• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Throes of Fae

Dark Waltzing

ags.jpg


"Is there anything greater than to taste the moonbeams beneath your feet?" - Brina Lorelai

Everyone has heard of the dances of the fey. The beautiful, mesmerizing movements that can draw a mortal in where they shall be caught forever. Some though are released or are strong enough to escape. The memory of the dance however haunts them forever. While many eventually die, heartbroken but unwilling to give themselves over, others embrace the unearthly nature of the fey and delve into the unpredictable, allurring, inhuman wildness. This path alters them until their very humanity is swept away forever, becoming dark waltzings, creatures of the twilight of star and moon, sun and shadow.

Many different peoples succumb to the allure of the Dark Waltzing. Though druids and rangers are most likely to encounter the path, bards are the most likely to meet the necessary prerequisites.

Hit Die: d6


Requirements
Feats: Dodge, Mobility
Skills: Knowledge (nature) 8, Perform (dance) 6
Language: Sylvan
Special: Must have been enticed or forced to dance with a fey creature.


Class Skills
The Dark Waltzing’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier.

Code:
[B]Level  BAB   Fort   Ref   Will   Special                        Bonus Spells[/b]
1st    +0    +0     +2    +2     Throes of Fae                  1
2nd    +1    +0     +3    +3     Woodland Stride                1 
3rd    +2    +1     +3    +3     Low-light Vision, Starry-Eyed  0
4th    +3    +1     +4    +4     Cunning, Gambol                1
5th    +3    +1     +4    +4     Visage of the Fair Folk        1
6th    +4    +2     +5    +5     Kick Up Your Heels             1
7th    +5    +2     +5    +5     Wilder Throes                  0
8th    +6    +2     +6    +6     Great Cunning                  1
9th    +6    +3     +6    +6     Woodwise                       1
10th   +7    +3     +7    +7     Wild Child                     1


-=-=-=-=-=-=-

Class Features
All the following are Class Features of the Dark Waltzing prestige class.

Weapon and Armor Proficiency: Dark Waltzing gain no proficiency with any weapon or armor.

Bonus Spells: Dark Waltzings gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given above. A bonus spell can be added to any level of spells the disciple already has the ability to cast.

This spell may be chosen from the Druid's spell list.

Throes of Fae (Ex):
You may give into the haunting wildness of the fey spirit. Your features gain a horrible, alien beauty and your movements become unearthly graceful and dance-like. While in these throes a dark waltzing gains a +4 bonus to Dexterity, a +4 bonus to Charisma, and a +2 morale bonus to Will saves. She adds her (newly improved) Charisma-modifier as a deflection bonus to her AC while in these throes. These throes last for a number of rounds equal to 3 + the waltzing’s (newly improved) Charisma modifier. A dark waltzing may prematurely end her throes.
There is a cumulative 2% chance every round while in these throes that the dark waltzing loses all control, becoming Insane as the spell. This condition lasts until the end of the throes, which while insane cannot be ended prematurely.
A dark waltzing may succumb to these throes only once per encounter. At 1st level she can use her throes ability once per day. At 3rd level and every three levels thereafter, she can use it one additional time per day (to a maximum of 4 times per day at 10th level). Going into these throes takes no time itself, but a dark waltzing can do it only during her action, not in response to someone else’s action.

Woodland Stride (Ex): A dark waltzing may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

At 10th level even magically manipulated areas do not cause you damage or impair you.

Low-light Vision (Ex): A Dark Waltzing can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Starry-Eyed (Ex): Your mind begins to roam the strange places of the fey. You no longer sleep as a normal being, but instead dance the night away. You are still semi-conscious and vaguely aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You do however take a -6 penalty to spot and listen checks.

This ability only functions while in a natural setting. While within a city or artificial structure you cannot achieve the necessary state and must sleep as normal.

Cunning (Ex): A dark waltzing retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If the dark waltzing has uncanny dodge, she automatically gains great cunning (see below) instead.

Gambol (Su): A dark waltzing may use up one of their daily throes to Fascinate one or more creatures with their enthralling dances. Each creature to be fascinated must be within 90 feet, and able to pay attention to the waltzing. The distraction of a nearby combat or other dangers prevents the ability from working. For every two levels a waltzing attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a dark waltzing makes a Perform (dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the waltzing cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance rapturously, taking no other actions, for as long as the waltzing continues to dance and concentrate (up to a maximum of 1 round per prestige level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the waltzing to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

The dark waltzing may choose one of those successfully fascinated to become Charmed with her as the Charm Monster spell for 1 hour per level if they fail a second Will save. All Fascinated creatures but the charmed target are freed as the waltzing uses all her focus on an individual. She may not have more than 1 creature charmed at the same time.

At 9th level she may instead choose to completely bind her target to her as the Dominate Person spell instead of merely charming. She may not charm or dominate any other creature while the primary target is affected.

Visage of the Fair Folk (Ex): You gain a +2 bonus to your Charisma and a +4 bonus on saving throws against the spell-like abilities of fey.

Kick Up Your Heels (Ex): Your movements are as light as a feather. You use your Dexterity in the place of strength when making Jump and Climb checks. As well you add your dexterity modifier to Perform (dance) checks in addition to your charisma-modifier.

Wilder Throes (Ex): At 6th level, a waltzing's bonuses to Dexterity and Charisma during her throes each increase to +6, and her morale bonus on Will saves increases to +3. The cumulative chance to go insane is unaffected.

Great Cunning (Ex): A dark waltzing can no longer be flanked. This defense denies a rogue the ability to sneak attack the waltzing by flanking her.

Woodwise (Ex): A dark waltzing may use Commune With Nature and Find the Path three times per day.

Wild Child (Ex): At 10th level, the Dark Waltzing's type changes to fey. Additionally, she gains damage reduction 10/cold iron.
 
Last edited:

log in or register to remove this ad

CleverNickName

Limit Break Dancing (He/They)
The Vorpal Tribble said:
"Is there anything greater than to taste the moonbeams beneath your feet?" - Brina Lorelai
This is a very beautifully-done class, and I really like the detail you put into it. Well done!

One thing I might suggest is putting in some sort of verbage about not being able to cast spells, use certain skills, or perform actions that require concentration (ala the barbarian's rage ability.) The chance for insanity alone is not enough to balance it, IMHO.

Also, Weapon Finesse seems out-of-place; the class features focus on graceful movement instead of weapon use. I would suggest Mobility instead.

Other than that, I'd say it's just about perfect. :)
 

One thing I might suggest is putting in some sort of verbage about not being able to cast spells, use certain skills, or perform actions that require concentration (ala the barbarian's rage ability.) The chance for insanity alone is not enough to balance it, IMHO.
Well, I was sort of going for a sort of opposite of rage. You become intensely focused. I've had others tell me its not really as useful as a rage, you can't attack much better, so had hoped that would balance it. Not to mention you can't add rage feats to it.


Also, Weapon Finesse seems out-of-place; the class features focus on graceful movement instead of weapon use. I would suggest Mobility instead.
That's a good suggestion. Thanks!
 

Sound of Azure

Contemplative Soul
CleverNickName said:
Also, Weapon Finesse seems out-of-place; the class features focus on graceful movement instead of weapon use. I would suggest Mobility instead.

I agree. You'll also have to add Dodge as a requirement, since it's a prerequisite for Mobility.

This class really puts to shame most of my efforts. Well done, I really like it Vorpal Tribble!
 

Nifft

Penguin Herder
The Vorpal Tribble said:
Requirements
Feats: Mobility
Skills: Knowledge (nature) 8, Perform (dance) 6
Language: Sylvan
Special: Must have been enticed or forced to dance with a fey creature.

Usually the pre-reqs for a feat (like Mobility) should also be pre-reqs for the class.


The Vorpal Tribble said:
Class Skills
The Dark Waltzing’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Swim (Str), Survival (Wis)

No other dance-related skills like Balance & Tumble?

The Vorpal Tribble said:
Bonus Spells: Dark Waltzings gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given above. A bonus spell can be added to any level of spells the disciple already has the ability to cast.

This spell may be chosen from the Druid's spell list.

This was a poor mechanic when the Dragon Disciple introduced it, and your final line makes no sense. What does "spell may be chosen" mean in this context? Either you're gaining a slot for spells which you can already cast, or you're gaining some other kind of spellcasting.

I suggest you either advance spellcasting, or you don't. The class doesn't require spellcasting, so you should feel no guilt about not advancing.


The Vorpal Tribble said:
Throes of Fae (Ex): You may give into the haunting wildness of the fey spirit. Your features gain a horrible, alien beauty and your movements become unearthly graceful and dance-like. While in these throes a dark waltzing gains a +4 bonus to Dexterity, a +4 bonus to Charisma, and a +2 morale bonus to Will saves. She adds her (newly improved) Charisma-modifier as a deflection bonus to her AC while in these throes. These throes last for a number of rounds equal to 3 + the waltzing’s (newly improved) Charisma modifier. A dark waltzing may prematurely end her throes.
There is a cumulative 5% chance every round while in these throes that the dark waltzing loses all control, becoming Insane as the spell. This condition lasts until the end of the throes, which while insane cannot be ended prematurely.
A dark waltzing may succumb to these throes only once per encounter. At 1st level she can use her throes ability once per day. At 3rd level and every three levels thereafter, she can use it one additional time per day (to a maximum of 4 times per day at 10th level). Going into these throes takes no time itself, but a dark waltzing can do it only during her action, not in response to someone else’s action.

Insane is far worse than Fatigued (and it's easier to say Confused instead, since Insane is just Confused, but permanently). Consider instead "Confused for 3 rounds" or something. It's still worse than Fatigued.

Since the Waltzing benefit isn't quite as good as Rage, you should tone down the penalty.


The Vorpal Tribble said:
Woodland Stride (Ex):
Low-light Vision (Ex):
You might want to spell out what happens (if anything) if the PC already has one of these. Same thing with Trance vs. Dance All Night. (Yeah, Elves are a pain.)

The Vorpal Tribble said:
Cunning (Ex): A dark waltzing retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If the dark waltzing has uncanny dodge, she automatically gains great cunning (see below) instead.
Why not just use Uncanny Dodge? That way it's easier to interpret how the levels stack (for the purpose of being flanked by high level rogues).

A Rogue 5 would be able to qualify for this class, and would normally be only a few levels away from Improved Uncanny Dodge. If you just gave "stacks with Uncanny Dodge", he'd get it a little late, but nothing too bad. Since they don't stack, he has to wait until Greater Cunning -- at which point he goes from late to better.

- - -

Otherwise, good stuff. :) Nice to see you over here instead of on the WotC boards!

Cheers, -- N
 

What does "spell may be chosen" mean in this context? Either you're gaining a slot for spells which you can already cast, or you're gaining some other kind of spellcasting.
No, you get an extra spell known or extra slot. But this spell may be chosen from the Druid's list.

Insane is far worse than Fatigued (and it's easier to say Confused instead, since Insane is just Confused, but permanently). Consider instead "Confused for 3 rounds" or something. It's still worse than Fatigued.

Since the Waltzing benefit isn't quite as good as Rage, you should tone down the penalty.
Actually, I've had others tell me its more powerful as you can still use skills, concentrate on spells, don't become fatigued, and don't take an AC penalty but instead are granted a bonus.


You might want to spell out what happens (if anything) if the PC already has one of these. Same thing with Trance vs. Dance All Night. (Yeah, Elves are a pain.)
No other class spells out anything unless the abilities might possibily stack. In this instanceif you already have it then you don't get much of a bonus.


Why not just use Uncanny Dodge? That way it's easier to interpret how the levels stack (for the purpose of being flanked by high level rogues).
You can't be flanked by a rogue of any level with Cunning/Great Cunning. Its alike to the ability of the Minotaur.
 

Nifft

Penguin Herder
The Vorpal Tribble said:
No, you get an extra spell known or extra slot. But this spell may be chosen from the Druid's list.

So how does that relate to the ability you describe in the class? High ability score gives extra spell slots, not spells known.


The Vorpal Tribble said:
Actually, I've had others tell me its more powerful as you can still use skills, concentrate on spells, don't become fatigued, and don't take an AC penalty but instead are granted a bonus.

Really? Auto-target last attacker or 20% chance to choose your own action is better than a -2 penalty to attack & skill checks? Who told you this, and did they not understand the rules for Confusion?

You most likely cannot use skills or maintain concentration -- because you have an 80% chance of not choosing your action.


The Vorpal Tribble said:
You can't be flanked by a rogue of any level with Cunning/Great Cunning. Its alike to the ability of the Minotaur.

That's my point. Instead of making it all-or-nothing (like a monster), consider using abilities that reward your investment (like the Rogue or Barbarian). Basically, make it more compatible with the rules for classes.

Cheers, -- N
 

So how does that relate to the ability you describe in the class? High ability score gives extra spell slots, not spells known.
I took it as basically meaning you got an extra spell. Period. This spell can be chosen from the Druid list.

Really? Auto-target last attacker or 20% chance to choose your own action is better than a -2 penalty to attack & skill checks? Who told you this, and did they not understand the rules for Confusion?

You most likely cannot use skills or maintain concentration -- because you have an 80% chance of not choosing your action.
I don't think you are quite understanding. You cannot use concentration or certain skills the entire time one is under a rage. No matter what. In this instance you can use them through the entire Throes. Now, if you go insane you cannot, but that is the risk.


That's my point. Instead of making it all-or-nothing (like a monster), consider using abilities that reward your investment (like the Rogue or Barbarian). Basically, make it more compatible with the rules for classes.
Well, was going for something different, and those two classes would not be able to meet the prerequisites until already possessing both uncanny dodge and improved uncanny.
 

Nifft

Penguin Herder
The Vorpal Tribble said:
I took it as basically meaning you got an extra spell. Period. This spell can be chosen from the Druid list.

Right. And that's meaningless. Either you learn a new spell (add it to your spells known for an existing spellcasting class), or you gain a spell-like ability ("which may be chosen from the Druid spell list"), or you gain a spell-slot. If you intend to give more than one of those things, please spell it out.


The Vorpal Tribble said:
I don't think you are quite understanding. You cannot use concentration or certain skills the entire time one is under a rage. No matter what. In this instance you can use them through the entire Throes. Now, if you go insane you cannot, but that is the risk.

Ah, I see. I must have mis-read it before. The Insanity thing is harsh! Cumulative 5% chance?! So you have a 5% chance on round 1, a 10% chance on round 2, a 15% chance on round 3... that's terrible!

You have only a 43.6% chance of remaining sane by the 5th round. And it only gets worse from there. (30.5% chance of being sane by the 6th round... etc.)


The Vorpal Tribble said:
Well, was going for something different, and those two classes would not be able to meet the prerequisites until already possessing both uncanny dodge and improved uncanny.

Really? Rogue gets Improved Uncanny at level 8. Bard 1 / Rogue 4 could get in, but would only have Uncanny Dodge. Bard 3 / Barbarian 2 -- same deal. And those two don't seem like weird builds just to prove a point -- I could easily see either one happening, and moreover, could easily see someone using one of those builds to qualify.

I'm just saying that the existing mechanics already cover this -- and do a good job of it -- so why make up new monster-like abilities? There's elegance in simplicity. :)

Cheers, -- N
 

Remove ads

Top