<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [Prism](Prism.md) / [Prism Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)** # <center>Dancer</center> >[!infobox|n-th wsmall] >![[Missing.webp]] > ###### <small>Art by [Nara](Narà.md)</small> >| <!-- -->| <!-- -->| >|:-:|:-:| >|Skill| **Acrobatics** | >|Attribute Choices|DEX/CON| ### [Light Armor Specialist](Light%20Armor%20Specialist.md) <small>(Level 1)</small> This character gains an [Augment](Armor%20Augment.md) to a qualifying armor they are proficient with. It gains an additional [augment](Armor%20Augment.md) at levels 3, 6, and 9. ### [Light Weapon Specialist](Light%20Weapon%20Specialist.md) <small>(Level 1)</small> This character gains an [Augment](Weapon%20Augment.md) to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9. ### [Parkour](Parkour%20(Dancer).md) <small>(Level 1)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Strategy](Strategy.md)* The Dancer ignores difficult terrain and can use their movement to move vertically, through enemy squares and obtuse angles, so long as they can end their movement on a solid, valid surface for them to stand. This is calculated after each action point is spent to move. ### [Shifting Stance](Shifting%20Stance.md) <small>(Level 2)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Dash](Prism/Glossary/Keywords/Auxiliary%20Effects/Dash.md), [Tactics](Tactics.md)* Whenever the Dancer would make an attack, they may also move a number of squares equal to their [Grace](Grace.md), [Initiative](Initiative.md) or [Stamina](Stamina.md). This movement occurs before or after the attack as chosen by the Dancer. ### [Character Path](Character%20Paths.md) <small>(Level 3)</small> ### [Motion Through Mayhem](Motion%20Through%20Mayhem.md) <small>(Level 4)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Dash](Prism/Glossary/Keywords/Auxiliary%20Effects/Dash.md), [Economy](Economy.md), [Tactics](Tactics.md)* The Dancer may move a number of squares equal to their [Grace](Grace.md), [Initiative](Initiative.md) or [Stamina](Stamina.md) whenever a creature on the battlefield the Dancer can see would score a Critical Hit. If the Dancer would move next to an enemy they have not move next to this round, they may attempt to attack with a [Light Weapon](Light%20Weapons.md) at 0 [APC](Action%20Point%20Cost.md). ### [Afterimage](Afterimage.md) <small>(Level 5)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Dash](Prism/Glossary/Keywords/Auxiliary%20Effects/Dash.md), [Reaction](Prism/Glossary/Keywords/Typing%20Effects/Reaction.md), [Tactics](Tactics.md)* APC - 1 Target – Attacking Enemy Range – Attacking Enemy If the Dancer should be attacked, and the Dancer has moved this round, they may attempt to cause an attack to miss, moving at such speed it causes the attack to only strike an afterimage of the Dancer. The Dancer makes an Acrobatics check against the enemy's [Spirit](Spirit.md). If the Dancer wins, the attack gains a penalty equal to twice the Dancer’s [Grace](Grace.md), [Initiative](Initiative.md) or [Stamina](Stamina.md). ### [Character Path](Character%20Paths.md) <small>(Level 6)</small> ### [Unyielding Grace](Unyielding%20Grace.md) <small>(Level 7)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Dash](Prism/Glossary/Keywords/Auxiliary%20Effects/Dash.md)*, [Strategy](Strategy.md) The Dancer gains [Immunity](Immunity.md) to effects that would lower their [Movement Rating](Movement%20Rating.md), this includes negative sub-attributes. The first time in combat that the Dancer would gain the [Wounded](Wounded.md)/[Shattered](Shattered.md) condition, they may immediate move a number of squares equal to their [Spirit](Spirit.md) plus their [Grace](Grace.md), [Initiative](Initiative.md) or [Stamina](Stamina.md). At the end of this movement, they roll an Acrobatics check. The Dancer is healed an amount of Hit Points by the total result of this roll. ### [Roofs and Gables](Roofs%20and%20Gables.md) <small>(Level 8)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [Dash](Prism/Glossary/Keywords/Auxiliary%20Effects/Dash.md)*, [Strategy](Strategy.md) The Dancer gains the [Parkour](Parkour%20(Dancer).md) Class Feature. If they already have it, the Parkour feature can now calculate using all of the Action Points spent in a turn, requiring the Dancer to be on valid ground at the end of the turn in which they have moved. (This means they can perform other actions while not on solid ground.) ### [Character Path](Character%20Paths.md) <small>(Level 9)</small> ### [Flashing Speed](Flashing%20Speed.md) <small>(Level 10)</small> Keywords – *[Mundane](Prism/Glossary/Keywords/Typing%20Effects/Mundane.md), [[Extraordinary]]* The Dancer can make an Acrobatics check whenever they would move. If they do, they increase their [Movement Rating](Movement%20Rating.md) by an amount equal to the Acrobatics result, reduced by 10. This increase lasts only for the use of that movement. If the Dancer is in combat, they may only use this ability once per round.