with a caster level equal to the Dark Dancer level.

Dance of Death: by far the most-feared dance in the Dark Dancer repertoire is the Dance of Death. By dancing for two uninterrupted rounds, the Dark Dancer can cause all creatures of four HD or less in a 30 foot radius to make a Fortitude save versus a DC of 10+the Dark Dancer’s Charisma modifier. Failure results in an automatic death. Succeeding at the save results in 6d4 points of chaotic energy damage. Creatures of 4-10 HD take 6d4 damage on a failed save, and no damage on a successful save. Creatures over 10HD are not affected.