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Dervish with Whirlwind Attack feat

I guess I don't see it as all that egregious, given the number of pre-reqs and over-all limited utility.

But the one or two times you'll actually be able to use this combination over the lifetime of the character/campaign, you'll totally skewer the heck out of some unsuspecting goblins and kobolds.

WWA + DD is no more overpowered than power attacking and doing a leap attack while charging with a greatsword, which I'll bet sees way more use.
 

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Because Barbarian doesn't fit all characters?
That doesn't work if all you want to do is totally sweetly flip out and kill people... that's the barbarian forte! Of course you'll take a level of barb!

Because, even in the case you posted above, you're still only hitting at most 10 times, and you'll need to make ~9 DC 25+ Tumble checks (or use reach weapon, and even then you might need to make a couple).
Yes. You're attacking 10 times. While doing a ridiculous manaeuver. Plort.
 

Combining Dervish with say, Scout, Unfettered, Monk, and/or Tempest can get pretty sick, especially with feats like Combat Expertise, Spring Attack, and Whirlwind Attack, plus using gestalt rules (which is the case in my game). It's a powerful build, sure, but it has its weaknesses too. The fatigue penalty for Dervish Dance should be taken into account, so DMs make sure you enforce it and don't hand out magic items that prevent fatigue and exhaustion (like Armor of the Neverending Hunt from Complete Warrior) without thinking it through. Also, DDs aren't nearly as effective against a single powerful CR enemy compared to multiple low CR foes, especially one that is larger than the DD. Use such a foe's longer natural reach and abilities like improved grab and snatch to lay the smack and stop the DD dead in his or her tracks. Or keep enemies at a distance from the DD's melee attacks using ranged weapons or environmental or magical factors (foes shooting arrows from a cliff high up, or using flying enemies, caltrops, tanglefoot bags, spellcasters using web, slow, grease, etc.). Also remember that in most cases a DD treats his or her weapon of choice, the scimitar, as light. Have foes try to disarm them (or sunder if you're really that mean). No weapons, no Dervish Dance. In closing, a DD build is powerful, yes, but it isn't the end all and be all of PrCs.
 


Nazerel said:
Also, DDs aren't nearly as effective against a single powerful CR enemy compared to multiple low CR foes, especially one that is larger than the DD.

I have to disagree with this paticular point. The Dervish gets the Spring Attack feat as a bonus in its progression. Spring Attack is specifically designed to assist the fighter to use his mobility to overcome a single foe who is larger than himself. Spring Attack allows a fighter to move before and after his attack without provoking an AoO from the chosen foe. DD allows move attack, move attack, etc until out of movement. Great tactic versus a single larger foe is to use those move attack iterations in a circle around it.
 

RigaMortus said:
Would that mean you also don't get an AoO should someone provoke it? Seeing as how that is an extra attack...

You still would get your AoOs. Those occur during someone else's action not your own.

Whirlwind Attack is on your action and precludes you from using other abilities within that action that grant you extra attacks.
 


Mosep said:
Is it possible for a non-dervish to use a five-foot step while performing a whirlwind attack?

Absolutely. Nothing in the Whirlwind attack feat actually prevents you from moving.

Taking a full attack action prevents you from moving more than 5' feet, and the dervish ability lifts that movement restriction on the full attack action (while adding a few other restrictions and abilities).
 

There are some feats that could make this even worse:

Double Step: allows you to take a 10ft step instead of a 5ft step if wearing light or no armour.

Wild Whirlwind: attack each person twice with a whirlwind attack, at a minus to each attack. Required BAB +12.

Swift Whirlwind: when you use an attack action you can make one melee attack at your full base attack bonus against all opponents within reach, but each attack takes a -4 penalty.
Normal: you can only make a whilrwind attack as a full round action.

just putting it in the background.
 

Paragon said:
Double Step: allows you to take a 10ft step instead of a 5ft step if wearing light or no armour.

Doesn't affect this combo, though it could affect normal Whirlwind Attack (which, as a full round action, limits you to a single 5' step).

Wild Whirlwind: attack each person twice with a whirlwind attack, at a minus to each attack. Required BAB +12.

Not as useful as you might think. The DD still requires you to move at least 5' between each attack, so unless you have enough movement to move past everyone twice, you won't be getting much benefit from this feat.

Swift Whirlwind: when you use an attack action you can make one melee attack at your full base attack bonus against all opponents within reach, but each attack takes a -4 penalty.

Has no effect at all on this combo.
 

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