Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Demon Dancer is a sub-class of Skald in Pathfinder: Wrath of the Righteous. Demon Dancers can use both melee and ranged weapons. They can specialize on a specific type of enemy providing with additional damage against it.
"While the twisted power of the demon-worshiping skalds is great, it comes at a terrible price."
Demon Dancer Information
- Alignment Requirement: Any
- Hit Die: +5
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +0
- Knowledge (World)
- Knowledge (Arcana)
- Lore (Nature)
- Lore (Religion)
- Use Magic Device
Demon Dancer Features
- Bardic knowledge
- Inspired Rage
- Bonus Feat
- Skald Talent
- A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
Demon Dancer Progression
Base Attack Bonus
|Level 1||+0||+2||0||2||Bardic knowledge, Inspired Rage, Bonus Feat|
|Level 2||+1||+3||0||3||Skald Talent, Well-versed|
|Level 3||+2||+3||1||3||Fiendish Maw|
|Level 4||+3||+4||1||4||Uncanny Dodge|
|Level 6||+4||+5||2||5||Song of Strength, Fiend Totem|
|Level 7||+5||+5||2||5||Skald Talent, Lore Master, Raging Song (Move Action), Fiendish Maw, Demonic Conquest|
|Level 8||+6/+1||+6||2||6||Improved uncanny dodge|
|Level 9||+6/+1||+6||3||6||Damage Reduction, Fiend Totem Greater|
|Level 10||+7/+2||+7||3||7||Dirge of doom|
|Level 11||+8/+3||+7||3||7||Spell Kenning|
|Level 12||+9/+4||+8||4||8||Skald Talent, Rage Powers, Fiendish Maw|
|Level 13||+9/+4||+8||4||8||Raging Song (Swift Action)|
|Level 14||+10/+5||+9||4||9||Damage Reduction, Song of the Fallen|
|Level 15||+11/+6/+1||+9||5||9||Rage Powers|
|Level 17||+12/+7/+2||+10||5||10||Skald Talent, Spell Kenning|
|Level 18||+13/+8/+3||+11||6||11||Rage Powers|
|Level 19||+14/+9/+4||+11||6||11||Damage Reduction|
|Level 20||+15/+10/+5||+12||6||12||Master Skald|
Demon Dancer Abilities
A Skald adds half his class level (minimum 1) to all Knowledge and Lore skill checks.
At 2nd level, the Skald becomes resistant to sonic effects. The Skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects
At 3rd level, whenever a Demon Dancer inspires rage, all who accept his rage gain a bite attack dealing 1d6 points of damage. This damage increases to 1d8 at 7th level, to 2d6 at 12th level, and to 3d6 at 17th level.
The character can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-Footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a character already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Song of Strength
At 6th level, a Skald can use raging song to inspire his allies to superhuman feats of Strength. While the Skald uses this performance, allies within 50 feet who can hear the Skald may add 1/2 the Skald's level to all Strength-based Skill Checks.
At 7th level, the Skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in.
Improved Uncanny Dodge
The character can no longer be Flanked.
This defense denies another rogue the ability to sneak attack the character by flanking him. unless the attacker has at least four more Rogue levels than the target does.
Fiend Totem, Greater
While raging, the Barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of Slashing Damage at the beginning of the Barbarian's turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected
Dirge of Doom (Skald)
At 10th level, a Skald can create a sense of growing dread in his Enemies, causing them to become shaken. This only affects Enemies that are within 50 feet and able to hear the Skald's performance. The effect persists for as long as the enemy is within 50 feet and the Skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.
Raging Song (Swift Action)
At 13th level, a Skald can start a raging song as a Swift Action instead of a Standard Action.
Song of the Fallen
At 14th level, a Skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The Skald brings all allies within 50 feet back to life. The revived allies are alive but staggered. Each round, the Skald may expend another 1 round of raging song to keep them alive for another round. The allies automatically die if the Skald ends this performance or is interrupted.
At 20th level, Skald's inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Additionally, they act as if under a haste effect.
As a Skald gains experience, he learns a number of talents that aid him and confound his foes. At 2nd level, a Skald gains a Rogue talent, as the rogue class feature of the same name. At 7th level and every 5 levels thereafter, the Skald gains an additional rogue talent. A Skald cannot select a rogue talent that modifies the Sneak Attack ability.
Weapon and Armor Proficiency (Skald)
A Skald is proficient with all Simple and Martial Weapons, light and medium armor, and Shields (Except tower shields). A Skald can cast Skald Spells while wearing light and medium armor and even using a Shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a Skald wearing heavy armor incrus a chance of arcane spell failure if the spell in question has somatic components.
While raging the barbarian sprouts dozens of wicked barbs from his body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.
Raging Song (Move Action)
At 7th level, a Skald can start a Raging Song as a Move Action instead of a Standard Action.
Damage Reduction (Skald)
At 9th level, a Skald gains Damage Reduction. Subtract 1 from the damage the Skald takes each time he is dealt damage from a Weapon or a Natural Attack. At 14th and 19th levels, this damage reduction increases by 1. Damage Reduction can reduce damage to 0, but not below 0. Additionally, the Skald grants this DR to all allies affected by his inspired rage.
At 1st level, affected allies gain a +1 bonus to melee attacks and damage rolls and a +1 bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of Inspired Rage, allies other than the Skald cannot use any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increasy by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to attack and damage increasy by 1. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)
Bonus Feat (Skald)
At 1st level, Skald gets a bonus feat from the list.
Allows you to craft scrolls during camping.
At 7th level, the Demon Dancer's dances warp the minds of those who accept them even further, the Strength bonuses of the demon dancer's inspire rage increase by 2, however if affected creature stops attacking or changes the target he suffers (1d6 + his Skald level) points of damage.
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