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Old 03-15-2011, 10:45 PM   Top  -  End  -  #1
Jarian
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Default [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Dervish


"Oppose me, and you oppose the gods themselves. Choose wisely."
- Karina Theist, Sharnite 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

LevelBABFort SaveRef SaveWill SaveSpecialPrimary 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 Skill3 1
3rd +2 +3 +1 +3 Mystic Vigor (1d6)3 2
4th +3 +4 +1 +4 Mysticism 24 2
5th +3 +4 +1 +4 Aspect of the Divine 42
6th +4 +5 +2 +5 Will of the Gods5 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 Divine6 4
10th +7/+2 +7 +3 +7 Tongues 74
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 Divine8 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 Divine10 6
18th +13/+8/+3 +11 +6 +11 Indomitable Will11 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 6 127

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 Chaos
Spoiler


Aspect of Evil
Spoiler


Aspect of Good
Spoiler


Aspect of Law
Spoiler


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.
Spoiler

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
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
15 gp
1d6
1d8
19-20/x2
-
10 lb.
Slashing

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.
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Last edited by Jarian : 03-18-2011 at 12:34 AM.
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Old 03-15-2011, 10:47 PM   Top  -  End  -  #2
Jarian
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Join Date: Apr 2010
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Dervish Skills

Path of Earth Prayers
Spoiler
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Old 03-15-2011, 10:50 PM   Top  -  End  -  #3
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Path of Wind Prayers
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Last edited by Jarian : 03-17-2011 at 02:56 PM.
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Old 03-15-2011, 10:51 PM   Top  -  End  -  #4
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

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
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Last edited by Jarian : 03-16-2011 at 01:08 AM.
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Old 03-15-2011, 10:53 PM   Top  -  End  -  #5
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Unlinked Skills

The following skills may be taken by any Dervish, but are not associated with any particular Path.
Spoiler
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Old 03-15-2011, 10:54 PM   Top  -  End  -  #6
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

A note on "attack action" abilities:
Spoiler


A note on arcane damage:
Spoiler


New condition: Cracked Armor:
Spoiler


New condition: Crippled:
Spoiler


New condition: Distracted:
Spoiler


New condition: Ignited:
Spoiler


New condition: Lacerated:
Spoiler


[Enchantment] Skills:
Spoiler


Forms:
Spoiler


Stances:
Spoiler
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Old 03-17-2011, 02:52 PM   Top  -  End  -  #7
Hazzardevil
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

How do you keep making these so fast!
Great class as usuall though.
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Just one of those guys vs girls things. Guys like giant, fighting robots that shoot lazerz out their eyes while girls like pretty jewelry that sparkle in the moonlight after having a romantic interlude with a charming gentleman.

Completely sexist, yes! Completely true, pretty much...
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Old 03-17-2011, 02:55 PM   Top  -  End  -  #8
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Quote:
Originally Posted by Hazzardevil View Post
How do you keep making these so fast!
Not much sleep and a hell of a lot of patience.

Quote:
Great class as usuall though.
Thanks.
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Old 03-17-2011, 08:36 PM   Top  -  End  -  #9
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

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.
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Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.
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Old 03-17-2011, 08:38 PM   Top  -  End  -  #10
Jarian
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Default Re: [3.5 Base Class] The Guild Wars Dervish [PEACH!]

Quote:
Originally Posted by Ranger Mattos View Post
You make GW professions into classes?

...I love you. Ritualist next?
I was thinking Assassin, but... maybe. We'll see.

Quote:
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.
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