A wardancer is a vicious warrior, a spinning dervish upon the battlefield. The wardance is at once, lethal and graceful, unpredictable and practiced. Legends hold that the greatest of wardancers could kill any man they could reach while sprinting full out across the battlefield.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Wardance 1/day
2nd +2 +0 +3 +0 Improved Movement +5, Blade Defense +1
3rd +3 +1 +3 +1 Blade Flourish
4th +4 +1 +4 +1 Wardance 3/day, Blade Defense +2
5th +5 +1 +4 +1 Skirmish +1d6
6th +6 +2 +5 +2 Improved Movement +10, Blade Defense +3
7th +7 +2 +5 +2 Wardance 5/day
8th +8 +2 +6 +2 Blade Defense +4
9th +9 +3 +6 +3 Improved Movement +15
10th +10 +3 +7 +3 Wardance at-will, Dance of Death, Blade Defense +5

Hit Die


To qualify to become a Wardancer, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Jump 5, Acrobatics 5 ranks, Perform (Dance) 5 ranks
Feats: Endurance, Run, Dodge, Mobility

Class Skills

The wardancers’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Perform (Cha), Profession (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are Class Features of the wardancer prestige class.
Weapon and Armor Proficiency
A wardancer is proficient with all simple and martial weapons, with light armor but not shields
Wardance (Ex): Once per day, when wielding only melee weapons (including natural attacks, and/or unarmed strikes) a wardancer may initiate a wardance as a free action. During this dance, every round the wardancer may make a perform check DC 10. If the check is successful the wardancer may move 10 feet while making attacks of a full attack action. For every 5 points the wardancer exceeds the perform check DC by she may move an additional 5 feet up to a limit of the wardancer’s regular movement rate. For every five feet moved the wardancer may make one attack from her quota of attacks in a full attack action. She may elect to move more than 5 feet between attacks and may continue moving after all available attacks have been made if she has remaining movement. The wardance lasts for a number of rounds equal to 3 + the wardancer’s Con modifier after which time the wardancer is fatigued for the remainder of the encounter.
While wardancing the character does not provoke attacks of opportunity. If the wardancer fails an Acrobatics check to enter an opponents square their movement ends and they may make no further attacks or movement in the round.
At 4th level a wardancer may enter a wardance three times per day, at 7th level five times per day. At 10th level a wardancer may enter a wardance at will but only once per encounter.

Wardance and Fray Movement
While Wardance is similar to fray movement in many respects wardancers do not provoke attacks of opportunity for their movement, they need not attack with each step but they can make no more than one attack per step. Generally they can move further than a character can using fray movement. A wardancer may not press an opponent while using wardance.

Blade Defense (Ex): Beginning at 2nd level when armed with a mele weapon a wardancer receives a shield bonus equal to half her wardancer class level or her wisdom modifier whichever is lower. If a wardancer is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Fast Movement (Ex):A wardancer’s land speed is faster than the norm for her race by +5 feet. This benefit applies only when she is wearing no armor, or light armor, or medium armor and carrying less than a medium load. At level 6 this bonus increases to +10 feet, at level 9 it increases to +15 feet.
Blade Flourish (Ex): During a wardance, if a wardancer deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), she gets an immediate, extra melee attack against another creature within reach. She is not required to move 5-feet before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. At 8th level A wardancer may employ this ability at-will but no more than once per original attack.
Skirmish (Ex): A level 5 wardancer relies on momentum and precision to deal extra damage. During any turn in which the wardancer moves 10 or more feet as part of a wardance she deals an extra 1d6 points of damage on all attacks. Any ability or effect which reduces or negates sneak attack damage has the same effect on skirmish damage.
A wardancer may not employ this ability while wearing medium or heavy armor or when carrying a medium or heavy load.
Dance of Doom (Ex): Once per day the wardancer may, for one round, make full use of the blade flourish ability regardless of weather her opponent was dropped or even hit. Effectively the wardancer may make two attacks for each regular attack she normally possesses.

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