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View Full Version : [3.5 Base Class] The Guild Wars Dervish [PEACH!]



Jarian
2011-03-15, 10:45 PM
Dervish

http://img826.imageshack.us/img826/690/dervisha.jpg
"Oppose me, and you oppose the gods themselves. Choose wisely."
- Karina Theist, Sharnite (http://www.giantitp.com/forums/showthread.php?t=186578) Dervish

Class Skills
The Dervish's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int

Alignment: Any. Dervishes are commonly neutral as a result of drawing power from multiple gods of differing alignments, but they are in no way constrained to such an alignment.

Hit Dice: d6

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Primary Path Rank | Secondary Paths Rank

1st| +0 | +2 | +0 | +2 |Aspect of the Divine, Path of the Dervish, Mysticism 1| 2 | 1

2nd| +1 | +3| +0 | +3 |Elite Skill|3 |1

3rd| +2 | +3 | +1 | +3 | Mystic Vigor (1d6)|3 |2

4th| +3 | +4 | +1 | +4 |Mysticism 2|4 |2

5th| +3 | +4 | +1| +4 |Aspect of the Divine| 4|2

6th| +4 | +5 | +2 | +5 |Will of the Gods|5 |3

7th| +5 | +5 | +2 | +5 |Mystic Vigor (2d6)|5 |3

8th| +6/+1 | +6 | +2 | +6 |Elite Skill, Mysticism 3 |6 |3

9th| +6/+1 | +6 | +3 | +6 |Aspect of the Divine|6 |4

10th| +7/+2 | +7 | +3 | +7 |Tongues| 7|4

11th| +8/+3 | +7 | +3 | +7 |Mystic Vigor (3d6)|7 |4

12th| +9/+4 | +8 | +4 | +8 |Mysticism 4 |8 |5

13th| +9/+4 | +8 | +4 | +8 |Aspect of the Divine|8 |5

14th| +10/+5 | +9 | +4 | +9 |Elite Skill |9 |5

15th| +11/+6/+1 | +9 | +5 | +9 |Mystic Vigor (4d6)|9 |6

16th| +12/+7/+2 | +10 | +5 | +10 |Mysticism 5 |10 |6

17th| +12/+7/+2 | +10 | +5 | +10 |Aspect of the Divine|10 |6

18th| +13/+8/+3 | +11 | +6 | +11 |Indomitable Will|11 |7

19th| +14/+9/+4 | +11 | +6 | +11 |Mystic Vigor (5d6)|11 |7

20th| +15/+10/+5 | +12 | +6 | +12 |Celestial Summoning, Elite Skill, Mysticism 6 | 12|7[/table]

Weapon and Armor Proficiency: Dervishes are proficient with all simple weapons, with all slashing martial weapons, and with the crescent scythe. Dervishes are proficient with light armor, but not with shields.

Energy: A Dervish has a small pool of constantly-refilling physical and supernatural prowess, known simply as Energy. This pool consists of 30 points, which are depleted as the Dervish uses her skills. While in an encounter, at the start of each of her turns, the Dervish gains 4 Energy. If the Dervish wears medium or heavy armor, her rate of Energy regeneration drops to 1 per round. Whenever the Dervish rests for at least 8 hours, she regains her full allotment of Energy.

Adrenaline: Some Dervish Skills require adrenaline in place of - or in combination with - Energy to activate. Using such a skill causes the Dervish to lose that number of strikes of adrenaline. A Dervish gains one strike of adrenaline whenever she successfully hits with an attack, or whenever she takes damage. The source of the damage must pose a legitimate threat to the Dervish for her to gain adrenaline from it. A Dervish may have a maximum of 10 strikes of adrenaline stored at one time, at which point additional strikes of adrenaline gained are lost to no effect.

Dervish Skills: A Dervish uses a set of Skills - abilities unique to the Dervish class. Dervish Skills from the Path of Earth or Wind prayers are spell-like abilities unless otherwise indicated, with an effective spell level of 1 plus 1 per two levels beyond 1st, to a maximum of 9th at 17th level, while Skills from the Path of Scythe Mastery are extraordinary abilities unless otherwise indicated. At the start of each day, a Dervish chooses a set of eight different abilities, and may use any of them that are currently available by paying the appropriate cost. A Dervish may change which eight Skills are available to her by meditating for five minutes.

A Dervish begins play with eight Skills of her choice, and learns a new skill at each level thereafter. Unless otherwise noted, saving throws against Dervish Skills from the Path of Earth or Wind Prayers have a DC of 10+1/2 Dervish level+Wisdom modifier, while the DC for Skills from the Path of Scythe Mastery are 10+1/2 Dervish level+Strength modifier.

Elite Skills: At second level, and again every six levels thereafter, the Dervish chooses a single Elite Skill to be added to her repertoire. Elite Skills are powerful abilities that may not be selected as ordinary Skills, and generally provide a stronger effect than a normal Skill. Even if a Dervish knows more than one Elite Skill, she may only prepare a single Elite Skill as one of the eight available to her at a given time.

Elite Skills known are in addition to other Skills known.

Path of the Dervish: While all Dervishes have the potential to access any Dervish Skill, what truly defines an individual is their choice of path. At first level, a Dervish chooses one of the three paths available to her: Earth Prayers, Wind Prayers, or Scythe Mastery. Skills from this path progress their ranks along the primary path, as indicated on the table above. Skills from the other two paths progress their ranks along the secondary path.

Aspect of the Divine (Su): At 1st level and every 4 levels thereafter, the Dervish gains a boon from one or more of the gods whose power she draws from. The Dervish may select a boon from any aspect whose alignment is not opposed to her own (neutral Dervishes do not conflict with any aspect alignments), but must take the first boon before the second, and so on.

Aspect of Chaos1st: The Dervish gains a +1 Sacred bonus to saving throws.
2nd: The Dervish's bonus to saving throws increases to an amount equal to her Wisdom modifier.
3rd: The Dervish may function as if under the effect of a freedom of movement spell for a number of rounds per day equal to her Wisdom modifier, divided as she wishes. Activating this ability is a swift action, while dismissing it is a free action.
4th: The Dervish may use insanity as a spell-like ability once per day, with a caster level equal to her class level.
5th: The Dervish is continually under the effect of a supernatural freedom of movement, and may replicate the effect of a mind blank spell for a number of rounds per day equal to her Wisdom modifier, divided as she wishes. Activating this ability is a swift action, while dismissing it is a free action.

Aspect of Evil1st: The Dervish gains a +2 profane bonus to damage rolls.
2nd: The Dervish is surrounded by a continuous protection from good effect, except that this effect does not block attempts to possess or control the Dervish. She may suppress or resume this ability as a free action.
3rd: The Dervish's bonus to damage rolls increases to an amount equal to her Wisdom modifier.
4th: The Dervish may use harm as a spell-like ability once per day, with a caster level equal to her class level.
5th: Once per encounter, the Dervish may use energy drain as a spell-like ability on a creature struck by one of her melee attacks as a free action, using a melee touch attack instead of a ranged touch attack.

Aspect of Good1st:The Dervish gains a +1 Sacred bonus to AC.
2nd: The Dervish's bonus to AC increases to an amount equal to her Wisdom modifier.
3rd: The Dervish may gain the effect of death ward for a number of rounds per day equal to her Wisdom modifier, divided as she wishes. Activating this ability is a swift action, while dismissing it is a free action.
4th: The Dervish may use heal as a spell-like ability once per day, with a caster level equal to her class level.
5th: The Dervish is continually under the effect of death ward, and may function as if under the effect of the good-aligned version of greater visage of the deity (SpC, p. 231)) for a number of rounds per day equal to her Wisdom modifier, divided as she wishes, except that the damage reduction is 10/evil, instead of 10/magic. Activating this ability is a swift action, while dismissing it is a free action.

Aspect of Law1st The Dervish gains a +1 Sacred bonus to all attack rolls.
2nd: The Dervish's bonus to attack rolls increases to an amount equal to her Wisdom modifier.
3rd: The Dervish may function as if under the effect of divine power for a number of rounds per day equal to her Wisdom modifier, divided as she wishes. Activating this ability is a swift action, while dismissing it is a free action.
4th: The Dervish gains spell resistance equal to 10 + her Dervish level.
5th: Once per encounter, the Dervish may use greater spell immunity as a spell-like ability as a swift action, with a duration of one round per class level.

Mysticism (Su): At 1st level, and again at 4th level and every 4 levels thereafter, the Dervish reduces the Energy cost of all of her Dervish Skills with the [Enchantment] descriptor by 10%, rounded to the nearest whole number and gains a +1 deflection bonus to AC while under the effects of an [Enchantment] Skill.

Mystic Vigor (Su): Beginning at 3rd level, whenever the Dervish hits with a melee attack, she is healed of 1d6 points of damage, provided she is under the effect of an [Enchantment] Skill. For every four levels beyond 3rd, this healing increases by an additional 1d6.

Will of the Gods (Ex): A Dervish of 6th level or higher can resist magical and unusual attacks with great willpower. If she makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), she instead completely negates the effect.

Tongues (Su): A Dervish of 10th level or higher gains the benefits of a continuous tongues spell as a supernatural effect.

Indomitable Will (Ex): Once per day, when a Dervish of 18th level or higher would be reduced to 0 hp to lower, she may make a Will save with a DC equal to the damage dealt. If she succeeds, she is instead reduced to 1 hp.

Celestial Summoning (Su): Once per day, a Dervish of 20th level may call a representative from the gods she most strongly aligns with. This ability functions as a gate spell, except that the duration is one minute, after which the called creature returns to its home plane, and the called creature is not directly under the Dervish's control; it will assist her to the best of its ability, but it will not perform actions that pose an inordinate risk of death, nor will it perform actions solely for the benefit of the Dervish (such as a Solar using its wish ability to create an item or gold for the Dervish).

The precise creature summoned by this ability is determined by which Aspect of the Divine the Dervish possesses the most boons from.

Chaos: The Dervish calls a Grand Slaad to aid her.
Grand Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 25d8+225 (339 hp)
Initiative: +7
Speed: 30ft. (6 squares)
AC: 40 (-1 size, +3 dex, +6 insight, +22 natural), touch 18, flat-footed 37
Base Attack/Grapple: +25/+40
Attack: +46 melee (2d8+20 19-20/x3, +4 anarchic lawbane glaive) or +41 melee (2d8+11, claw)
Full Attack: +46/+41/+36/+31 melee (2d8+20 19-20/x3, +4 anarchic lawbane glaive) and +36 melee (2d10+5, 2 bites) or +41 melee (2d8+11, 2 claws) and +36 melee (2d10+5, 2 bites)
Space/Reach: 10ft/10ft (15ft with glaive)
Special Attacks: Aura of chaos, arcane strike 1/day, spell-like abilities
Special Qualities: All-around vision, change shape, darkvision 60 ft., twin mind, damage reduction 15/lawful, fast healing 10, resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10, spell resistance 30, telepathy 100 ft.
Saves: Fort +25, Ref +17, Will +20
Abilities: Str 32, Dex 17, Con 28, Int 19, Wis 18, Cha 24
Skills: Balance +23, Bluff +27, Concentration +29, Diplomacy +33, Disguise +19, Gather Information +27, Hide +24, Indimidate +9, Knowledge (arcana) +24, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +29, Move Silently +23, Search +26, Sense Motive +29, Spellcraft +26, Spot +29
Feats: Cleave, Iron Will, Great Cleave, Great Fortitude, Improved Critical (glaive), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (glaive)
Challenge Rating: 20
Treasure: Double standard, plus Large +4 anarchic lawbane glaive and +5 ring of protection
Alignment: Chaotic neutral

Change Shape (Su): A Grand Slaad can shift between its natural form and any humanoid form at will as a standard action. It gains the size, natural weapons, movement modes, and extraordinary special attacks of its new form, but loses those of its original form. The Grand Slaad retains all other special attacks and qualities as well its its ability scores, hit points, and saves of its original form. The Grand Slaad may remain in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the Grand Slaad will revert to its natural form if killed. A true seeing spell reveals the Grand Slaad's true form. When the Grand Slaad changes shape, its magical glaive automatically adjusts in size to suit the new shape. Its base damage adjusts to the new size, but its other properties remain the same.

A Grand Slaad gains a +10 bonus on Disguise checks if it uses this ability to create a disguise. However, when it speaks, its voice often changes in pitch as its two heads (one hidden by magic but there nonetheless) finish each others' sentences.

Aura of chaos (Su): A Grand Slaad can wreathe its body in an aura of roiling arcane energies as a free action. While this aura is active, anyone within 20 feet of the Grand Slaad takes 6d6 arcane damage at the end of each of the Grand Slaad's turns.

Arcane Strike (Su): Once per day, a Grand Slaad can declare a melee attack to be an arcane strike. If the attack hits, it deals 100 points of arcane damage (Will save DC 31 for half) in addition to the normal melee damage. Any creature slain by this attack is reduced to a pile of ash, as if destroyed by the disintegrate spell. The save DC is Constitution-based.

Spell-Like Abilities: At will - arcane storm* (DC 25), animate objects, chaos hammer (DC 21), cloak of chaos, deeper darkness, detect law, detect magic, detect thoughts, fear (DC 21), greater dispel magic, invisibility, shatter (DC 19), telekinesis (DC 22), greater teleport, wall of arcana**, word of chaos (DC24); 3/day - dispel law (DC 22), divination, hold monster (DC 22), arcana swarm*** (+27 ranged touch, DC 26), power word stun, true seeing; 1/day - geas/quest, power word kill, weird (DC 26). Caster level 20th.

*As fire storm, but arcane damage.
**As wall of fire, but arcane damage.
***As meteor swarm, but arcane damage.

All-around Vision (Ex): A Grand Slaad gains a +4 racial bonus to Search and Spot checks (already included in the statistics), and cannot be flanked.

Twin Mind (Ex): A Grand Slaad has two brains and two personas. One brain can direct its body while the other engages in a completely unrelated activity, such as conversation or the use of its spell-like abilities. In combat, a Grand Slaad gains a bonus standard action each turn, which can only be used to perform a mental activity, such as using a spell-like ability or a skill based on a mental ability score. If this second mind uses a spell-like ability, the Grand Slaad cannot also use a spell-like ability with its other mind.

A Grand Slaad is treated as two independent creatures for the purpose of targeting it with a mind-affecting effect. A spell that affects only one target can affect one of a Grand Slaad's minds, but not both. If one of a Grand Slaad's minds in incapacitated or affected in some way, it loses its bonus action. If a Grand Slaad is subjected to a mind-affecting effect that can affect two or more creatures at once, each of its two minds saves separately and is affected separately.

As long as one of a Grand Slaad's minds remains unaffected by a particular effect, the affected mind gains a new saving throw each round to shake off the effect. If both minds are affected by the same effect, the Grand Slaad is affected normally.

Telepathy (Su): A Grand Slaad can communicate telepathically wih any creature within 100 feet that has a language.
Evil: The Dervish calls a Balor to aid her. A Balor called with this ability does not have its Summon Tanar'ri ability.

Good: The Dervish calls a Solar to aid her. A Solar called with this ability does not have its Regeneration ability, and its bow does not automatically generate slaying arrows.

Law: The Dervish calls a Marut (advanced to 29 HD) to aid her.


Multiclass Dervishes: The Dervish adds one half her level in other classes to her effective Dervish level for determining Path progression, but no other benefit of a Dervish level, such as new boons from her Aspect of the Divine ability or increased healing from Mystic Vigor. If the Dervish multiclasses into another class that uses an Energy system and a Skill system similar to her own, the restrictions of both apply, and she may still only have a total of eight Skills readied, regardless of the class they come from.

Crescent Scythe
{table=head]Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type
15 gp |
1d6 |
1d8 |
19-20/x2 |
- |
10 lb. | Slashing[/table]

A crescent scythe is an exotic weapon. Unlike its more common counterpart designed for single highly damaging strikes, a crescent scythe is designed for sweeping attacks, with a wide, curved blade sharpened on both sides affixed to its end. A character with the appropriate exotic weapon proficiency may attack up to three contiguous squares within his reach with each attack made with a crescent scythe, using the same attack roll for all attacks. If an attack roll threatens a critical, the wielder must roll each critical confirmation separately. Even if a creature occupies more than one of the attacked squares, a crescent scythe only attacks it once.

A creature larger than medium may attack an additional contiguous square for each size category increase. (A large creature may attack four squares, a huge creature five squares, and so on.)

A crescent scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the crescent scythe to avoid being tripped in return.

A character proficient with scythes can use a crescent scythe as such, even if she does not possess the appropriate exotic weapon proficiency.

Jarian
2011-03-15, 10:47 PM
Dervish Skills

Path of Earth Prayers
Armor of Sanctity [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 1 round/2 ranks and 3 rounds (see text)
Recharge Time: 3 rounds

The Dervish shields herself with swirls of divine force, weakening nearby foes and and deflecting some harm away from her.

When this Skill is activated, all enemies within 10 feet of the Dervish must succeed on a Fortitude save or become fatigued for one round per two ranks in the Path of Earth Prayers. While Armor of Sanctity is active, the Dervish gains additional damage reduction or energy resistance equal to her rank in the Path of Earth Prayers against all attacks and spells used by foes suffering from a condition. Effects that bypass DR/- or energy resistance also bypass Armor of Sanctity.

Aura of Thorns [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 3 rounds

A field of spectral barbs flashes into being around the Dervish for an instant, then fades away. All enemies within 10 feet of the Dervish must succeed on a Will save or be crippled for one round for every two ranks in the Path of Earth Prayers.

When Aura of Thorns ends, the field of barbs flashes into being for another brief moment, this time forcing a Fortitude save against being lacerated for the same duration.

Conviction [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 2 rounds
Recharge Time: 2 rounds

While suffering from a condition, poison, or disease, the Dervish gains a bonus to saves against these effects equal to half her rank in the Path of Earth Prayers.

When Conviction ends, the Dervish loses one random condition, poison, or disease affecting her with a duration other than permanent or instantaneous.

Dust Cloak [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 5 rounds
Recharge Time: 2 rounds

The Dervish calls a swirl of earthen motes to surround her, whirling about rapidly before settling into a slow orbit. When Dust Cloak is first cast, all enemies adjacent to the Dervish take bludgeoning damage equal to her rank in the Path of Earth Prayers. When the enchantment ends, the motes of earth explode in a spray of dust, forcing all adjacent enemies to make a Reflex save or be blinded for a number of rounds equal to half her rank in the Path of Earth Prayers.

Ebon Dust Aura (Elite) [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 3 rounds
Recharge Time: 2 rounds


When Ebon Dust Aura is first cast, all enemies within 10 feet of the Dervish must succeed on a Reflex save or be blinded for a number of rounds equal to half her rank in the Path of Earth Prayers. When Ebon Dust Aura ends, the Dervish is cured of blindness and dazzled conditions with a duration less than permanent or instantaneous.

Faithful Intervention [Enchantment]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: Permanent until discharged
Recharge Time: 5 rounds

While Faithful Intervention is active, the next time the Dervish drops below half health, she is healed for 1d4 hitpoints per rank in the Path of Earth Prayers.

If the Dervish switches to a new skill set that does not include Faithful Intervention, this Skill immediately ends to no effect.

Fleeting Stability [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 1 round/3 ranks (minimum 1 round)
Recharge Time: 3 rounds

While Fleeting Stability is active, the Dervish cannot unwillingly fall prone. When Fleeting Stability prevents the Dervish from being knocked prone, the Skill ends.

Meditation [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

When this Skill is first used, the Dervish loses all of her currently stored strikes of adrenaline. While Meditation is active, the Dervish gains one point of energy per two ranks in the Path of Earth Prayers whenever an [Enchantment] Skill ends on her.


Mirage Cloak [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/3 ranks (minimum 1 round)
Recharge Time: 3 rounds

The Dervish calls upon the wind and the earth, creating an effect similar to a heat distortion around her, making it more difficult to accurately strike her.

While Mirage Cloak is active, any attack made against her has a miss chance equal to 5% * her rank in the Path of Earth Prayers. When Mirage Cloak ends, the gathered energy is released in a burst, dealing 1d4 slashing damage per rank in the Path of Earth Prayers to all adjacent foes.

Mystic Sandstorm
Activation Time: 1 swift action
Cost: 5 adrenaline
Duration: Until end of next turn
Recharge Time: 3 rounds

The Dervish calls a storm of whirling winds and stinging sand into being at her current location. At the beginning and end of each of her turns, all enemies within 20 feet of this location take 1d2 slashing damage per rank in the Path of Earth Prayers.

If the Dervish is under the effect of an [Enchantment] Skill when Mystic Sandstorm is used, the sandstorm persists for an additional round.

Sand Shards[Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 10 rounds or until discharged
Recharge Time: 3 rounds

The Dervish imbues her weapon with the fury of the sands, causing it to release shards of half-formed glass whenever it strikes a foe. Whenever the Dervish successfully strikes a foe, other enemies adjacent to the struck foe take 1d4 slashing damage per rank in the Path of Earth Prayers.

Sand Shards ends after one successful attack per two ranks in the Path of Earth Prayers.

Shield of Force [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round
Recharge Time: 4 rounds

The Dervish calls upon the might of the earth to protect her, surrounding herself with an intangible field of might. The next melee attack directed at the Dervish is deflected harmlessly, and the attacker must succeed on a Reflex save or fall prone.

Signet of Pious Light
Activation Time: 1 standard action
Cost: None
Duration: Instantaneous
Range: Close (25 ft. + 5 ft./2 ranks)
Recharge Time: 5 rounds

The Dervish draws upon the power of the Signet of Pious Light, ending the last [Enchantment] Skill to affect her to heal an ally within range of 1d4 points of damage per rank in the Path of Earth Prayers.

Staggering Force [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 5 rounds
Recharge Time: 3 rounds

When Staggering Force is first used, all enemies adjacent to the Dervish take bludgeoning damage equal to her rank in the Path of Earth Prayers. When Staggering Force ends, all enemies adjacent to the Dervish must succeed on a Reflex save or suffer from cracked armor, using the Dervish's Wisdom modifier to determine the penalty.

Veil of Thorns[Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 4 rounds

When Veil of Thorns is first used, all enemies adjacent to the Dervish are struck for piercing damage equal to her rank in the Path of Earth Prayers. While Veil of Thorns is active, any creature that strikes the Dervish with a melee attack must succeed on a Fortitude save or be cripple for a number of rounds equal to half her rank in the Path of Earth Prayers.

Vital Boon [Enchantment]
Activation Time: 1 standard action
Cost: 5 energy
Duration: 5 rounds
Recharge Time: 3 rounds

While Vital Boon is active, the Dervish gains temporary hitpoints equal to twice her rank in the Path of Earth Prayers. When Vital Boon ends, the Dervish is healed for this amount.

Vow of Strength (Elite)
Activation Time: 1 swift action
Cost: 5 energy
Duration: 3 rounds
Recharge Time: 4 rounds

While Vow of Strength is active, the Dervish deals +1d3 damage per rank in the Path of Earth Prayers with all melee attacks, but cannot use Dervish Skills other than those from the Path of Scythe Mastery.

Jarian
2011-03-15, 10:50 PM
Path of Wind Prayers
Attacker's Insight [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/2 ranks (minimum 1 round)
Recharge Time: 3 rounds

While Attacker's Insight is active, in any round in which the Dervish performs a standard attack or full attack action, she gains an Insight bonus to AC equal to her rank in the Path of Wind Prayers.

Featherfoot Grace [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 4 rounds

While Featherfoot Grace is active, the Dervish gains an enhancement bonus to her base land speed equal to 5 ft * rank in the Path of Wind Prayers.

Guiding Hands [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 3 rounds or until discharged
Recharge Time: 4 rounds

While Guiding Hands is active, the Dervish ignores miss chances from sources other than total concealment. Guiding Hands ends after one attack per three ranks in the Path of Wind Prayers, minimum of 1 attack.

Harrier's Grasp [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 4 rounds

When Harrier's Grasp is first used, the Dervish loses the crippled condition if it is currently affecting her. While Harrier's Grasp is active, whenever the Dervish strikes a moving foe (whether by an attack of opportunity or a readied action to do so) she also cripples that foe for one round.

Harrier's Haste [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 3 rounds

While Harrier's Haste is active, the Dervish gains a +20 foot enhancement bonus to her base land speed, and she deals additional damage equal to her rank in the Path of Wind Prayers to moving foes (whether by an attack of opportunity or a readied action to attack a foe that moves).

Heart of Fury [Stance]
Activation Time: 1 free or immediate action
Cost: 4 adrenaline
Duration: 1 round/rank
Recharge Time: None

While Heart of Fury is active, the Dervish gains an additional attack per round at her highest attack bonus. This extra attack does not stack with the bonus attack granted by haste or similar effects.

Heart of Fury is an Extraordinary ability, unlike most Wind Prayers Skills.

Lathander's Touch
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous
Range: Touch
Recharge Time: 3 rounds

The Dervish channels a fraction of the divine power surrounding her into a touch, healing an ally of damage. The amount of healing granted by this Skill is based on the number of [Enchantment] Skills currently affecting the Dervish, as seen on the table below.

{table=head]Enchantments | Healing
1 | 1/rank
2 | 1d2/rank
3 | 1d4/rank
4 | 1d6/rank
5 | 1d8/rank[/table]

Loviatar's Aura [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 3 rounds
Recharge Time: 3 rounds

While Loviatar's Aura is active, the Dervish deals less damage with her melee attacks equal to her rank in the Path of Wind Prayers, but steals this amount of health from her target instead, dealing untyped damage and healing her for the amount.

Loviatar's Fingers [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 4 rounds

When this Skill is first used, a spectral cat-o-nine-tails whirls about the Dervish, dealing piercing damage equal to her rank in the Path of Wind Prayers to all adjacent enemies. When Loviatar's Fingers ends, the Dervish loses one random condition currently affecting her, and all adjacent enemies suffer from that condition instead, using its remaining duration.

Loviatar's Grasp (Elite) [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 3 rounds
Recharge Time: 3 rounds

While Loviatar's Grasp is active, whenever the Dervish hits with a melee attack, her target must succeed on a Fortitude save or be crippled for one round per rank in the Path of Wind Prayers. In addition, if the Dervish is suffering from a negative condition, her target must succeed on a Will save or have one random negative condition affecting the Dervish transfered to them instead.

Mystic Twister
Activation Time: 1 standard action
Cost: 5 adrenaline
Duration: Instantaneous
Recharge Time: 3 rounds

The Dervish calls a storm of arcana-laced sand to whirl about her in a brief, violent storm. Mystic Twister deals 1d4 arcane damage per rank in the Path of Wind Prayers to all enemies within 20 feet of the Dervish. If the Dervish is under the effect of one or more [Enchantment] Skills, she loses the last [Enchantment] Skill applied to her, and Mystic Twister deals 1d8 damage per rank instead.

Mystra's Haste [Enchantment]
Activation Time: 1 immediate action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 4 rounds

When Mystra's Haste is first used, the Dervish makes a dispel check against all foes within 10 feet of her that are casting a spell or using a spell-like ability, with her class level in place of her caster level, as if casting greater dispel magic, and ignoring the usual restriction on counterspelling spell-like abilities. If the check succeeds, the action is wasted to no effect, but the spell or use of spell-like ability remaining is not lost. Mystra's Haste is considered one step faster than other immediate actions, meaning that it can be used to interrupt immediate actions taken in response to the Dervish's action, such as abrupt jaunt.

While Mystra's Haste is active, other Skills with the [Enchantment] descriptor recharge one round faster.

Onslaught (Elite) [Enchantment]
Prerequisite: Dervish level 8th
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 1 round/rank
Recharge Time: 4 rounds

While Onslaught is active, the Dervish gains a +30 foot increase to her base land speed, gains an additional strike of adrenaline whenever she strikes a foe, and gains an additional attack per round at her highest attack bonus. This extra attack does not stack with the bonus attack granted by haste or similar effects.

Pious Restoration
Activation Time: 1 standard action
Cost: 5 Energy
Duration: Instantaneous
Recharge Time: 3 rounds

The Dervish loses the last [Enchantment] Skill applied to her, and receives the effects of a remove curse or a targeted greater dispel magic effect on herself, which only removes negative spell effects, and uses her class level in place of a caster level. If an [Enchantment] Skill is not lost, this Skill has no effect.

Rage of Tempus [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 5 rounds
Recharge Time: 3 rounds

When this Skill is first used, all enemies adjacent to the Dervish must succeed on a Will save or be ignited for one round per three ranks in the Path of Wind Prayers (minimum of 1 round). When Rage of Tempus ends, the Dervish gains a strike of adrenaline.

Rending Aura [Enchantment]
Activation Time: 1 swift action
Cost: 10 Energy
Duration: 5 rounds
Recharge Time: 2 rounds

While Rending Aura is active, whenever the Dervish strikes a prone foe, that foe is subjected to the effect of a targeted greater dispel magic, with the Dervish's class level in place of her caster level. This effect can only remove one beneficial spell each time it triggers.

When Rending Aura ends, all enemies adjacent to the Dervish must succeed on a Reflex save or suffer from cracked armor.

Signet of Pious Restraint
Activation Time: 1 standard action
Cost: None
Duration: 1 round/rank
Range: Medium (100ft + 10ft/rank)
Recharge Time: 4 rounds

The Dervish draws upon the power of the Signet of Pious Restraint to slow her foe. When this Skill is used, the Dervish loses the last [Enchantment] Skill applied to her, and her target must succeed on a Will save or be crippled for the duration of this effect. If the Dervish does not lose an [Enchantment] Skill, this Skill has no effect.

Test of Faith [Mind-affecting]
Activation Time: 1 standard action
Cost: 5 adrenaline
Recharge Time: 2 rounds

The Dervish touches her foe, flooding its mind with visions of the divine that mortal minds cannot comprehend. The touched foe takes 1d4 divine damage per rank in the Path of Wind Prayers, and is subjected to the effect of a targeted greater dispel magic, with the Dervish's class level in place of her caster level. This effect can only remove one beneficial spell.

If the target was not under the effect of a beneficial spell, Test of Faith instead distracts the foe for one round per three ranks in the Path of Wind Prayers (minimum of 1).

Vow of Silence (Elite) [Enchantment]
Activation Time: 1 swift action
Cost: 5 energy
Duration: 1 round/3 ranks (minimum 1 round)
Recharge Time: 3 rounds

While Vow of Silence is active, the Dervish cannot be the target of any spell or spell-like ability, including spells cast by her allies and her own spell-like abilities. Attempts to cast a spell with her as the target simply fail outright, but the action is not lost. The Dervish may still be included in spells that have an area of effect (such as fireball) but may not be selected as one of multiple targets, even if the primary target is not her (such as magic missile or scorching ray).


Whirling Charge
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: 2 rounds

As part of this action, the Dervish makes a charge attempt with a +30 foot enhancement bonus to her base land speed (effectively allowing her to move up to 60 feet further than normal) without provoking attacks of opportunity, and makes a single melee attack against her target. Even if the Dervish has the Pounce special ability or similar, she may not make more than a single attack with this Skill. While moving, the Dervish deals 1d4 slashing damage per rank in the Path of Wind Prayers to all enemies whose squares she would threaten. A successful Reflex save halves this damage.

Winds of Disenchantment
Activation Time: 1 standard action
Cost: 10 Energy
Recharge Time: 4 rounds

When this Skill is used, the Dervish loses the last [Enchantment] Skill applied to her, and all foes within 40 feet of her are subjected to the area burst version of greater dispel magic. If an [Enchantment] Skill is not lost, this Skill has no effect.

Zealous Vow (Elite) [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 4 rounds
Recharge Time: 3 rounds

While Zealous Vow is active, the Dervish gains 3 less energy per round, but gains energy equal to half her rank in the Path of Wind Prayers whenever she hits with an attack.

Jarian
2011-03-15, 10:51 PM
Note: Despite the name, Skills from the Path of Scythe Mastery may be performed with any slashing weapon unless otherwise noted.


Path of Scythe Mastery
Aura Slicer
Activation Time: 1 attack action
Cost: 4 adrenaline
Recharge Time: None

The Dervish makes an attack that shears through armor like paper, but passes through living flesh without harm.

Aura Slicer deals no damage, but inflicts cracked armor if it hits and the Dervish is under the effect of an [Enchantment] Skill.

Aura Slicer is a supernatural effect.

Chilling Victory
Activation Time: 1 attack action
Cost: 6 adrenaline
Recharge Time: None

If it hits, Chilling Victory deals +1d4 damage per rank in the Path of Scythe Mastery. If Chilling Victory strikes a foe with fewer hitpoints than the Dervish, it deals an additional 1d4 cold damage for each rank in the Path of Scythe Mastery.

Crippling Sweep
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 2 rounds

If it hits, Crippling Sweep cripples the Dervish's foe for one round per rank in the Path of Scythe Mastery unless they succeed on a Fortitude save. If Crippling Sweep strikes a moving foe, it deals +1d4 damage per rank in the Path of Scythe Mastery, and there is no save to resist the crippling.

Crippling Victory
Activation Time: 1 attack action
Cost: 5 adrenaline
Recharge Time: None

If it hits, Crippling Victory cripples the Dervish's foe for one round per rank in the Path of Scythe Mastery unless they succeed on a Fortitude save. If Crippling Victory strikes a foe with less health than the Dervish, it deals +1d4 damage per rank in the Path of Scythe Mastery and there is no save to resist the crippling.

Eremite's Attack
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 1 round

If it hits, Eremite's Attack deals +1d2 damage per rank in the Path of Scythe Mastery. If the Dervish is under the effect of an [Enchantment] Skill, the last [Enchantment] Skill applied to her is lost, and Eremite's Attack deals +1d4 damage per rank instead.

Farmer's Scythe
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 3 rounds

If it hits, Farmer's Scythe deals +1d4 damage per rank in the Path of Scythe Mastery. If the attack hits more than one foe, Farmer's Scythe recharges instantly.

Irresistible Sweep
Activation Time: 1 attack action
Cost: 4 adrenaline
Recharge Time: 1 round

If it hits, Irresistible Sweep deals +1d3 damage per rank in the Path of Scythe Mastery. If the Dervish is under the effect of an [Enchantment] Skill, the last [Enchantment] Skill applied to her is lost, and Irresistible Sweep ignores any miss chances from sources other than total concealment.

Mystra's Assault
Activation Time: 1 immediate action
Cost: 5 energy
Recharge Time: 4 rounds

The Dervish sweeps her weapon out in a quick, distracting blow, dealing only half normal damage. However, if Mystra's Assault strikes a caster casting a spell, or a creature using an Extraordinary, Supernatural, or blade magic ability with an activation time of a standard action or longer, the spell or effect fails to activate and the action is wasted, but the spell or effect is not lost (as such, limited daily uses of supernatural abilities are not consumed, interrupted maneuevers are still readied, and so on.) If Mystra's Assault interrupts a spell or spell-like ability and the Dervish is under the effect of an [Enchantment] Skill, the interrupted ability may not be used for a number of rounds equal to half her rank in the Path of Scythe Mastery.

Radiant Scythe
Activation Time: 1 attack action
Cost: 6 adrenaline
Recharge Time: None

If it hits, Radiant Scythe deals bonus damage based on the amount of energy the Dervish has currently, as seen on the table below, and she gains one point of energy per two ranks in the Path of Scythe Mastery.

{table=head]Energy | Bonus damage
0-10 | 1/rank
11-15| 1d2/rank
16-20 | 1d3/rank
21-25 | 1d4/rank
26-30 | 1d6/rank[/table]

Reap Impurities
Activation Time: 1 attack action
Cost: 5 adrenaline
Recharge Time: None

If it hits, Reap Impurities deals +1d3 damage per rank in the Path of Scythe Mastery, and her target is instantly cured of one random disease, poison, or negative condition currently affecting it. If one of these effects is removed, Reap Impurities deals an addtional 1d4 divine damage per rank in the Path of Scythe Mastery.

Reaper's Sweep (Elite)
Activation Time: 1 attack action
Cost: 8 adrenaline
Recharge Time: None

As part of this action, the Dervish loses the last [Enchantment] Skill applied to her. If it hits, Reaper's Sweep cripples the struck foes for one round per rank in the Path of Scythe Mastery. If an [Enchantment] Skill is lost and the target is suffering from cracked armor, Reaper's Sweep deals bonus damage equal to 20% of the struck creature's full normal hitpoints and knocks them prone.

Rending Sweep
Activation Time: 1 attack action
Cost: 5 adrenaline
Recharge Time: None

As part of this action, the Dervish loses the last [Enchantment] Skill applied to her. If it hits, Rending Sweep deals +1d4 damage per rank in the Path of Scythe Mastery. If an [Enchantment] Skill is lost, struck foes are subjected to the effect of a targeted greater dispel magic with the Dervish's class level in place of her caster level, but this effect may only remove a single beneficial spell on a given struck foe.

Twin Moon Sweep
Activation Time: 1 attack action
Cost: 6 adrenaline
Recharge Time: None

As part of this action, the Dervish loses the last [Enchantment] Skill applied to her. The Dervish makes a single attack with her weapon, dealing +1d4 damage per rank in the Path of Scythe Mastery. If an [Enchantment] Skill was lost, the Dervish attacks a second time, dealing normal damage, ignoring miss chances from any source other than total concealment, and healing her for 1d4 hitpoints per rank in the Path of Scythe Mastery if she hits at least one foe.

Victorious Sweep
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 2 rounds

The Dervish makes a normal attack with her weapon. For each foe it strikes that has fewer hitpoints than her, she is healed for 1d4 points of damage per rank in the Path of Scythe Mastery.

Wearying Strike
Activation Time: 1 attack action
Cost: 4 adrenaline
Recharge Time: None

As part of this action, the Dervish loses the last [Enchantment] Skill applied to her. If Wearying Strike hits, it deals +1d6 damage per rank in the Path of Scythe Mastery. If the Dervish did not have an [Enchantment] Skill active on her to be lost, she is fatigued for one minute.

Wounding Strike (Elite)
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 2 rounds

As part of this action, the Dervish loses the last [Enchantment] Skill applied to her. If Wounding Strike hits, it deals +1d4 damage per rank in the Path of Scythe Mastery and lacerates the struck foe for 1 round per rank if it fails a Fortitude save. If an [Enchantment] Skill is lost, the struck foe must succeed on a second Fortitude save or have the bonus damage dealt increased to 20% of its full normal hitpoints.

Zealous Sweep
Activation Time: 1 attack action
Cost: 5 energy
Recharge Time: 3 rounds

If Zealous Sweep hits, it deals normal damage and the Dervish gains 3 energy and 1 additional strike of adrenaline for each foe struck.

Jarian
2011-03-15, 10:53 PM
Unlinked Skills

The following skills may be taken by any Dervish, but are not associated with any particular Path.Avatar of Lathander (Elite) [Form]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

Channeling the divine energy of the Morninglord, the Dervish undergoes a transformation, becoming more like a being of the heavens and less a mortal creature. The Dervish's skin takes on a porcelain perfection, her features become glorious to behold, and she sprouts (nonfunctional) feathered wings from her back.

While in this form, the Dervish and all allies within 20 feet of her are healed for an amount equal to her class level whenever she uses an [Enchantment] Skill. In addition, whenever she uses such a skill, she is subjected to the effect of either remove curse or greater dispel magic with her class level in place of her caster level, which only removes negative effects. This effect can only remove a single negative effect each time it triggers; if the Dervish suffers from more than one curse, the removed curse is determined randomly.

Avatar of Loviatar (Elite) [Form]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

Channeling the divine energy of the Maiden of Pain, the Dervish undergoes a transformation, becoming more like the cold, cruel god from which she draws her power. The Dervish's features become twisted in cruel glee, chilling to look upon. A nearly opaque shroud of shadows surrounds her, taking on the appearance of a ragged cloak threaded with obsidian barbs and spikes.

While in this form, the Dervish's attacks steal additional health from struck foes equal to her class level. Whenever an [Enchantment] Skill ends on the Dervish, all adjacent foes must succeed on a Fortitude save or contract the wailing torment disease. No creature may be forced to save against this effect more than once per round.

Wailing Torment: Supernatural disease - special application, no save to resist effects after initial application. Incubation period 1 round, damage repeats at beginning of each round thereafter. Damage equal to Dervish class level. While afflicted by this disease, a creature wails helplessly in anguish, unable to control their own voice. Any creature attempting to cast a spell with a vocal component while afflicted by this disease suffers a 50% failure chance.

Avatar of Mielikki (Elite) [Form]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

Channeling the divine energy of the Forest Queen, the Dervish undergoes a transformation, becoming more like the very trees and plants of the forest. The Dervish's skin takes on a barklike quality, blurring her features. Small twigs sprout from her flesh, instantly budding with green shoots that become leaves a heartbeat later.

While in this form, the Dervish loses any armor bonus to AC she may have had, but adds that bonus +1 to her natural armor score. Enhancement bonuses to armor converted to natural armor stack with her enhancement bonus to natural armor for the duration of this form. The Dervish gains temporary hitpoints equal to her class level, heavy fortification, and immunity to disease and poison.

Whenever an [Enchantment] Skill ends on the Dervish, all allies within 20 feet of the Dervish lose one randomly determined disease or poison currently affecting them.

Avatar of Mystra (Elite) [Form]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

Channeling the divine energy of the Mother of all Magic, the Dervish undegoes a transformation, taking on many aspects of magic itself. The Dervish's skin, hair, and eyes shift color constantly, following no set pattern or racial possibility. Crackles of arcana leap between the Dervish's fingers, run along her limbs, and sparkle in her eyes. When she speaks, she does so in a voice that sounds like a thousand different variations of the same person.

While in this form, damage done by the Dervish's melee attacks is replaced by arcane damage, [Enchantment] Skills used by the Dervish recharge in half the normal time, and the Dervish gains 1 energy for each foe within her threatened range whenever an [Enchantment] Skill ends on her.

Avatar of Tempus (Elite) [Form]
Activation Time: 1 full-round action
Cost: 5 Energy
Duration: 5 rounds
Recharge Time: 5 rounds

Channeling the divine energy of the Lord of Battles, the Dervish undergoes a transformation, taking on the appearance of a heavily armored warrior. Spectral versions of gleaming mithral armor pieces surround her body, then solidify, though they retain their weightless nature. Though hard to see past her helm, the Dervish's features become wary yet calm, as a seasoned warrior before a great battle.

The Dervish treats her base armor as full plate, even if she was wearing no armor, except that she is still considered to be wearing whatever category of armor she truly wears. Only the armor bonus to AC increases; armor check penalties, speed penalties, arcane spell failure, and so on do not change. The Dervish gains DR/- equal to half her Dervish level and gains an additional strike of adrenaline whenever she would gain adrenaline.

Whenever an [Enchantment] Skill ends on the Dervish, all adjacent foes must succeed on a Will save or be ignited for one round.

Eremite's Zeal [Enchantment]
Activation Time: 1 swift action
Cost: 5 Energy
Duration: 2 rounds
Recharge Time: 3 rounds

When this Skill is first used, the Dervish gains 5 energy if there is a foe within her threatened area. When Eremite's Zeal ends, the Dervish gains 5 energy if there is a foe within her threatened area.

Jarian
2011-03-15, 10:54 PM
A note on "attack action" abilities:In general, many of a Dervish's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Dervish has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-weapon Fighting line of feats, for example.

A note on arcane damage:Arcane damage is considered acid, cold, electric, and fire damage at the same time. It is checked against the lowest resistance of the four types, ignoring immunities and weaknesses unless the creature has only immunities and weaknesses, in which case it is checked against a weakness.

New condition: Cracked Armor:Whether it be a slash across a critical strap holding armor together, or the precise removal of a scale from a monster's hide, cracked armor lowers the value of armor or natural armor for its duration. Unless otherwise noted, cracked armor reduces either the creature's armor bonus or natural armor bonus (chosen by the attacker at the time of the attack; cracked armor may never lower either of these values below 0) by an amount equal to half of the attacking creature's strength or dexterity modifier, whichever is used to determine the attack roll.

New condition: Crippled:
A Crippled creature has all of its forms of movement speed reduced by half. A flying creature may be reduced below its minimum forward speed per round due to this effect, in which case it may stall (see flying rules for details). Additionally, a creature with Evasion loses its benefit and a creature with Improved Evasion treats it only as regular Evasion while crippled.

New condition: Distracted:Some skills apply the Distracted condition. A creature who is Distracted increases the casting time for its spells, strike maneuvers, and spell-like abilities by two steps (immediate to swift, swift to move, move to standard, standard to full-round, full-round to 1-round, and so on) and takes a -10 penalty to concentration checks.

New condition: Ignited:Some Dervish skills apply the ignited condition. A creature who is ignited takes fire damage equal to 10% of its maximum hit points at the end of each of its turns. A creature may attempt to extinguish the flames by spending a full-round action to make a Reflex save, DC (10+1/2 HD+Dervish's Wis modifier). The creature may drop prone as part of this action to gain a +4 bonus to the save.

New condition: Lacerated:A lacerated enemy suffers damage equal to 5% of its maximum hit points at the end of each of its turns. A creature may attempt to end this condition with a DC 20 heal check as a standard action, or by applying a heal spell or similar magic. Creatures without discernible anatomies (such as undead, constructs, and oozes) are immune to lacerate.

[Enchantment] Skills:Some Dervish Skills have the [Enchantment] descriptor. This descriptor is used to determine which of their abilities trigger certain other effects; it is not related to the Enchantment school of magic.

Forms:Some Dervish Skills have the [Form] descriptor. These Skills are Supernatural abilities, with one exception: they do not necessarily go away in an area of antimagic. If the Dervish enters such an area, she may attempt a Will save, DC 10 + class level. Success indicates that her [Form] Skills are unaffected by that area of antimagic; she neither loses her current form (if active) nor the ability to activate another form in that particular antimagic area.

Stances:Some Dervish skills have the [Stance] descriptor. A Dervish may only have one stance active at once. Activating a new stance immediately ends the first stance.

Hazzardevil
2011-03-17, 02:52 PM
How do you keep making these so fast!
Great class as usuall though.

Jarian
2011-03-17, 02:55 PM
How do you keep making these so fast!

Not much sleep and a hell of a lot of patience.


Great class as usuall though.

Thanks. :smallsmile:

Ranger Mattos
2011-03-17, 08:36 PM
You make GW professions into classes?

...I love you. Ritualist next?

And unfortunately, I can't really critique this, I'm that that good at critiquing homebrew in general. But it seems to fit the GW profession very well.

Jarian
2011-03-17, 08:38 PM
You make GW professions into classes?

...I love you. Ritualist next?

I was thinking Assassin, but... maybe. We'll see.


And unfortunately, I can't really critique this, I'm that that good at critiquing homebrew in general. But it seems to fit the GW profession very well.

That's alright. Just knowing that people like the idea is enough for me.