Dervish

The Dervish

Details

Role: The dervish is a skirmisher supreme, moving into a group of enemies to unleash their spectacular dances, then moving away to where they may be needed. They possess limited healing capabilities and an array of powerful self-buffs that they can rend apart with their martial arts to perform great displays of power.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6x10, in addition each character starts with 1 outfit costing 10GP or less.

Class Skills: Acrobatics, Climb, Craft, Knowledge (Religion, History), Intimidate, Perception, Perform (Dance), Sense Motive, Stealth, Survival

Skill Ranks per level: 4 + Int Modifier

Level BAB Fort Ref Will Special Abilities Dances Known Dances Active Teardowns Known Teardowns Readied
1 +1 +0 +2 +2 Dances, Teardowns, Rhythm (+1) 3 1 2 2
2 +2 +0 +3 +3 Fast Movement 3 1 3 2
3 +3 +1 +3 +3 Cleave 4 1 3 2
4 +4 +1 +4 +4 Rhythm (+2) 4 1 4 3
5 +5 +1 +4 +4 - 4 1 4 3
6 +6/+1 +2 +5 +5 - 5 2 5 3
7 +7/+2 +2 +5 +5 Rhythm (+3), Cleaving finish 5 2 5 3
8 +8/+3 +2 +6 +6 - 5 2 5 3
9 +9/+4 +3 +6 +6 - 6 2 6 3
10 +10/+5 +3 +7 +7 Rhythm (+4), A Grander Storm 6 2 6 4
11 +11/+6/+1 +3 +7 +7 Great Cleave 6 3 7 4
12 +12/+7/+2 +4 +8 +8 - 7 3 7 4
13 +13/+8/+3 +4 +8 +8 Rhythm (+5) 7 3 8 4
14 +14/+9/+4 +4 +9 +9 Whirlwind Attack 7 3 8 4
15 +15/+10/+5 +5 +9 +9 - 8 3 9 5
16 +16/+11/+6/+1 +5 +10 +10 Rhythm (+6) 8 4 9 5
17 +17/+12/+7/+2 +5 +10 +10 Improved Cleaving Finish 8 4 10 5
18 +18/+13/+8/+3 +6 +11 +11 - 9 4 10 5
19 +19/+14/+9/+4 +6 +11 +11 Rhythm (+7) 9 4 11 5
20 +20/+15/+10/+5 +6 +12 +12 Whirling Avatar 10 4 11 6

Class Features

Weapon and Armor Proficiencies: Dervish are proficient with all simple weapons and light armor, but no shields. They are also proficient with the spiked chain, scimitar, scythe, halberd and bladed scarf.

Dances (Su): The dance is the center of the dervish's life. They dance to meditate, they dance to pray, they dance to kill. When a Dervish whirls they make things happen, uniting body and soul in a few transcendent moments of grace. These supernatural dances create sustained effects that last as long as the dervish continues to whirl.

A dervish dance must be activated using the swift action for your turn. Maintaining a dance does not cost any actions and lasts until the end of the encounter unless canceled. Dances integrate seamlessly with normal movement, charge, and attack actions.

Dervish dances are all canceled when the encounter ends, when the dervish takes an action that requires them to stop all physical motion, when the dervish is stunned, knocked unconscious or loses control of their actions, when the dervish undertakes a mode of movement that prevents dancing such as climbing or crawling (but not tumbling, swimming, jumping or flying) or when the dervish takes a free action to end a dance. Dervish dances are also canceled if the dervish is knocked prone or experiences forced movement, unless they succeed at a DC (15 + the number of active dances) Perform (Dance) check and make sure they are standing by the end of their next turn.

Dervish know a limited number of dances. They also have a limit to the number of dances they may have active at once time, the number of dances they can weave together growing as their skill grows.

The DC for dance effects is equal to 10 + half your dervish level + your wisdom modifier.

Dances

Teardowns (Ex): The path of the dervish isn't just about dancing and spiritual enlightenment, each dervish also learns martial prowess they must marry to their divine unity. Teardowns are special attacks and maneuvers that capitalize on the innate strength and grace of the dervish. They are called teardowns because they can be used as an action that ends a dance. Ending a spiritual whirl creates a sudden whipcrack release of energy that is directed into different powerful supernatural effects.

Some dances have a special effect when ended with a teardown and some teardowns can only work by ending a dance. When you use a teardown you have the option of ending any single dance you are performing and reaping the benefits.

Using a teardown is a standard action that does not invite attacks of opportunity. If a teardown calls for you to make a melee attack, then make one at your highest base attack bonus and deal damage as normal for a melee attack in addition to any other effects of the teardown.

The dervish knows a set number of teardowns and can only have a certain number of teardowns readied at any time. They may prepare the same teardown more than once. Once a teardown is used it cannot be used again until the end of the encounter. New teardowns can be readied from the known list at the end of a rest during a 10 minute long meditation.

The DC for teardowns is equal to 10 + half your dervish level + your wisdom modifier.

Teardowns

Rhythm: Rhythm represents the harmony between the dervish's body and soul and is the basis by which many of their powers are measured. It starts at level 1 providing a +1 bonus to Dances and Teardowns where indicated. At level 4 and every 3 levels after the Rhythm bonus increases by 1.

Finesse: Dervish gain the Weapon Finesse feat at first level whether they qualify or not.

Fast Movement (Ex): A dervish's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load.

Cleave (Ex): At level 3 the dervish learns the cleave feat, whether they qualify for it or not. If the dervish already knows this feat they can instead choose another combat feat that they qualify for.

Cleaving Finish (Ex): At level 7 the dervish learns the cleaving finish feat, whether they qualify for it or not. If the dervish already knows this feat they can instead choose another combat feat that they qualify for.

A Grander Storm (Su): At level 10, change all instances of 'adjacent' in your dances and teardowns to 'within 10 feet.'

Great Cleave (Ex): At level 11 the dervish learns the Great Cleave feat, whether they qualify for it or not. If the dervish already knows this feat they can instead choose another combat feat that they qualify for.

Whirlwind Attack (Ex): At level 14 the dervish learns the Whirlwind Attack feat, whether they qualify for it or not. If the dervish already knows this feat they can instead choose another combat feat that they qualify for.

Improved Cleaving Finish (Ex): At level 17 the dervish learns the improved cleaving finish feat, whether they qualify for it or not. If the dervish already knows this feat they can instead choose another combat feat that they qualify for.

Whirling Avatar (Su): At level 20 the Dervish gains the pinnacle of their power, transcendent in the connection between their body and soul, in tune with the silent but eternal melody of the universe. The dervish may activate 2 dances with a single swift action and may end two dances rather than one with each teardown attack they make. Their creature type changes to Native Outsider, though they may still be resurrected as normal.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License