Dances

Dances are divided into three categories based on general effects and the energies used. Some Dervish features work on certain types of dances best.

Whirling Earth Dances

Whirling earth dances deal with solid defense and overwhelming force.

Armor of Sanctity: During this dance you gain DR Rhythm/- against melee attacks. If this dance is ended with a teardown then all adjacent foes must succeed at a fortitude saving throw or have all damage they deal cut in half for a number of turns equal to your rhythm.

Aura of Thorns: While this dance is active, enemies who hit you in melee begin bleeding for Rhythm in damage. If you end this dance with a teardown all adjacent foes take twice your rhythm in bleed damage.

Conviction: While this dance is active, you may roll twice against the first saving throw you make each turn. If you end this dance with a teardown you can immediately make Rhythm saving throws in any combination against any ongoing effects on you that a saving throw can end.

Dust Cloak: While this dance is active, enemies adjacent to you take Rhythm in damage at the end of their turns. If this dance is ended with a teardown, all adjacent foes are blinded for 1 round.

Fleeting Stability: While this dance is active, you can ignore one forced movement or knockdown maneuver that is successful against you. When you do so, cancel this dance.

Sand Shards: While this dance is active, enemies adjacent to a target you strike with a melee attack take rhythm in damage. At level 10 this increases to twice your rhythm.

Shield of Force: When you activate this dance you gain a pool of Temporary HP equal to 5 x your Rhythm. When this pool of temporary HP is depleted through damage or you end this dance with a teardown, this dance ends and all adjacent foes must make a fortitude save or be knocked down.

Steel-cracking Force: While this dance is active you ignore an amount of DR equal to your Rhythm x2. If this dance is ended with a teardown, all adjacent foes suffer a -2 sacred penalty to their AC for a number of rounds equal to your rhythm.

Vital Boon: While this dance is active you gain a +2 sacred bonus to your Constitution and Strength scores. At level 10 this increases to a +4 bonus.

Unbound Wind Dances

Unbound Wind dances deal with the cold of the desert night and the relentless surge of the desert wind.

Attacker's Insight: While this dance is active, any opponents you attack in melee suffer a 50% miss chance against you until the end of their next turn. If you end this dance with a teardown all adjacent foes must make a reflex save or deal half damage on any damage rolls they make for the next rhythm in turns.

Featherfoot Grace: While this dance is active you act as if under the effects of the Expedition Retreat spell. If this dance is ended with a teardown you reduce the current duration of effects on you by a number of rounds equal your rhythm.

Guiding Hands: While this dance is active you gain a sacred bonus equal to your Rhythm on all melee attack rolls. If this dance is ended with a teardown, that teardown attack gains a +20 to the attack roll as if affected by True Strike.

Harrier's Grasp: While this dance is active you gain an additional number of attacks of opportunity each round equal to your rhythm. If you strike an enemy with an attack of opportunity you stop their movement and cause them to lose their current move action.

Harrier's Haste: While this dance is active you add 10 ft to your base move speed. Any time you move more than 10 feet before attacking a foe you gain a sacred bonus to the attack and damage roll equal to your rhythm.

Night Fangs: While this dance is active your melee attacks deal negative energy damage. You add +rhythm to all melee damage rolls and regain that much health each time you successfully hit with a melee attack and deal damage. If this dance is ended with a teardown and it successfully hits the target you deal four times your rhythm in extra negative energy damage and regain that much health.

Night Whirl: While this dance is active your melee attacks deal cold damage and all adjacent enemies take cold damage equal to your rhythm at the beginning of their turns. At level 10 this amount increases to twice your rhythm.

Rending Aura: While this dance is active the first attack you make in a round also applies a targeted dispel magic using your dervish level as your caster level.

Whirling Defense: While this dance is active all ranged attacks have a 20% miss chance against you. If you end this dance with a teardown you get an immediate free move action that does not trigger attacks of opportunity.

Whirling Motion: While this dance is active the dervish does not invite attacks of opportunity from moving through threatened area. If this dance is ended with a teardown all adjacent foes lose their attacks of opportunity for a number of rounds equal to your rhythm. Will save negates.

Shining Heart Dances

Shining heart dances blaze with the heat of fire and pulse with the life-giving light of the sun.

Burning Rage: While this dance is active any enemy who makes a melee attack against you takes 1d6+rhythm fire damage. If this dance is ended with a teardown you may make a single free melee attack at your highest base attack bonus, adding 1d6+rhythm fire damage to the damage roll.

Faithful Intervention: While this dance is active, the next time you would be reduced to below 0 hit points you are instead reduced to 0 hit points and this dance ends.

Mirage Cloak: When you activate this dance you act as if under the effects of Mirror Image. The effect and dance last until the last image is destroyed or it is canceled. When an image is destroyed enemies adjacent to you take damage equal to your rhythm. This amount becomes twice your rhythm at level 10.

Heart of Fury: While this dance is active your melee attacks deal fire damage and enemies adjacent to you take rhythm fire damage at the beginning of each of your turns. At level 10 this becomes twice rhythm fire damage. If this dance ends with a teardown you deal 4 times your rhythm in damage to all adjacent enemies.

Intimidating Aura: While this dance is active, as long as you have more current hit points than an adjacent enemy, they take a penalty to attack and damage rolls equal to your rhythm.

Mystic Restoration: As long as this dance is active you have fast healing equal to your rhythm. If this dance is ended with a teardown you may heal all adjacent allies, but not yourself, for four times your rhythm in damage.

Pious Renewal: As long as this dance is active you and adjacent allies have fast healing equal to your rhythm. If this dance is ended with a teardown you may heal all adjacent allies and yourself equal to 4 times your rhythm in damage. Neither of these effects

Watchful Intervention: When you activate this dance, designate a target within 30 feet. The next time that target is attacked by a ranged or melee attack you teleport to their side and become the target of the attack instead as long as you are within 30 feet of them. This dance then ends.

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