Nataraja (3.5e Prestige Class)

Nataraja
"Dance with the beat of the universe, and you shall find joy."

It is said that the universe has a heartbeat of it's own and all things in the world move to this cosmic song. That which is natural, that which is strong, her are the ones in tune with the universe. It is only when one becomes deaf to the song of existence, when one is out of tune with the dance of the world, that you find yourself unsatisfied. Such are the teachings of the Nataraja, mystics devoted to her multi-armed dancing deity, taught of creation, destruction, and the endless cycle of death and rebirth of the universe.

Making a Nataraja
Nataraja are similar to monks and fighters, in the thick of melee. With her many arms her excel at attacks, and due to the high dexterity requirements usually accompanying two weapon fighting, her are nimble as well.

Class Features
All of the following are class features of the Nataraja.

The extra arm can be used to hold weapons and act as normal, but due to her now inhuman forms she must now wear armor for nonhumanoid creatures. For each arm, her gain a +2 bonus to skill::climb and grapple checks.

At 1st level a nataraja gains her Wisdom bonus to AC when not wearing armor, using a shield, or carrying a medium or heavy load. She gracefully moves out of danger, aware of all things seeking her harm. However if a nataraja has monk levels, nataraja class levels stack with monk to determine her AC Bonus and flurry of blows. In addition, scimitars are added to the list of monk weapons which can be flurried with (but proficiency is not gained).



 (Ex): At 1st level a nataraja is able to self-induce a trance where her swing into a rhythmic dance to some unheard beat. her may trance as a free action only on her turn, gaining +4 Dex, +4 Wis, a +2 dodge bonus to AC, and a -2 penalty on ranged attacks. While trancing you cannot cast any spells or activate magic items that require a command word, a spell trigger, or spell completion to function. The trance lasts for a number of rounds equal to your ranks in perform (dance). You may enter a trance once per class level per day, and only up to once an encounter. When the duration of your trance ends you are dazed for 1 round after.

 (Ex): Your Two-Weapon Fighting feat adapts to fit your new arms. You gain Multiweapon Fighting in it's place. This also works for the Improved and Greater forms, changing them into the appropriate Multiweapon Fighting feat. In addition, a nataraja who has Improved Unarmed Strike may make use of multiweapon fighting up to the number of arms they possess, taking the usual penalties for fighting with multiple weapons.

 (Ex): At 2nd level or higher if a nataraja makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a nataraja is wearing light armor or no armor. A helpless nataraja does not gain the benefit of evasion.

 (Su): At 3rd level, while tranced and performing the laysya dance, a nataraja can tap into the creative powers of her deity and channel holy energy through a touch. As a standard action a nataraja can make a Perform (Dance) check, the results of the check being released in the form of healing energy to whomever she touches. This ability is not generated by positive energy and thus has no effect on undead, good or ill. A nataraja may perform this up to 1 + Wis/day.

 (Su): At 3rd level, while tranced, a nataraja can enter a supernatural dance of creation and healing. Activating the dance is a swift action, is active so long as the nataraja is not helpless, and it lasts until the trance is over. While dancing, the nataraja gains fast healing 2 + 1 per extra arm (up to fast healing 6 at 10th level). Only one dance may be used at the same time.

 (Ex): At 5th level the inner spirit awakens, and the nataraja gains insight in all things. The nataraja gains an insight bonus to Spot, Listen, and Sense Motive checks equal to her class level while in a trance.

 (Ex): At 5th level the body is a peace with the universe and the nataraja's control over it is exquisite. The nataraja may hold her breath indefinitely, and does not take damage from extreme low or high pressure. This does not prevent the nataraja from suffocating or drowning if she releases her breath, but if she maintains her hold on her breath she can persist forever.

 (Su): At 6th level, while tranced and performing the tandava dance, a nataraja can tap into the forces of destruction from her deity. As a standard action at a range of touch, a nataraja may afflict the enemy with a curse which decays them from the inside out with blackest flame. The enemy loses your HD in hp a round for as long as your trance lasts, with a Will save DC 10 + 1/2 level + Wis to negate. It can be removed by spells which remove curses, and is a transmutation effect which may be performed up to 1 + Wis/day.

 (Su): At 6th level, while tranced, a nataraja can enter a supernatural dance of destruction and ruin. Activating the dance is a swift action, is active so long as the nataraja is not helpless, and it lasts until the trance is over. While dancing, the nataraja can attack with destructive force. All her attacks deal an additional 1d6 divine damage, and if the nataraja strikes a killing blow her may choose the disintegrate the body into ash as the effect from the spell disintegrate. Only one dance may be used at the same time.

 (Ex): At 8th level, a nataraja no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the nataraja still dies of old age when her time is up.

 (Ex): At 9th level, the nataraja no longer fears, for she sees all which is, and abandons this emotion born of ignorance. She becomes immune to fear.

You make make a Perform (Dance) check in place of any Knowledge check. Divine flashes of insight fill your dance and give you knowledge you have never learned, not in this life.

She is forevermore treated as an outsider rather than as a humanoid (or whatever the nataraja's creature type was) for the purpose of spells and magical effects. Additionally, the nataraja gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the nataraja can still be brought back from the dead as if she were a member of her previous creature type.

Ex-natarajas
A nataraja who ceases to revere their diety or changes to a prohibited alignment loses all supernatural nataraja abilities, and her extra arms weaken to the point where they may carry objects, but cannot be used to wield weapons. She cannot thereafter gain levels as a nataraja until she atones (see the atonement spell description).

Epic Nataraja
Lasya Healing: At 23rd and every 3 levels beyond, the fast healing gained by the lasya dance increases by 1 point.

Tandava Damage: At 23rd and every 3 levels beyond, the damage dealt by the tandava dance increases by +1d6.

Epic Nataraja Bonus Feat List: <-list of bonus epic feats->.

Playing a Nataraja
Combat: With six arms, there is great potential for a great amount of damage. Natarajas are not afraid to wade into battle, using their dances defensively as they slash with a dozen blows.

Advancement: Classes which synergize with multiple weapons being held are ideal, though with their perform ranks prestige bard may not be out of the question.

Resources: As members of monasteries, shelter may be found. In some places some monasteries may be rivals of each other.

Natarajas in the World
"Enough expository banter! Now we fight like men! And ladies! And ladies who dress like men! For Gilgamesh...it is morphing time!"

Daily Life: A nataraja is a spiritual being, one who gives thanks to their lord every day for the transformational blessing set upon them. They share much in common with both clerics and monks and may have once been them.

Notables: A rogue nataraja called Gilgamesh was said to have went out on a chaotic adventure of his own to find the ultimate sword, but never returned. Yet, there are still reports of sightings of him, even in far off lands, worlds, and even planes.

Organizations: Like monks, natarajas are often found in monasteries training and meditating with their fellow clerics and monks. They are often leaders of their respective areas.

NPC Reactions: In lands where knowledge of their deity is well known, a nataraja is respected and seen as one who is truly in touch with their god, a holy man or paragon. However to those unaware of the lore of the nataraja, a six armed man is as good as a freak or monster, and may not receive as warm a welcome.

Nataraja Lore
Characters with ranks in Knowledge Religion can research natarajas to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Natarajas in the Game
Adaptation: While based on Shiva, the multi-armed nature can be applied to any god or goddess, even a spider or other multi-armed animal.

Sample Encounter: The legendary Gilgamesh is said to have appeared in the City of Brass, and is behind the theft of a powerful sword of a rather angry Genie. Recover it at once!