Rendathi (Battle Dancer)

Posted by EarthDragon on 10th January 2017.

Wherever slavery has arisen, those oppressed by tyranny must find subtle ways to topple their masters. In most tyrannical regimes arms, armour, spells, and other potential weapons undergo tight control. A slave with a sword is a rebel. Thus, the oppressive regimes do everything within their power to keep vassals unarmed. The rendathi’s art arose among the oppressed, the enslaved, and those trod upon by tyranny’s iron-shod boots. Whether they first appeared in a mored city’s slave pits, a tyrant’s cages, or elsewhere, none can say. The rendathi’s art arose under the innocent façade of dances, stories, and songs that slaves used to entertain themselves during their few free moments. Even the most vicious master knows to sometimes spare the lash: a slave with nothing left to lose is a slave who rebels. The rendathi’s fighting abilities resemble a monk’s martial arts. Where a monk embraces order and focus, the rendathi revels in chaos and wild, frenetic manoeuvres. A monk trains under a master to gird their mind and body against attacks and deadly magical effects. The rendathi learns to hit hard and hit often via a training regimen that turns them into a living weapon.

  Adventures

Rendathi adventure to overthrow tyranny, exemplify mastery of their exotic martial arts, and experience the excitement of battle. Unlike monks, rendathi allow their emotions to run wild. A rendathi considers a deadly battle the perfect place to test their skills. Many rendathi fight for a cause or struggle against a chosen foe. These crusading rendathi prefer to work alone or in small groups to accomplish their goals. The adventuring life is the perfect cover for their actions.

  Alignment

The rendathi’s unique martial art requires a free spirit unfettered by doubt, worry, or rigid structure. Rendathi are always chaotic, with most tending toward good or neutrality. The rendathi’s ancient origin still resonates with its practitioners today. Many rendathi see themselves as freedom fighters and crusaders who fight for the common folk. Evil rendathi are rare, but they do exist. These fiends use their talents for their own gain. Many work as assassins. Their performance abilities and unarmed fighting style make it easier for them to slip close to unsuspecting targets.

  Background

Rendathi are made, not born. Many of them gain their talents by studying for long, strenuous hours under the tutelage of the members of a dance circle. A circle consists of traveling musicians, rendathi, and elders who teach their arts to promising youths and any men or women with good hearts and the desire to protect their communities. Circles wander the land as they wish, interfering in local matters if they feel they can help.

  Role

The rendathi is a skilled warrior who can protect their comrades in battle. They can take on a fighter in the right situation, and their exotic, magical dance abilities grant them excellent mobility and manoeuvrability options.

  Game Rule Information

  Abilities

Charisma is the rendathi’s key ability, as it affects their dance abilities and defences. A good Dexterity helps them to avoid blows, as the rendathi scorns armour, while Strength and Constitution make them more effective fighters.

  Alignment

Any chaotic.

  Vitality Points

d8.

  Class Skills

The rendathi’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Sleight of Hand (Dex), Swim (Str), and Tumble (Dex).

  Skill Points at 1st Level

(4 + Int modifier) x 4.

  Skill Points at Each Additional Level

4 + Int modifier

  Class Features

All of the following are class features of the rendathi.

  Weapon and Armour Proficiency

A rendathi is proficient with all simple weapons. The rendathi is not proficient with any type of armour or shield.

  AC Bonus (Ex)

When unarmoured and unencumbered, the rendathi adds their Charisma bonus (if any) to their AC. They use the captivating and confusing movements of the battle dance to evade their foes’ attacks. In addition, a rendathi gains a +1 dodge bonus to AC at 5th level. This bonus increases by +1 for every five rendathi levels thereafter (+2 at 10th, +3 at 15th, +4 at 20th, etc.) This bonus reflects the rendathi’s intense training in unarmed and unarmoured combat. These bonuses apply to AC even against touch attacks or when the rendathi is flat-footed. The bonuses are lost when the rendathi is immobilised or helpless, when they wear any armour, when they carry a shield, or when they carry a medium or heavy load.

  Unarmed Strike

A rendathi uses unarmed strikes in a manner similar to a monk. They can land a blow with their fist that has the same power as an axe stroke. At 1st level, the rendathi gains Improved Unarmed Strike as a bonus feat. The rendathi’s knowledge of martial arts allows them to deal far more damage than an untrained person’s blows. The table below summarises the damage dealt by the rendathi by level (and by size for Small or Large rendathi). Note that, unlike a monk, the rendathi does not gain the ability to use a flurry of blows, but can make an off-hand attack as normal using a weapon or unarmed strike.

  Dance of Reckless Bravery (Su)

A 2nd-level rendathi with 5 ranks in Tumble gains the ability to inspire bravery in their allies. All of the rendathi’s allies within 30 feet gain a +4 circumstance bonus on saves against fear effects for a number of rounds equal to 5 + the rendathi’s Charisma modifier. The rendathi can use this ability only when within an opponent’s threatened area. It requires a move action that does not provoke an attack of opportunity.

  Bonus Speed (Ex)

The rendathi moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of the battle dances. The rendathi gains an additional +10-foot bonus to speed at 4thlevel. The rendathi gains an additional +10 foot bonus to speed at 10th level, 16th level, and every 6 levels thereafter.

  Dance of the Vexing Snake (Su)

A 5th level rendathi with 8 ranks in Tumble gains the ability to dodge their opponent’s blows with their sudden, unpredictable manoeuvres. The rendathi can use the Tumble skill to move at normal speed without penalty, and can Tumble a distance up to the rendathi’s normal speed.

  Dancer’s Strike (Su)

The magic of the rendathi’s arcane manoeuvres allows them to manifest auras of energy around their feet and hands. These auras can defeat an opponent’s damage reduction. The rendathi can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the rendathi’s Charisma modifier before it fades. At 6th level, the rendathi’s aura makes their unarmed strikes count as magic damage. At 12th level, the rendathi chooses one aspect of their alignment, such as good or chaotic. The rendathi’s aura allows their strikes to count as that alignment (as well as magic). Once the choice of alignment aspect has been made, it cannot be changed At 18th level, the rendathi can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). The rendathi’s aura now includes that material or alignment. Once this choice has been made, it cannot be altered.

  Dance of the Floating Step (Su)

The rendathi moves with such grace and speed that they can dance across water. An 8th level rendathi with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If the rendathi ends their movement on such a liquid, they take damage and sink as normal. The rendathi must begin their movement on a stable, firm surface.

  Dance of the Springing Tiger (Su)

An 11th level rendathi with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, the rendathi can attempt a DC 20 Tumble check. If they succeed, they may make a full attack rather than a standard attack as part of the charge.

  Dance of the Crushing Python (Su)

The rendathi’s speed and mighty unarmed strikes combine to make them a fearsome opponent. The rendathi can step into an opponent’s reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th level rendathi with 17 ranks in tumble can rain a series of hammering blows on a foe. The rendathi must use the Tumble skill to enter their opponent’s space without provoking an attack of opportunity. If the rendathi succeeds, they may attack their opponent while in its space. If the rendathi’s attack hits, their opponent takes a -2 penalty to AC and cannot make attacks of opportunity until the start of the rendathi’s next action. After the rendathi completes their attack, they enter the square of their choice adjacent to their opponent.

  Dance of the Soaring Eagle (Su)

A 17th level rendathi with 20 ranks in Tumble gains a fly speed equal to their base land speed with average manoeuvrability. If a flying rendathi charges an opponent below them, they gain a +4 circumstance bonus on attack rolls and a +2 circumstance bonus on damage in place of the normal benefits of charging. They may use their dance of the springing tiger in conjunction with an aerial charge.

  Dance of Death’s Embrace (Su)

A 20th level rendathi with 23 ranks in Tumble can perform a vicious, deadly dance to defeat an opponent. Before using this dance, the rendathi must select a single target within 30 feet. As a full-round action, the rendathi performs an elaborate dance that requires a DC 35 Tumble check to complete. If the rendathi succeeds, any time they make a successful attack against their designated target the rendathi deals +2d6 points of damage. In addition, any critical threat the rendathi makes against their designated target is automatically confirmed as a critical hit. This ability lasts until the end of the rendathi’s next turn.

  Ex-Members

Rendathi who stray from a chaotic alignment are unable to advance further as a Rendathi, and lose all the benefits of all dances obtained so far. If the Rendathi returns to a chaotic alignment, they can resume where they left off and regain all benefits of the class that had been previously lost.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage (Small) Unarmed Damage (Medium) Unarmed Damage (Large) AC Bonus
1 +1 +0 +2 +0 AC Bonus, Unarmed Strike 1d4 1d6 1d8 +0
2 +2 +0 +3 +0 Dance of reckless bravery 1d4 1d6 1d8 +0
3 +3 +1 +3 +1 -- 1d4 1d6 1d8 +0
4 +4 +1 +4 +1 Bonus speed + 10 feet 1d6 1d8 2d6 +0
5 +5 +1 +4 +1 Dance of the vexing snake 1d6 1d8 2d6 +1
6 +6/+1 +2 +5 +2 Dancer’s strike (magic) 1d6 1d8 2d6 +1
7 +7/+2 +2 +5 +2 -- 1d6 1d8 2d6 +1
8 +8/+3 +2 +6 +2 Dance of the floating snake 1d8 1d10 2d8 +1
9 +9/+4 +3 +6 +3 -- 1d8 1d10 2d8 +1
10 +10/+5 +3 +7 +3 Bonus speed + 20 feet 1d8 1d10 2d8 +2
11 +11/+6/+1 +3 +7 +3 Dance of the springing tiger 1d8 1d10 2d8 +2
12 +12/+7/+2 +4 +8 +4 Dancer’s strike (alignment) 1d10 2d6 3d6 +2
13 +13/+8/+3 +4 +8 +4 -- 1d10 2d6 3d6 +2
14 +14/+9/+4 +4 +9 +4 Dance of the crushing python 1d10 2d6 3d6 +2
15 +15/+10/+5 +5 +9 +5 -- 1d10 2d6 3d6 +3
16 +16/+11/+6/+1 +5 +10 +5 Bonus speed +30 feet 2d6 2d8 3d8 +3
17 +17/+12/+7/+2 +5 +10 +5 Dance of the soaring eagle 2d6 2d8 3d8 +3
18 +18/+13/+8/+3 +6 +11 +6 Dancer’s strike (any) 2d6 2d8 3d8 +3
19 +19/+14/+9/+4 +6 +11 +6 -- 2d6 2d8 3d8 +3
20 +20/+15/+10/+5 +6 +12 +6 Dance of death’s embrace 2d8 2d10 4d8 +4
21 * ** ** ** -- 2d8 2d10 4d8 +4
22 * ** ** ** Bonus speed +40 feet 2d8 2d10 4d8 +4
23 * ** ** ** Bonus Feat *** 2d8 2d10 4d8 +4
24 * ** ** ** -- 2d10 3d6 5d8 +4
25 * ** ** ** -- 2d10 3d6 5d8 +5
26 * ** ** ** Bonus Feat *** 2d10 3d6 5d8 +5
27 * ** ** ** -- 2d10 3d6 5d8 +5
28 * ** ** ** Bonus Speed +50 feet 3d6 3d8 6d8 +5
29 * ** ** ** Bonus Feat *** 3d6 3d8 6d8 +5
30 * ** ** ** -- 3d6 3d8 6d8 +5

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** The character can choose a normal feat or an epic feat.