Need help with campaign-specific PrC [LEW - Dervish of Sairundan v3ac]

Knight Otu

First Post
I've cooked up a few potential new versions. You can always consider v2 to ve v3d ;). For the sake of keeping things short, I listed only the requirements, and new abilities.

V3a – 5 lvl
Hit Dice: d8
Requirements
To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform (Dance) 8 ranks, Perfom (Sing) 8 ranks, Tumble 8 ranks.
Feats: Dodge, Mobility, Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.

Code:
1st	+1	+0 +2	+0	+1 Slashing blades, song of the storms united, [i]songs of the blade[/i]
 2nd	+2	+0	+3	+0 +1	Fast movement +5 ft.
 3rd	+3	+1	+3	+1 +1	Spring Attack, dervish dance
 4th	+4	+1	+4	+1 +1	Movement mastery, wind's fury
 5th	+5	+1	+4	+1 +2	Fast movement +10 ft., swift strike

Swift Strike (Ex): As a standard action, or as the attack action during a Spring Attack , the dervish may make a melee attack with his primary weapon and his off hand weapon. Both attacks suffer a –4 penalty, or a –2 penalty if both weapons are scimitars.

V3b – 10 lvl
Hit Dice: d8
Requirements
To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks.
Feats: Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.

V3c – 10 lvl
Hit Dice: d8
Requirements
To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Perform (Dance) 6 ranks, Perfom (Sing) 6 ranks, Tumble 6 ranks.
Feats: Skill Focus (Perform (Dance), Perfom (Sing) and Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.

Class Skills
The dervish of Sairundan’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at each level: 4 + Int modifier.

Code:
   [b]Level	Base	Fort Ref	Will	AC Special
       Attack	Save	Save    Save	Bonus
   	Bonus[/b]
 1st	+1	+0	+2	+0 +1	Slashing blades, [i]songs of the blade[/i], song of the storms united
 2nd	+2	+0	+3	+0 +1	Fast movement +5 ft.
 3rd	+3	+1	+3	+1 +1 Spring Attack, dervish dance 1
 4th	+4	+1	+4	+1 +1	Dervish song, movement mastery,
 5th	+5	+1	+4	+1 +2	Fast movement +10 ft.
 6th	+6	+2	+5	+2 +2	Wind’s fury, dervish dance 2
 7th	+7	+2	+5	+2 +2	Dervish song
 8th	+8	+2	+6	+2 +2	Fast movement +15 ft.
 9th	+9	+3	+6	+3 +3	Dervish dance 3
 10th	+10	+3	+7	+3 +3	Dervish song, storm’s fury

Dervish Song: Starting at 4th level, a dervish learns to tap into the power of a few songs to magically empower himself or his companions, much like a bard can. He can use any of these abilities a number of times per day equal to his dervish level –3. The dervish can substitute bardic music uses for dervish song uses and vice versa. The dervish needs at least 9 ranks in Perform (Sing) to use any of these songs, and a few require more.
At fourth level, and again at 7th and 10th level, the dervish chooses one of the following dervish songs. Once chosen, it cannot be changed afterwards.
Unless noted otherwise, dervish songs can be relayed by other dervishes using the Song of the Storms United ability.
Song of Swift Striker (Su): This song tells of a legendary Hurakan who became a dervish. Rumored to be as fast as the wind itself, he could cut down foes faster than the eye could follow, until he was killed by an efreeti sultan. To choose this song, the dervish must be at least 7th level, and have 12 ranks in Perform (Sing). The dervish grants an ally (or himself) the ability to attack with two weapons and move in the same turn. As a standard action, or as the attack action during a Spring Attack , the ally may make a melee attack with his primary weapon and his off hand weapon. Both attacks suffer a –4 penalty, or a –2 penalty if both weapons are scimitars. The effect lasts a number of rounds equal to the dervish's Constitution modifier. This is a sonic, mind-affecting ability.
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[/font]Song of the Djinni's Hand (Su): This song tells how the djinn taught the tribes how to weather the storms of the Lands of Air. As long as the dervish sings, any ally within 30 feet of the dervish that can hear him gains resistance to fire equal to the dervish's class level. The effect lasts for a number of rounds equal to the dervish's ranks in Perform (Sing).
Song of the Soothing Winds (Su): This song tells how the djinn protected the tribes during the war against the efreet. As long as the dervish sings, any ally within 30 feet of the dervish that can hear him gains resistance to electricity equal to the dervish's class level. The effect lasts for a number of rounds equal to the dervish's ranks in Perform (Sing).
Song of the Wandering Winds (Su): This song tells of the wanderings the tribes have undertaken in their history, and the many that will follow in the future. As long as the dervish sings, any ally within 120 feet that can hear the dervish sing receives a bonus to his speed equal to the bonus the dervish receives. The effect lasts up to a maximum of 5 rounds. This is a sonic, mind-affecting ability.
Song of the Winds United (Su): This song tells of the virtues of working together, of comradie and success. As long as the dervish sings, any ally within 30 feet of the dervish that can hear him can aid his allies better. When an affected ally succeeds at the Aid Another action, the bonus is +4 instead of +2. The effect lasts as long as the dervish concentrates, up to a maximum of 10 minutes. This is a sonic, mind-affecting ability.
 

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