The ______'s class skills (and the key ability for each skill) are:
1: Improvised Weapons
2: Mesmerizing Dance
3: Claws
4: Bonus Feat
5: Arousing Dance
6: Fearsome Dance
7: Increased Claw Damage
8: Ecstatic Dance
9: Rend
10: Frenzied Dance
At 1st level, a Frenzied Exhibitionist is able to use anything on hand as a weapon, including tankards, rocks, bottles, and the like. She suffers no penalty on attack rolls while using improvised weapons.
The Frenzied Exhibitionist possesses a number of abilities that use dancing to create magical effects. A Frenzied Exhibitionist can call on these abilities (regardless of how many different dances the character possesses) a total number of times per day equal to the PC’s class level, just as a bard uses the bardic music abilities.
At 2nd level, a Frenzied Exhibitionist can dance in a hypnotic manner that can captivate those that watch for too long. A number of times per day equal to their Charisma modifier, a Frenzied Exhibitionist may make a full-round action to engage in a spiraling dance. All creatures within 30 feet of the Frenzied Exhibitionist must make a Will save (DC 10 + class level + Charisma modifier or Appear-ance modifier), or become fascinated, as the bard’s fascinate ability. This ability lasts for a number of rounds equal to her class level after she stops dancing. After the initial round to activate this ability, they are free to perform other standard actions, although her move is reduced by half due to her dancing.
A frenzied Exhibitionist may only benefit from one “dance” class ability at a time. If she performs a new dance while under the effects of another type of dance, the old effect immediately ends. She may prolong a current dance, as long as she has remaining uses per day and performs the dance before the current effect ends. A frenzied disciple cannot use this or the other “dance” class abilities if she is wearing medium or heavier armor or is carrying a medium or heavier load.
Arousing Dance (Su):
At 5th level, they may dance in a highly provocative manner that makes her extremely desirable. This has the same activation and duration as the mesmerizing dance ability above. During the dance, all creatures within 30 feet must make a Will save (DC 10 + class level + Charisma modifier) or be affected by the seduction spell.
Fearsome Dance (Su):
At 6th level, they know how to dance in such a way as to inspire fear and dread in those who watch. This has the same activation as the mesmerizing dance abil-ity above. During the dance and a number of rounds afterward equal to her class level, they produce a cause fear effect with a 30-foot radius.
Ecstatic Dance (Su):
At 8th level, they can work themselves into a transcendental dance that lets her ignore damage, debilitating effects, and certain supernatural effects. This has the same activation and duration as the mesmerizing dance ability above. Once the dance is complete, they are immune to all mind-affecting spells or supernatural abilities. In addition, they act as if they had the Diehard feat.
Frenzied Dance (Su):
At 10th level, once per day, a frenzied Exhibitionist may work herself into a terrible, whirling dance, similar to a barbarian’s rage. This has the same activation and duration as the mesmerizing dance ability above. The frenzied Exhibitionist gains a +2 bonus to Strength and Constitution and a +1 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. The frenzied Exhibitionist is fatigued for the same number of rounds that she was involved in the frenzied dance. This ability does not stack with the barbarian’s rage ability—they must choose one or the other, its use is considered a use of a Barbarian rage, if the Frenzied exhibitionist possesses uses of rage from another source they can be used to trigger additional frenzied dances.
At 3rd level,the character’s hand(s) grow long, tough nails, allowing her to make claw attacks, with the damage determined by their size (see below). If they already has claw attacks, their damage is increased by +2.
Size Claw Damage
Small 1d3
Medium 1d4
Large 1d6
At 7th level, the damage from the claws increases to two dice. For example, a 7th level Medium frenzied Exhibitionist deals 2d4 points of damage with her claws.
At 9th level, a Frenzied Exhibitionist who successfully hits with both claw attacks can tear the flesh, leaving terrible wounds. This attack deals an additional 2d4 points of damage.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv