Dervish Core Class

netnomad

Explorer
Here is a class that I updated to 3.5. Someone else came up with the original concept I just updated it. Comments are welcome! :D

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Dervish
Dervishes are desert warriors trained in the fighting dance called the Sema. The movement of the sword dance involves swirling, spinning, and constant movement. The weapons that the dervish use often have cuts in their hilts and blades that cause a haunting sound when they are spun quickly. This sound mimics the notes created by the flute like ney. As the dervish dances the dance of blades, her spinning blades, and swirling garb confuse and distract her enemies.

The Dervish
ClassLevel Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blades Attack Bonus AC Bonus Unarmored Speed Bonus
1st +0 +2 +2 +0 Flash of Colors, Swirling Momentum –2/–2 +0 +0ft
2nd +1 +3 +3 +0 Bonus Feat –1/–1 +0 +0ft
3rd +2 +3 +3 +0 Uncanny Dodge +0/+0 +0 +10ft
4th +3 +4 +4 +0 Evasion +1/+1 +0 +10ft
5th +3 +4 +4 +1 Glint of Steel +2/+2 +1 +10ft
6th +4 +5 +5 +1 Improved Uncanny Dodge +3/+3 +1 +20ft
7th +5 +5 +5 +1 Incredible Momentum +4/+4 +1 +20ft
8th +6/+1 +6 +6 +1 Fascinate +5/+5/+0 +1 +20ft
9th +6/+1 +6 +6 +2 Glint of Silver +6/+6/+1 +1 +30ft
10th +7/+2 +7 +7 +2 Spinning Movement +7/+7/+2 +2 +30ft
11th +8/+3 +7 +7 +2 Whirling Momentum +8/+8/+8/+3 +2 +30ft
12th +9/+4 +8 +8 +2 Improved Evasion +9/+9/+9/+4 +2 +40ft
13th +9/+4 +8 +8 +3 Glint of Gold +9/+9/+9/+4 +2 +40ft
14th +10/+5 +9 +9 +3 Spinning Blades +10/+10/+10/+5 +2 +40ft
15th +11/+6/+1 +9 +9 +3 Spinning Disarm +11/+11/+11/+6/+1 +3 +50ft
16th +12/+7/+2 +10 +10 +3 Desert Flower +12/+12/+12/+7/+2 +3 +50ft
17th +12/+7/+2 +10 +10 +4 Unstoppable +12/+12/+12/+7/+2 +3 +50ft
18th +13/+8/+3 +11 +11 +4 Whirling Blades +13/+13/+13/+8/+3 +3 +60ft
19th +14/+9/+4 +11 +11 +4 Swath of Destruction +14/+14/+14/+9/+4 +3 +60ft
20th +15/+10/+5 +12 +12 +4 Death Blossom +15/+15/+15/+10/+5 +4 +60ft

Game Rule Information
Dervish have the following game statistics.
Abilities: Charisma powers the dervish’s defensive abilities and several of her class abilities. Dexterity provides the dervish with a better defense and helps some of her class skills. Strength is important for dervish since it improves their melee combat ability.
Alignment: Any nonlawful.
Hit Die: d8.
Race: Any from a desert region.
Starting Gold: 6d4 x 10 (150 gp).

Class Skills
The dervish’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform (Sema) (Cha), Profession (Int), Ride (Dex), Slight of Hand (Dex), Survival (Wis) and Tumble (Dex).
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: first level and 4 + Int Modifier.

Class Features
Weapon and Armor Proficiencies: Dervishes are not proficient with armor or shields. Dervishes are proficient with the following weapons: shortbow, dagger, falchion, kukri, net, punching dagger (katar), quarterstaff, scimitar, shortspear and spiked chain. When wearing armor, using a shield, or carrying a medium or heavy load, a dervish loses her AC bonus, as well as her unarmored speed bonus and flurry of blades abilities.

AC Bonus (Ex): When unarmored and unencumbered, the dervish adds her Charisma bonus (if any) to her AC. In addition, a dervish gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five dervish levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the dervish is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blades (Ex): When unarmored, a dervish may strike with a flurry of blades at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the flurry of cuts Attack Bonus column on Table: The Dervish. This penalty applies for 1 round, so it also affects attacks of opportunity the dervish might make before her next action. When a dervish reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A dervish must use a full attack action to strike with a flurry of blades.
When using flurry of blades, a dervish may only attack with her special dervish weapons (dagger, falchion, kukri, net, punching dagger, quarterstaff, scimitar, shortspear and spiked chain). When using weapons as part of a flurry of blades, a dervish applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The dervish can’t use any weapon other than a special dervish weapon as part of a flurry of blades.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blades ability.
When a dervish reaches 11th level, her flurry of blades ability improves. In addition to the standard single extra attack she gets from flurry of cuts, she gets a second extra attack at her full base attack bonus.

Swirling Momentum (Ex): Whenever the dervish misses one of her attacks with her special melee weapons, her next attack that round receives a +1 to damage. A dervish cannot intentionally miss in order to gain this bonus; if she does, she goes not gain the bonus.

Flash of Colors (Ex): A Dervish learns how to confuse a single foe by swirling about and performing mesmerizing motions of the Sema with her special melee weapons. This causes that foe to lose their dexterity bonus to AC if the target fails Reflex Save equal to the dervish’s Perform (Sema) check. This is a standard action and does not affect creatures that are blind or cannot see.

Bonus Feat (Ex): At 2nd level, a dervish may select Cleave, Mobility or Improved Disarm as a bonus feat. A dervish need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): At 3rd level, a dervish gains an enhancement bonus to her speed, as shown on Table: The Dervish. A dervish in armor or carrying a medium or heavy load loses this extra speed.

Uncanny Dodge (Ex): Starting at 3rd level, a dervish can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a dervish already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex): At 4th level and higher, a dervish can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the dervish is wearing light armor or no armor. A helpless dervish does not gain the benefit of evasion.

Glint of Steel (Ex): Beginning at 5th level, in battle a dervish can move so fast that her form seems to blur, shift and weave. This distortion grants the dervish 10% miss chance due to concealment. Performing the glint of steel is a move action.
A see invisibility spell does not counteract the glint of steel ability, but a true seeing spell does. Opponents that cannot see the dervish ignore the glint of steel effect.

Improved Uncanny Dodge (Ex): A dervish of 6th level or higher can no longer be flanked.
This defense denies rogues the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Incredible Momentum (Ex): Starting at 7th level, when a dervish uses one of her special weapons she can increase her damage by +1 for each attack that she makes in a round (whether or not it hits) as long as she moves at least 5ft.

Fascinate (Su): A dervish at 8th level can use the dance of the Sema to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the dervish, and able to pay attention to her. The dervish must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every two levels a dervish attains beyond 8th, she can target one additional creature with this ability.
To use the ability, a dervish makes a Perform (Sema) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dervish cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the Sema, taking no other actions, for as long as the dervish continues to dance and concentrate (up to a maximum of 1 round per dervish level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the dervish to make another Perform (Sema) check and allows the creature a new saving throw against a DC equal to the new Perform (Sema) check result.
Any obvious threat, such as someone else drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. A dervish can use this ability as many times per day equal to her Charisma modifier (minimum of once per day) and last as long as the dervish performs the Sema. Fascinate is an enchantment (compulsion), mind-affecting ability.

Glint of Silver (Ex): Beginning at 9th level, in battle a dervish Improves her Glint ability to where the distortion grants the dervish a 15% miss chance due to concealment. Performing the glint of silver is a move action.
A see invisibility spell does not counteract the glint of silver ability, but a true seeing spell does. Opponents that cannot see the dervish ignore the glint of silver effect.

Spinning Movement (Ex): Starting at 10th level, if a dervish provokes an attack of opportunity by moving through a threatened area she can make a Perform (Sema) check with the DC equaling the attacker’s attack roll, if she succeeds she takes half-damage from the attack.

Whirling Momentum (Ex): Starting at 11th level, when a dervish uses one of her special weapons she can get one attack for each opponent in range using her highest attack bonus. For each opponent she attacks the damage she deals increases by +1. For example if the dervish has three foes in range she gets +3 damage to each opponent if she successfully hits them.

Improved Evasion (Ex): At 12th level, a dervish’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless dervish does not gain the benefit of improved evasion.

Glint of Gold (Ex): Beginning at 13th level, in battle a dervish improves her Glint ability to where the distortion grants the dervish a 20% miss chance due to concealment. Performing the glint of gold is a move action.
A see invisibility spell does not counteract the glint of gold ability, but a true seeing spell does. Opponents that cannot see the dervish ignore the glint of gold effect.

Spinning Blades (Ex): At 14th level a dervish leans how to reap the whirlwind and attack while on the move. By spinning about she can use her special melee weapons to move up to 25ft and still make a full melee attack. A dervish can use this ability as many times per day equal to her Charisma modifier (minimum of once per day).

Spinning Disarm (Ex): Starting at 15th level, when struck with a melee weapon as part of an Attack of Opportunity, a dervish can attempt to disarm the weapon hitting her if she is wielding one of her special melee weapons. The Dervish must be aware of the attack and must not be flanked by the opponent. When hit, the target’s weapon is caught up in the inertia of the dervish’s movements and ripped out of the wielder's hands.

Desert Flower (Ex): At 16th level when the dervish uses a full attack action with one of her special melee weapons, she can move both before and after the attack up to her total running speed. Moving in this way does not provoke an attack of opportunity from the defender but it might provoke attacks of opportunity from other creatures, if appropriate. The dervish can’t use this ability if she is wearing any armor or encumbered.

Unstoppable (Su): At 17th level, a dervish can move through magical impediments as though she was under a Freedom of Movement spell. A dervish can use this ability as many times per day equal to her Charisma modifier (minimum of once per day).

Whirling Blades (Ex): At 18th level a dervish improves her spinning blades ability so that now by spinning about she can use her special melee weapons to move up to 50ft and still make a full melee attack. A dervish can use this ability as many times per day equal to her Charisma modifier (minimum of once per day).

Swatch of Destruction (Ex): At 19thlevel, when running or tumbling passed foes, a dervish can make one attack per opponent with her highest attack bonus against any five targets she passes within range of her special melee weapons.

Death Blossom (Ex): At 20th level, once per day a dervish can take a full round action to make all her normal melee attacks (not Flurry of Blades attacks) against everyone in her threatened area.

Ex-Dervishes: A dervish who becomes lawful cannot gain new levels as a dervish but retains all dervish abilities.
Like a member of any other class, a dervish may be a multiclass character, but multiclass dervish face a special restriction. A dervish who gains a new class or (if already multiclass) raises another class by a level may never again raise her dervish level, though she retains all her dervish abilities.
 
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I really like this class. Theri are afew points that need abit of clarifiaction.

Flurry of Blades(Ex):
I don't have my book with me, but I assume the bonuses for this ability are the same as those of the Monk's Flurry. How does this ability stack with Flurry of Blows? Also, their are some Two-Weapon feats on the Bonus Feat list. Does Flurry of Blades stack with Two-Weapon Fighting? (with the debate as to whether TWF stacks with FOB, I understand why you would have left it out)

Glint of Steel (Ex): In battle a dervish can move so fast that she seems to blur, shift and weave to her opponents. This distortion grants the dervish concealment (20% miss chance). Performing the glint of steel is a move action.
Is their a uses-per-day for this ability? Does Faerie Fire dispel the concealment (it does against Blur)? For simplicities sake, you should indicate that the ability functions like Blur for how it can be countered.

Swirling Momentum (Ex): Whenever the dervish misses one of her attacks with her special melee weapons, her next attack receives a +1 to damage. If she misses two attacks in a row, her next attack her next attack receives a +2 to damage. A dervish cannot intentionally miss.
Does this ability max-out at +2? Can the bonuses be carried over to the next round? Can it be used in conjunction with Flurry? Also, can the Dervish never miss on purpose ever, or do they just not get benefit of this ability when they do?

Flash of Colors (Ex): Starting at 2nd level, a Dervish can confuse a single foe by swirling about and performing mesmerizing motions of the Sema with her special melee weapons. This causes that foe to lose
their dexterity bonus to AC. This is a standard action and does not affect creatures that are blind or cannot see.
I assume the target makes a Will save against the Dervishes Perform check (like Bardic Music), though it is not stated anywhere. Also, how many times per day, and how long does the effect last?

Incredible Momentum (Ex): Starting at 14th level, when a dervish uses one of her special weapons she can increase her damage by +1 for each round that she makes an attack (whether or not it hits). This bonus
cannot be more than +5 and the bonus accumulation stops when she takes an action other than attacking or moving.
Does the Dervish lose the bonus if she performs a non-attack or movement action, but also attacks or moves that round? Does this bonus stack with Swirling Momentum? This ability is quite strong, and a clever high-level Dervish can take advantage of this ability almost all the time. I suggest changing it so that to get the bonus, the Dervish must move more than 5 feet per round. That way, the only way to get the bonus is by not taking a full-attack.

Spinning Disarm (Ex): Starting at 15th level, when struck with a weapon in combat, a dervish can make an attempt to disarm the target hitting her as a free action if she is wielding one of her special melee weapons. This ability does not provoke an attack of opportunity. When hit, the target's weapon is caught up in the inertia of the dervish and ripped out of the wielder's hands.
This ability is a bit too good, though I can't think of any good way to fix it. I suggest you start with limiting it to once per round, or once per opponent.

Unstoppable (Su): At 17th level, a dervish's is considered to be under a Freedom of Movement spell at all times.
Spinning Blades (Ex): At 18th level a dervish can user her special melee weapons to make full melee attack even when she has moved more than 5ft.
Both these abilities are too good to be permanent abilities. Change both of them to a limited number of uses per day.

Swatch of Destruction (Ex): At 19thlevel, when running or tumbling passed foes, a dervish can make a single melee attack with her highest attack bonus against any target she pass when moving passed them.
These targets must be within range of her weapons.
Is that only one attack, or one attack per opponent?

Death Blossom (Ex): At 20th level, a dervish can take a full round action to make all her normal melee attacks (not Glint of Steel attacks) against everyone in her threatened area. After this attack the dervish is considered fatigued.
I assume you mean Flurry of Blades rather than Glint of Steel. Though the fatigue effectively limits this ability to once per encounter, their are spells that can get rid of fatigue. I suggest you also limit the uses per day in addition to the fatigue (like Barbarian's Rage).

While I think you may have been a little too generous with some of the high-level abilities, over all, I really like the class. Most of my suggestions are more about clarifying rules than critiques, and I lok forward to your final version, whether you take my suggestions or not.
 

Witness said:
I really like this class. Theri are afew points that need abit of clarifiaction.

Thanks for the feedback! I was starting to get worried that no one out there like it. :D I made various changes to the version above but I still wanted to answer you questions:

Witness said:
I don't have my book with me, but I assume the bonuses for this ability are the same as those of the Monk's Flurry. How does this ability stack with Flurry of Blows? Also, their are some Two-Weapon feats on the Bonus Feat list. Does Flurry of Blades stack with Two-Weapon Fighting? (with the debate as to whether TWF stacks with FOB, I understand why you would have left it out)

Yep, its Flurry of Blows renamed. The only reason I renamed it to avoid confusion w/ flurry of Blows since it does not work with unarmed or monk weapons.

I removed the two weapon fighting bonus feats. I really don't want to deal with that. As for if they stack I would think so but each DM is different.

Witness said:
Is their a uses-per-day for this ability? Does Faerie Fire dispel the concealment (it does against Blur)? For simplicities sake, you should indicate that the ability functions like Blur for how it can be countered.

There is no use per day for this but I’m mentally debating this. Faerie Fire would work against it since it works against concealment. As for the text it's cut directly from the Blur spell description.

Witness said:
Does this ability max-out at +2? Can the bonuses be carried over to the next round? Can it be used in conjunction with Flurry? Also, can the Dervish never miss on purpose ever, or do they just not get benefit of this ability when they do?

I rewrote this so that it, hopefully, makes more sense. At level one it only can be used with Flurry (since it's now limited by round)

Witness said:
I assume the target makes a Will save against the Dervishes Perform check (like Bardic Music), though it is not stated anywhere. Also, how many times per day, and how long does the effect last?

It mentioned in the second paragraph. Was it not clear enough? I added the times per day and how long it lasts.

Witness said:
Does the Dervish lose the bonus if she performs a non-attack or movement action, but also attacks or moves that round? Does this bonus stack with Swirling Momentum? This ability is quite strong, and a clever high-level Dervish can take advantage of this ability almost all the time. I suggest changing it so that to get the bonus, the Dervish must move more than 5 feet per round. That way, the only way to get the bonus is by not taking a full-attack.

I changed it around. Hopefully the new version makes more sense. You have some really good points. This is why I wanted to feedback. Sometime when you write this stuff I can't see the forest from the trees.

Witness said:
This ability is a bit too good, though I can't think of any good way to fix it. I suggest you start with limiting it to once per round, or once per opponent.

Hmm ya right it is too good. I took your suggestion and fixed it up some more. How this?

Witness said:
Both these abilities are too good to be permanent abilities. Change both of them to a limited number of uses per day.

They have both been limited.

Witness said:
Is that only one attack, or one attack per opponent?

Err one per opponent. I clean up the verbiage.

Witness said:
I assume you mean Flurry of Blades rather than Glint of Steel. Though the fatigue effectively limits this ability to once per encounter, their are spells that can get rid of fatigue. I suggest you also limit the uses per day in addition to the fatigue (like Barbarian's Rage).

<<hits head>> That was a typo form an earlier version. Sorry about that.

Witness said:
While I think you may have been a little too generous with some of the high-level abilities, over all, I really like the class. Most of my suggestions are more about clarifying rules than critiques, and I lok forward to your final version, whether you take my suggestions or not.

Yea, you are right. Hopfully things seems a little more balanced. Thanks again for the great feedback!

-Netnomad
 

Great Core Class....

I have just read through your new Dervish, core class and I have to say that I am very impressed. One thing that I may point out, weren't Dervish troops Berserkers, I know they were from some Wargaming Books I've read but not too sure about Historical Dervishers, the name definitely rings a bell as a real life type of troop concept. But a good effort none the less. Maybe they don't need a Rage ability as they seem pretty clued up and tooled up for combat anyway. I like the way you have leveled out the abilites for game balance and the character seems to have all angles covered for most scenarios. Great Idea, I may use it for some Arabic themed adventures I have planned in the future. Cheers for the great idea.... :)
 

I don't think that you need a special ability every level, especially since many of them are quite strong. You could drop the feats without losing flavor, split up glint of steel and swirling momentum, and drop a few of the higher level abilities while strengthening others. I'm thinking that the abilities that make one fatigued or exhausted might not see a lot of play- drop one of them and ease the side effects of the other and the class will be improved, I think.
 
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Cheiromancer said:
I don't think that you need a special ability every level, especially since many of them are quite strong. You could drop the feats without losing flavor, split up glint of steel and swirling momentum, and drop a few of the higher level abilities while strengthening others. I'm thinking that the abilities that make one fatigued or exhausted might not see a lot of play- drop one of them and ease the side effects of the other and the class will be improved, I think.

Glad I read this post before I posted because its almost verbatum what I was going to say. especially the get some special ability every level.
 

Hackenslash said:
I have just read through your new Dervish, core class and I have to say that I am very impressed. One thing that I may point out, weren't Dervish troops Berserkers, I know they were from some Wargaming Books I've read but not too sure about Historical Dervishers, the name definitely rings a bell as a real life type of troop concept. But a good effort none the less. Maybe they don't need a Rage ability as they seem pretty clued up and tooled up for combat anyway. I like the way you have leveled out the abilites for game balance and the character seems to have all angles covered for most scenarios. Great Idea, I may use it for some Arabic themed adventures I have planned in the future. Cheers for the great idea.... :)

Thanks for the comments! I know the dervish weren’t Berserkers types, as matter of fact during my research I discovered they are more like clerics than anything else. I was trying to go for the "mythic" concept of the dervish not so much the real world one. Kinda like how the Druid is portrayed in D&D.

-Netnomad

P.S. If you want some good info about the dervish check this site out:
http://www.shira.net/dervturk.htm
 

Cheiromancer said:
I don't think that you need a special ability every level, especially since many of them are quite strong.

I kinda like gain new abilities at every level. It's a design preference with me. I like the idea of gaining something new and interesting at each level. Now that being said, you are right it is a bit to strong.

Cheiromancer said:
You could drop the feats without losing flavor, split up glint of steel and swirling momentum, and drop a few of the higher level abilities while strengthening others. I'm thinking that the abilities that make one fatigued or exhausted might not see a lot of play- drop one of them and ease the side effects of the other and the class will be improved, I think.

I took out most of the bonus feats except at level 2. I liked you idea of spliting up the glint and momentum abilites so I did that. I removed the fatigued stuff and now limit it by Cha mod instead.

So what do you think now?

-Netnomad
 

Back in the days of Al-Qa-frickin'-dim, dervishes were one of the examples of the Mystic kit for clerics. Basically, they got to use a non-blunt weapon associated with their god, and used a non-standard method for regaining spells (dancing in the case of dervishes - there were other types of mystics who would regain spells by writing poetry, or star-gazing, or whatever). I think they also got a reaction penalty from regular clerics, on account of being weirdos.

That's a comment on the "more like clerics" bit, not on the class description that started the thread.
 


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