Realms of Acadecia
The Water Dancer
Called meyah raqesh in their native Durani tongue, the desert warriors more commonly known as water dancers are martial purists whose devotion to the most sacred element of the desert is given form through fluid movements, dance-like katas, and an uncanny ability to switch from malleable defense to crashing offense in the blink of an eye. The nobles of the Water Caste in Durance often send children to the temples of the Sun Caste who will not likely ever see a significant inheritance, including daughters and middle to youngest sons. These children are essentially “donated” to the temples. While many become priests or monks, some yet choose a more martial path to display their devotion to Center.
Role: While sharing some aesthetic similarities with monks and pugilists, the water dancer is, in fact, far more dedicated to a more “classic” martial style, preferring light armors and weapons with battlefield mobility. While no slouch in melee, water dancers are also not as sturdy as fighters or paladins, though what they lack in durability, they more than make up for in defense. With their usually high Dexterity and their bonus to AC during a Water Dance, it is notoriously difficult to hit a water dancer. Their Fast Movement and excellent Stealth make them ideal candidates for scouting, as well.
Hit Die: d8.
Class Skills: The class skills for a water dancer are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Skill Ranks Per Level: 4 + Int Mod.
The Water Dancer
|1||+0||+2||+2||+0||Dervish Kata, Water Dance 1/Day||+0||+1|
|3||+2||+3||+3||+1||Dervish Kata, Liquid Grace||+10||+1|
|4||+3||+4||+4||+1||Uncanny Dodge, Water Dance 2/Day||+10||+2|
|7||+5||+5||+5||+2||Water Dance 3/Day||+20||+2|
|8||+6 / +1||+6||+6||+2||Improved Uncanny Dodge||+20||+3|
|9||+6 / +1||+6||+6||+3||Dervish Kata, Improved Evasion||+30||+3|
|10||+7 / +2||+7||+7||+3||Water Dance 4/Day||+30||+3|
|11||+8 / +3||+7||+7||+3||Hide In Plain Sight||+30||+3|
|12||+9 / +4||+8||+8||+4||Dervish Kata||+40||+4|
|13||+9 / +4||+8||+8||+4||Water Dance 5/Day||+40||+4|
|14||+10 / +5||+9||+9||+4||Sand Storm||+40||+4|
|15||+11 / +6 / +1||+9||+9||+5||Dervish Kata||+50||+4|
|16||+12 / +7 / +2||+10||+10||+5||Water Dance 6/Day||+50||+5|
|17||+12 / +7 / +2||+10||+10||+5||Sirocco Winds||+50||+5|
|18||+13 / +8 / +3||+11||+11||+6||Dervish Kata||+60||+5|
|19||+14 / +9 / +4||+11||+11||+6||Water Dance 7/Day||+60||+5|
|20||+15 / +10 / +5||+12||+12||+6||Ocean’s Fury||+60||+6|
Weapon and Armor Proficiency: Water dancers are proficient with all simple and martial weapons. They are proficient with light armor and bucklers. They are not proficient with any other kind of shield.
Dervish Kata: Each water dancer learns unique abilities, like their own steps in a dance, known collectively as Dervish Katas. These can focus on a specific weapon, her Water Dance, both, or neither. The saving throw DC for any Dervish power (if any) is equal to 10 + 1/2 water dancer level + Wis Mod.
- Aikadan (Ex): The water dancer may wield a scimitar with two hands during her Water Dance without losing its benefits. She gains double her Strength modifier as bonus damage on the first successful attack every round, instead of the normal Strength and a half.
- Biting Wind (Ex): During her Water Dance, the water dancer is treated as having the Improved Critical feat for the kukri. A water dancer must be at least 6th level before selecting this kata.
- Critical Mastery (Ex): Choose one of the following: dagger, handaxe, kukri, scimitar, or shortspear. During a Water Dance, your critical threats with that weapon automatically confirm. You may take this Dervish Kata more than once. Its effects do not stack. Each time you select it, you must choose a new weapon type. A water dancer must be 15th level to select this kata.
- Dragon’s Claw (Su): When wielding a handaxe, the water dancer treats it as magical for the purposes of bypassing damage reduction. At 8th level, she also chooses one type of special material. Once chosen, it cannot be changed. She treats all handaxes she wields as that special material for the purpose of bypassing damage reduction. At 14th level, she also chooses a faction for the same purpose.
- Dragon’s Laughter (Sp): As a move action, a water dancer wielding a kukri may imbue it with the essence of the dreaded blue dragons of the desert. The kukri deals 1d6 electricity damage. This damage is not multiplied on a critical hit. At 11th level, it deals 2d6 damage. The water dancer can use this ability for a number of rounds per day equal to 3 + her Wisdom modifier. Ending the power is a free action.
- Dust Devil (Su): A water dancer with this kata who moves 10 feet or more in a round gains 10% concealment until the beginning of her next turn. This kata may be taken again at 6th and 12th levels. Its effects stack.
- Flensing Blade (Ex): A water dancer with this kata gains Two-Weapon Rend as a bonus feat, even if she does not meet the prerequisites. A water dancer must be 9th level and have the Prancing Cobra kata to take this kata.
- Lunging Spear (Ex): When the water dancer wields a shortspear, her reach increases by 5 feet.
- One Thousand Cuts (Ex): Once per Water Dance, a water dancer with this Dervish Kata may roll twice for a single attack and take the higher result. If one of the attacks results in a critical threat, she may choose to use the second die as her confirmation roll.
- Prancing Cobra (Ex): A water dancer with this Dervish Kata may dual-wield daggers during her Water Dance without losing its benefits. She still incurs the normal penalties for fighting with two weapons, and she still loses the benefits of her Water Dance when dual-wielding any other weapons.
- Rain of Stars (Su): As a standard action, the water dancer can generate and throw a handful of metal shavings in a 15ft cone. Those in the cone must make a Reflex Save or be blinded for one round per three water dancer levels. The water dancer can use this ability a number of times per day equal to her Wisdom modifier.
- Razor Spear (Ex): A water dancer with this Dervish Kata can use a shortspear to deal slashing or piercing damage. She also deals 1 bleed damage on a successful hit. This bleed damage stacks with itself, but not bleed damage from other sources.
- Sacred Spear (Su): During a Water Dance, whenever the water dancer wields a shortspear and performs a full attack action, she gains a +1 sacred bonus to her AC until the beginning of her next turn. This kata may be taken twice. Its effects stack.
- Sleeping Dragon (Ex): During a full attack action while wielding a handaxe, the water dancer may sacrifice her first attack in the round to perform a Bluff check to feint.
- Spinning Bite (Ex): As a full attack action, the water dancer may use a scimitar to make one attack against each adjacent opponent at her full attack bonus. A water dancer must be 9th level to select this Dervish Kata.
- Swooping Vulture (Ex): Any handaxe the water dancer wields gains a 20-foot range increment.
- Twist the Veil (Ex): Once per Water Dance, the water dancer can move up to her base speed without provoking any attacks of opportunity.
- Twisting Fangs (Ex): When the water dancer successfully rends an opponent while two-weapon fighting, she also deals an amount of bleed damage equal to her Wisdom modifier. This bleed damage does not stack with itself, nor with bleed damage from other sources. The water dancer must have Prancing Cobra to select this kata.
- Vicious Sting (Ex): The water dancer gains Critical Focus as a bonus feat, but only with the kukri. She does not have to meet the prerequisites of the feat.
- Weapon Mastery (Ex): Choose one of the following: dagger, handaxe, kukri, scimitar, or shortspear. The water dancer gains a +2 bonus to attack and damage rolls with that weapon. This Dervish Kata may be taken multiple times. Each time it is selected, you may choose a new weapon or increase the previous bonus on a weapon by 2.
Water Dance (Ex): The signature combat style of the water dancer is the Water Dance. During a Water Dance, she can avoid blows that would normally solidly connect, and strike with an almost inhumanly beautiful swiftness, as mesmerizing and deadly as the sandstorms of the vast Durani Desert.
Once per day as a move action, a water dancer may begin a Water Dance. Until the end of combat, she gains a +1 dodge bonus to her Armor Class. Any condition that would cause her to lose her Dexterity Bonus to her AC also causes her to lose this dodge bonus. The dodge bonus to her AC increases as she gains levels, as shown on the table above. A water dancer can only benefit from her Water Dance when wearing light or no armor and wielding nothing in her off-hand save for a buckler. She loses the benefits of her Water Dance when wearing medium or heavy armor, when using a light, heavy, or tower shield, or when carrying a medium or heavy load.
Maintaining a Water Dance is a free action, but she loses the benefits of her Water Dance if she becomes immobilized, prone, or unconscious. As soon as the effect ends, she may continue her Water Dance as a move action, provided combat has not ended.
While Water Dancing, the water dancer may make an additional attack with her main-hand weapon at her highest attack bonus, but she suffers a -2 penalty to all attacks for the round. She may only take this extra attack if she is not wielding any weapon or shield in her off-hand (with the exception of a buckler). At 11th level, she gains an additional bonus attack at her highest attack bonus. These additional attacks do not stack with extra attacks from other sources, such as from the haste spell, from a speed weapon, or from a monk’s flurry of blows.
The water dancer may perform an additional Water Dance per day at 4th level and every three levels thereafter, to a maximum of 7 per day at 19th level.
Evasion (Ex): At 2nd level, whenever an area effect would force the water dancer to make a Reflex Save for half damage, she instead takes no damage on a successful save. She loses the benefits of Evasion when immobilized or otherwise helpless, when wearing medium or heavy armor, or when carrying a medium or heavy load.
Fast Movement (Ex): Starting at 3rd level, the water dancer gains an enhancement bonus to her movement speed, as shown on the table above. She gains this bonus only when wearing light or no armor and unencumbered.
Liquid Grace (Ex): At 3rd level, a water dancer adds her Dexterity to her Perform (dance) checks in addition to her Charisma. She may use Perform (dance) in place of any Acrobatics or Escape Artist check.
Uncanny Dodge (Ex): At 4th level, a water dancer learns to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, and she does not lose her Dexterity Bonus to AC against invisible foes. She may still lose her Dexterity Bonus to AC if an opponent successfully uses the feint combat maneuver.
Desert Rose (Ex): At 6th level, the water dancer can use her graceful movements to better deceive foes with lightning attacks. She may make an additional attack of opportunity per round. This bonus attack of opportunity stacks with those granted by the Combat Reflexes feat. She still cannot make more than one attack for a given opportunity.
In addition, during a Water Dance, she may sacrifice any attack in a full attack action to instead perform a disarm, reposition, or trip combat maneuver, using the attack bonus for the sacrificed attack instead of her normal Combat Maneuver Bonus. She still gains any associated bonuses or penalties to the combat maneuver (such as from Improved Reposition or using a weapon with the Trip special property).
Improved Uncanny Dodge (Ex): A water dancer of 8th level can no longer be flanked. This means that a rogue (or any class with bonus precision damage from a flank) cannot make a sneak attack for flanking the water dancer, unless she has four rogue levels higher than the the water dancer’s level.
Improved Evasion (Ex): At 9th level, whenever an area effect would force the water dancer to make a Reflex Save for half damage, she instead takes only half damage on a failed save, and no damage on a successful save. Any condition that would cause the water dance to lose the benefits of Evasion also cause her to lose the benefits of Improved Evasion.
Hide In Plain Sight (Ex): At 12th level, a water dancer can use the Stealth skill in desert terrain even while being observed.
Sandstorm (Su): At 15th level, the water dancer can call upon the power of the fierce desert storms to unleash her full might upon her enemies. During a Water Dance, as a swift action she may choose to make a full move and a full attack in the same round. She may break up this movement as she chooses between her attacks, but she must still move in five-foot increments. At the end of her turn, her Water Dance ends and she is fatigued for 2d4 rounds. She cannot start a new Water Dance while fatigued, but may otherwise start multiple Water Dances in the same combat, up to her available number per day.
Sirocco Wind (Su): At 17th level, once per Water Dance, the water dancer may erupt from her current position like a gust of fiery-hot desert wind. As a Full-Round Action, she may charge a single opponent up to twice her movement speed away. This movement does not provoke attacks of opportunity. At the end of her charge, the water dancer makes a single trip combat maneuver check and applies it to all enemies the water dancer threatened at any point during her charge, including the target of her charge. She gains a +2 bonus on the maneuver check for charging. The target of her charge also takes 4d6 fire damage and is fatigued for one minute. A successful Fortitude Save (DC = 10 + 1/2 water dancer level + Wis Mod) halves the damage and negates the fatigue.
Ocean’s Fury (Ex): At 20th level, the water dancer unites the harsh fury of the desert with the power of the ocean’s waves. When using Sandstorm, she is no longer fatigued after. She may start a new Water Dance the very next round without issue.
Furthermore, while Water Dancing, any opponent against whom she confirms a critical threat must make a Fortitude Save (DC = 10 + 1/2 water dancer level + Wis Mod) or become exhausted until they rest for a full hour, at which point they become fatigued instead. Those who make their save are fatigued instead of exhausted. Either way, the opponent must rest for a full eight hours to remove the fatigue. This ability does not stack with the effects of the Exhausting or Tiring Critical feats.