Teardowns

Quaking Earth Teardowns

Quaking Earth teardowns improve survivability, change the battlefield, control enemy movement or deal physical damage.

Celestial Gravity: You pull up to your rhythm in targets from up to 30 feet away from you to a spot directly adjacent to you. If there is no space adjacent to you then they can be pulled to a space up to 5 feet away from you. Fortitude negates.

Immense Impact: Make a melee attack. If it hits, the target and up to 2 other targets adjacent to them are pushed back up to your rhythm x 10 feet.

Mystic Sandstorm: You deal a number of d6s of slashing damage equal to your rhythm to all adjacent enemies. Reflex save halves the damage.

Terrestrial Gravity: Up to 4 adjacent targets cannot move away from you for a number of turns equal to your rhythm. Fortitude Negates.

Shearing Wind Teardowns

Shearing Wind teardowns improve speed and maneuverability, manipulate wind or cold, remove bonuses or spell effects and call upon the chill of the grave.

Mystic Twister: You deal a number of d6s of cold damage equal to your rhythm to all adjacent enemies. Reflex save halves the damage.

Rending Touch: Make a melee touch attack. If it hits the target is victim to a targeted dispel magic effect with a caster level equal to your dervish level. For each effect the dispel ends the target takes your rhythm in damage.

Lifetaker's Gleam: Make a Melee Attack. If it hits and deals damage you and all adjacent allies regain health equal to the damage dealt to a limit of your rhythm x 4.

Sudden Step: You teleport to a position adjacent to a creature within 30 + your rhythm x 10 feet.

Uncompromising Heart Teardowns

Uncompromising Heart teardowns improve damage, manipulate heat and light, heal and protect allies and calls upon the holy light of the sun to cast out the unclean.

Aura Slicer: Make a melee attack. If it hits you also cause the target to begin bleeding for 1d6. As long as the target is taking bleed damage they take a penalty on will saving throws equal to your rhythm.

Banishing Strike: Make a melee attack. If it hits you also cause a summoned or extraplanar target to come under the effects of the dismissal spell. Will negates.

Mystic Flare: You deal a number of d6s of fire damage equal to your rhythm to all adjacent enemies. Reflex save halves the damage.

Mystic Sweep: Make a melee attack against a number of targets equal to your rhythm +1. You deal an extra d6 of damage to these targets equal to the number of dances you have active. If you end a dance you

Pious Light: You heal yourself or an ally within 30 ft + 5 ft per 2 levels of Dervish for a number of d6s of healing equal to your rhythm. Once a creature has benefitter from this teardown they can't benefit from it again for 24 hours.

Purifying Flare: You deal a number of d6s of positive energy damage equal to twice your rhythm to all adjacent undead enemies. Will save halves the damage.

Twin Moon Strike: Make a melee attack with a sacred bonus equal to your rhythm. If it hits you treat the attack as if you hit twice for all purposes.

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