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Vuireholme introduces
four new prestige classes to the world of Myrddin, The Initiate of
Dragon Sigil Casters, the Skald, The Dreamer, and Spear Dancer. A
character interested in any of these prestige classes must visit the
guild house of the prestige class and find a tutor, in the case of
the Dragon Sigil Casters the character must also perform a specific
request given to him/her by the guildmaster. Below are the
statistics for each of the classes.
In addition to the Vuireholme exclusive prestige classes the kingdom has also discovered the following prestige classes. If a character wishes to become a prestige class not listed below he/she needs to speak with his/her fate well before hand so that the fate can discuss that decision with you. DMG; Arcane Archer, Arcane Trickster, Archmage, Dragon Disciple, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Shadowdancer. Complete Warrior; Darkwood Stalker, Gnome Giant-Slayer, Invisible Blade, Order of the Bow Initiate (Sharpshooter Society), Rage Mage, Spellsword, Tattooed Monk, War Chanter. Complete Adventurer; Daggerspell Mage, Daggerspell Shaper, Dungeon Delver, Fochlucan Lyrist, Highland Stalker, Shadowmind, Virtuoso. Complete Divine; Divine Crusader, Entropomancer, Holy Liberator, Radiant Servant of Eevir, Stormlord (remove patron diety req.), Warpriest. Complete Arcane; Elemental Savant, Fatespinner, The Siblime Chord (substitute Starry Lyceum with The Crystal Chamber), Wild Mage Psionics Handbook; Cerebremancer, Elocator, Fist of Zouken, Pyrokineticist, War Mind. Draconium; Dracolyte, Dragonrider, Dragonsong lyrist, Initiate of the Draconic Mysteries, Platinum Knight. Frostburn; Cloud Anchorite, Cryokineticist, Frost Mage, Frostrager, Knight of the Iron Glacier, Primeval, Stormsinger. Dreamer The dreamers are an organization of devout followers of Sterna Dracheseele. These characters are granted great powers by Sterna including premonition and dream walking. Many view the dreamers as mystical seers because of their ability to read peoples future and walk amongst their dreams. Whenever Sterna wishes to speak to mortals, it is these characters that hear her voice with a unique clarity and gain a better insight into the past, the present, and the future by virtue of their unusual talents. All Dreamers are both divined spellcasters and psions, and most were favored souls before adoption the dreamer prestige class. Whatever their other classes, all dreamers share a devotion to Clairsentience and divination, having mastered all available means to delve into the future. Hit Dice: 1d6 Requirements To qualify to become a Dreamer, a character must fulfill all the following criteria. Skills: Knowledge (religion) 12 ranks, Knowledge (psionics) 6 ranks, Feats: Skill Focus (Know Spells: Able to cast 3rd-level Divine spells three of which must be divination. Psionics: Able to manifest 2nd-level powers one of which must be Precognition Special: Must have visited the Temple of Sterna Dracheseele in Vuireholme and participated in the Ritual of Dreams. Race: Elf Patron Diety: Sterna Dracheseele
Class Skills The Dreamer's class skills (and the key ability for each skill) are Autohypnosis (wis), Concentration (con), Craft (int), Diplomacy (cha), Gather Information (cha), Knowledge (religion), Knowledge (psionics) (int), Profession (wis), Psicraft (int), Sense Motive (wis) and Spellcraft (int). Skill Points at Each Level: 4 + Int modifier.
Class Features Domains: upon adoption the dreamer class, the character gains access to the Dream and Oracle domains, described in chapter 7 of the Complete Divine book. Prescient Sense (Ex): Beginning at 2nd level, if a dreamer makes a successful Reflex saving throw against an attack that would normally inflict half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the dreamer is wears, unlike the evasion ability used by monks and rogues. Divination Enhancement (ex): Beginning at 4th level, a dreamer may roll twice and take the better result when using divination spells such as augury or divination. She may also consider her manifester level as being two higher when using Clairsentience powers. Uncanny Dodge (Ex): Starting at 6th level, a dreamer gains the ability to react to danger before her senses would normally allow her to do so. The dreamer retains her dexterity modifer to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her dexterity modifier to AC if immobilized.) Immune to surprise (Ex): At 8th level, the Dreamer's sensitivity to danger is so great that she is never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn't help. Dreamwalk (Su): At 10th level, the dreamer gains a supernatural ability to enter a state called the Dreamwalk while in reverie, once per day for 1 minute/character level. When a dreamer uses this ability their spirit temporarily leaves their body in an incorporeal form. While in this stat the spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit also gains the ability to enter the dreams of any sleeping creature. When the spirit attempts to enter the dreams of another they receive a will save (DC 12 + character level + charisma modifer) if successful the creature gains immunity to this ability for 24 hours. If the spirit is able to enter the dreams of the subject he can learn the following facts about the creature. * Its name, race, alignment, and character class. * A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD) or deific (41 HD or higher). * Significant items currently in its possession. * Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the locations of those items). In addition to learning the previous facts the character the dreamer may also deliver a message to the creature. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information other then previously stated.The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. The spirit can do nothing while outside a creatures dream other than move and observe--it cannot speak, attack, cast spells, or perform any other action. This ability ends when the duration expires or if your body is disturbed while your spirit is wandering. A character can choose to end the spell prematurely if she wishes, this ability takes 2 full rounds. If a characters spirit is killed while using this ability she immediately takes damage equal to you max hit points minus 1d4. If the spell does end because due to any of the previous methods, your spirit instantaneously returns to your body and you wake up (unless the damage from your spirit dieing places you unconscious.) Initiate of the Dragon Sigil Casters In ancient times runes, glyphs, sigils and symbols held amazing power. The Dragon Sigil Caster's have learned how to harness some of the power within these sigils to empower them with increased arcane prowess. With perfectly drawn symbols a Dragon Sigil Caster can perform great feats of power and even delve into hidden secrets of the multiverse. Dragon Sigil casters abilities differs from that of a Geometer in the fact that their symbols are not drawn on paper and cast at a later time, but instead the bring to mind great symbols they have learned to increase their innate magical abilities. Due to this difference Dragon Sigil Casters are only comprised of characters who do not prepare spells ahead of time. Hit Dice: 1d4 Requirements To qualify to become a Dragon Sigil Caster, a character must fulfill all the following criteria. Skills: Craft (Calligraphy) 6 ranks, Knowledge (arcane) 6 ranks, Knowledge (dragons) 6 ranks, Spellcraft 6 ranks Feats: Eschew Materials, Silent Spell Spells: Able to cast 3rd-level arcane spells without preparation. Special: Must be able to speak Draconic Class Skills The Dragon Sigil Caster's class skills (and the key ability for each skill) are Concentration (con), Craft (int), Decipher Script (int), Disable Device (int), Knowledge (all skills, taken individually) (int), Profession (Wis), Search (int), and Spellcraft (int). Skill Points at Each Level: 2 + Int modifier.
Class Features Draw Dragon Sigil (Su): Whenever a Dragon Sigil Caster casts a spell he may choose to cast the spell using a dragon sigil. A Dragon sigil is mystical syllables that must be drawn in the air while casting the spell. These symbols grow with a dim light visible up to 40ft away and can be used to substitute any material (up to 1gp) and verbal components that the spell may have. Enable to utilize a Dragon Sigil the character must be wearing one of the Dragon Gem Gloves given to them by the organization and the glove must contain at least one gem worth 50gp (destroyed in the casting). Guild Member (Ex): Upon joining the organization of Dragon Sigil Casters a character receive an elaborately crafted glove of dragon hide that is used to draw the dragon sigils used in casting. This glove has nine small slots (5 on the fingers, 3 on the top of the hand and one in the palm) that can hold a small gemstone within each. To add a gem to the glove a character must spend a minimum of five minutes unlatching and replacing the gems, this glove takes up one hand slot on a character preventing that character from wearing magical gloves unless it is a single glove. Also while a member of the guild each member must pay the 30gp monthly dues, appear on campus at least once every 6 month and accepting any special commissions handed down by senior members. All members within good standing can board at the guild house for 1sp per day receiving high-quality meals and lodging. Any character who does not meet these requirement will be put on probation from the school and may not receive any additional levels within this class until they have been removed from probation. Glyph of Warding: A Dragon Sigil Caster adds glyph of warding to his spells known as a 3rd-level arcane spell. Craft Dragon Eye: At 2nd level, A Dragon Sigil Caster can craft a magical item called a Dragon Eye. This item requires 24 hours of time to craft and the character must use a gem worth no less then 2000gp. The Dragon Eye grants the caster +2 on all spellcraft checks to read sigils or identify spells that have anything to do with dragons, sigils, glyphs, symbols or runes, furthermore the Dragon Eye grants the caster one additional spell per day of any one slot he can cast. Sigilsight (Ex): A Dragon Sigil Caster of 3rd level or higher can use search check to find any magical traps based on runes, glyphs, sigils, symbols or other writings as a rogue can. He gains a bonus equal to his caster level on all Search Checks to find traps of this sort. A Dragon Sigil Caster who merely comes within 10 feet of a magical rune, glyph, sigil, or symbol, or the threshold of danger for such a device is entitled to make a Search check as if he were actively searching for a magic trap. Pass Sigil (Su): Beginning at 4th level, a Dragon Sigil Caster can temporarily negate magical wards based on written symbols, sigils, runes or glyphs. As a standard action, a Dragon Sigil Caster can attempt to pass such a sigil. He must succeed on a level check (DC 6 + the sigil creator's caster level). If successful, he can suppress the effects of the device for as long as he maintains concentration (which might make it possible for other to pass the sigil safely, too). A Dragon Sigil Caster must be able to see the device to be passed. Powerful Dragon Sigil (Ex): When a 5th-level Dragon Sigil Caster casts a spell using a Dragon Sigil, he can choose to strengthen the spell beyond its normal effects. His caster level is treated as 1 higher for any spell he casts with the use of a Dragon Sigil and the spell's DC is increased by 2. Greater Glyph of Warding: A 5th-level Dragon Sigil Caster adds greater glyph of warding to his spells known as a 6th-level arcane spell. Impressive Dragon Sigil (Su/sigil alteration): Beginning at 6th level, Once per day, per charisma modifier, when a dragon sigil caster casts a spell using his Draw Dragon Sigil ability he may choose to expend two gems instead of one to have the spell deal 150% damage. This ability increases the casting time of the spell to a full round action. (only one sigil alteration ability may be used any one sigil) Master Dragon Sigil Caster (Ex): Beginning at 6th level, A dragon sigil caster moves away from the initiate rank in his organization, He no gains a 25% discount on all items sold from the organization including the gems used for casting (37.5gp). In addition to the discount the member also gains +2 competence bonus on all charisma-based interaction check when dealing with lower-level members of the order. Boost Sigil (Su/sigil alteration): Beginning at 7th level, Once per day, per charisma modifier, When a dragon sigil caster casts a spell using his Draw Dragon Sigil ability he may choose to expend two gems instead of one to have the spell deal the maximum amount of damage possible. This ability increases the casting time of the spell to a full round action. Breathtaking Sigil (Su): Starting at 7th level, whenever a dragon sigil caster uses his draw dragon sigil ability, all opponents within 10 feet of you who have fewer Hit Dice that you become shaken for a number of rounds equal to the level of the spell you cast. The effect is negated by a will save (DC 10 + level of the spell cast + your Cha modifier). A successful save indicates that the opponent is immune to this ability for the next 24 hours. This ability can only affect creatures with an intelligence score greater than three. Craft Dragon Gem Glove: At 7th level, A Dragon Sigil Caster can craft a magical item called a Dragon Gem Glove. This item requires 24 hours of time to craft and the character must use a gem worth no less then 8,000gp. Dragon Gem Gloves are used in conjunction with the Draw Dragon Sigil ability of the Dragon Sigil Casters. Abiding Sigil: (Su/sigil alteration): Beginning at 8th level, Once per day, per charisma modifier, when a dragon sigil caster casts a spell using his Draw Dragon Sigil ability he may choose to expend three gems instead of one to have the spell automatically cast again at the beginning of his next turn. No matter where he has moved in the previous round, the second spell originates from the original sigils location and affects the same area as the original spell. If the original spell designates a ranged target, the repeated spell affects the same target if within 30ft; otherwise, the second spell fails. Touch spells cannot be affected by this ability. This ability increases the casting time of the spell to a full round action. Fortified Sigil: Starting at 8th level, whenever a dragon sigil caster uses his draw dragon sigil ability, he is granted a competence bonus equal to his charisma modifier against all effects that target the spell. This includes any effect that would require a check to identify or dispel the spell. Binary Sigil: (Su/sigil alteration): Beginning at 9th level, Once per day, per charisma modifier, when a dragon sigil caster casts a spell using his Draw Dragon Sigil ability he may choose to expend four gems instead of one to have a duplicate of the spell take effect twice in the same area or on the same target. Any variable characteristics (including attack rolls) or decisions you would make about the spell (target/area) are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). Spells whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects. This ability increases the casting time of the spell to a full round action. Craft Contingent Gem: The Dragon Sigil caster become so adept at the abilities of gems and sigils that he can now make a contingent gem with any spell that he knows. Crafting a gem takes one day for each 1,000gp in its base price (spell level x caster level x 100gp + 100gp for the gem). To craft a contingent gem, you must spend 1/25 of this base price in XP. Some spells incur extra costs in material components or XP (as noted in their descriptions), which must be paid when the contingent gem is created. See contingent spells, page 139 of complete arcane, for more information. Enable to utilize a contingent gem, the gem must be placed within one of the dragon gem gloves, and can only fit within the palm slots. Ultimate Dragon Sigil (Ex): When a 10th-level Dragon Sigil Caster casts a spell using a Dragon Sigil, he can choose to strengthen the spell beyond the limits of the powerful dragon sigil ability. His caster level is now treated as 2 higher for any spell he casts with the use of a Dragon Sigil and the spell's DC is increased by 4. Quick Sigil: (Su/sigil alteration): Beginning at 10th level, Once per day, per charisma modifier, when a dragon sigil caster casts a spell using his Draw Dragon Sigil ability he may choose to expend six gems instead of one to have one spell of 6th level or lower cast as a free action. (this ability cannot be used in the same round as a spell cast with the sudden quicken feat) Grandmaster Dragon Sigil Caster (Ex): At 10th level, a dragon sigil caster has attained the highest rank within the order becoming a Grandmaster of Dragon Sigils. A Grandmaster must attend no less then three council meetings per year or he will lose his grandmaster status. Along with the title comes great responsibility as well as many benefits including: A wide variety of initiates and masters to grant commissions to, an additional 50% off all campus shops (gem price 25gp), access to tomes and lore that no one else in Vuireholme has access to, and a permanent residence within the grandmaster wings. Skald Skalds are people who have taken their love of battle and combined it with their legendary song and poetry to bolster their fighting powers. With the use of their songs and poetry Skalds can increase the move speed of their allies, deal sonic damage to their enemies, increase the parties saving throws or damage, grant their allies health regeneration or even grant their allies additional attacks. In addition to their fighting prowess they are great diplomats, spies, and lore keepers. Skalds are a deadly force in the Vuireholme nation. They are found in almost every contingent of the army and usually become great scouts. Hit Dice: 1d6 Requirements To qualify to become a Skald, a character must fulfill all the following criteria. Base Attack: +5 Skills: Balance 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks, Perform (Song or Poetry) 9 ranks, and Tumble 6 ranks Feats: Extra Music and Two-Weapon Fighting Spells: Able to cast 2nd level arcane spells Special: Bardic knowledge Class Skills The Skald's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). Skill Points at Each Level: 6 + Int modifier.
Class Features All of the following are class features of the skald prestige class. Improved Two-Weapon (Ex): A skald wearing medium or light armor is considered as having Improved Two-Weapon fighting feat (page 96), even if he does not have the normal prerequisites for this feat. Sneak Attack (Ex): Beginning at 1st level, a skald deals an extra 1d6 damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points of damage at 5th level and 3d6 damage at 9th level. See the rogue class feature, page 50 of the player's handbook. If the skald gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack. Bardic Music: Skald levels stack with bard levels for the purpose of determining the skald's daily uses of his bardic music abilities (if any) and the vaule of the bonus granted by inspire courage. A skald also gains the fascinate bardic music ability, if he doesn't already have it. Battle Scream (Ex): As a standard action a skald can sacrifice a spell slot he has available for the day to deal 1d4 sonic damage per spell level. The maximum damage for this ability is 3d4. At level 6 the maximum increases to 6d4 damage and at level 10 this ability deals 1d6 sonic damage per spell level sacrificed. Dual Assault (Ex): At 3rd level, whenever a skald attacks an opponent after moving 10ft in the same round he may attack with both of his weapons. This ability also allows the skald attempt a combat feint as a free action against the opponent. Chant of Battle (Ex): at 4th level, you gain the ability to expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) a plus to their attack, damage or saves equal to your charisma modifier. Chant of Travel (Ex): at 6th level, you gain the ability to expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) a 10ft bonus to their movement. This ability lasts a number of rounds equal to your charisma modifier. Alternatively you may choose to grant all allies (including yourself) a 30ft bonus to their movement, lasting only one round. Weapon Flurry (Ex): At 7th level, whenever a skald attacks and hits with a weapon in each of his hands he gains an extra attack with his main hand at his highest base attack. A skald can only get one extra attack in this way and it does not stack with the speed weapon enhancement. Chant of Health (Ex): At 8th level, you gain the ability to expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) Fast Healing 3 for a number of rounds equal to your charisma modifier. Chant of Speed (Ex): At 10th level, you gain the ability to expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) the effects of a haste spell for a number of rounds equal to your charisma modifier. Spear Dancer A spear dancer is a character who has blended their martial prowess with their arcane power and their love of dancing. While in combat the character appears to be dancing around the battlefield flinging spells and attacking with her deadly spear. Their tactics are beautiful and deadly and even the most skilled fighters or mages think twice before entering combat with a spear dancer. Multiclass Fighter/Sorcerers are the most obvious choices for this prestige class, although any character who meets the requirements can become a spear dancer. Spear Dancers command great respect within Vuireholme where the class originates from, and NPC spear dancers usually serve as the cities guards and champions. Before the cataclysm people all over the world would traverse the great mountains of the Weltnarbe range just to train to enter the ranks of the spear dancers. Hit Dice: 1d8 Requirements To qualify to become a Spear Dancer, a character must fulfill all the following criteria. Skills: Concentration 8 ranks, Knowledge (arcana) 4 ranks, Perform (dance) 4 ranks, Spellcraft 4 ranks, Tumble 2 ranks Feats: Combat Casting and Weapon Focus (Long spear or Short spear) Spells: Able to cast 1st level arcane spells without preparation. Special: Must train for two full weeks with a character whom is at least a 5th level Spear Dancer. Class Skills The Spear Dancer's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Jump (Str), Knowledge (arcane) (Int), Perform (Cha), Perfession (Wis), Spellcraft (Int), and Tumble (Dex). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the Spear Dancer prestige class. Weapon and Armor Proficiency: Spear dancers gain no proficiency with any weapon. They gain proficiency with light armor but not with shields. When a Spear Dancer is not wearing any armor heavier then light armor they lose their access to their Spell Dance, Imbue Spear, Hasten Spell, Defensive Arcane Dance, and Rebounding Dance class abilities. Spells per Day: At every odd-numbered level gained in the spear dancer class, the character gains new spells per day as if she had also gained a level in an arcane spellcaster class she belonged to before adding this prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spear dancer, she must decide to which class she adds the new level for purposes of determining spells per day. This selection must be of a class that does not prepare spells. Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause her spells to fail (if those spells have somatic components). A spear dancer's specialized training, however, allows her to avoid arcane spell failure as long as she sticks to light armor and does not use a shield. This training does not extend to medium or heavier armor, nor to shield. Nor does this ability apply to spells gained from a different spellcasting class from the one she choose to continue in with this class. Spell Dance (Ex): When wielding a spear, a spear dancer of 2nd level or higher can take 10 when making a concentration check to cast defensively. In addition to this she can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, she can cast the spell and move up to half her normal speed as a single standard action. (she can't use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, she loses the spell and fail to cast it, just as if you had failed a concentration check to cast the spell defensively. Enable to use Spell Dance the character has to make a Perform (dance) check (DC 15) at the beginning of each of her turns. Enhance Spear (Sp): Starting at 3rd level, a spear dancer can magically enhancer her spear to deal elemental damage each time that it hit a foe. Using this ability requires a move action, and the spear dancer uses up one spell slot of her choice as if she had cast the spell. The type of elemental damage is chosen once the ability is used and cannot be changed afterwards. The amount of damage is 1d4 and lasts a number of rounds equal to the level of spell used plus the characters charisma modifier. This ability can be used a number of times per day equal to the characters charisma modifier. Imbue Spear ( Sp): At 4th level, a spear dancer can channel any spell she can cast into her spear. Using this ability requires a move action, and the spear dancer uses up the spell slot just as if she had cast the spell. The channeled spell affects the next target that the spear dancer successfully attack with her spear (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A spear dancer can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. Hasten Dance (Ex): Once per day, a spear dancer of 5th level or higher may quicken a single spell of up to 2nd level, as if she had used the quicken spell feat, but without any adjustment to the spell's effective level or casting time. She may only use this ability when wielding a spear and must make a perform (dance) check (DC 20) to use this ability. If the check fails she may attempt again after 1d4 rounds. At 9th level and higher, she can quicken a single spell of up to 4th level (DC 25). Defensive Arcane Dance (Sp): When wielding a spear, a spear dancer of 7th level or higher can empower her dance to allow her more protection against arcane spells. This ability allows the spear dancer to add her charisma modifier to all saves versus arcane spells. Enable to use Defensive Arcane Dance the character has to make a Perform (dance) check (DC 25) at the beginning of each of her turns. This ability may be used in conjunction with Spell Dance. Rebounding Dance (Sp): Once per day per charisma modifier, after a spear dancer was targeted with an arcane spell she may attempt to make a perform (dance) check (dc 30) to reflect the spell back upon the caster. This ability works exactly as if the spear dancer was affected by a spell turning spell.
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