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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

    {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 Chaos
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    1st: 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 Evil
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    1st: 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 Good
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    1st: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 Law
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    1st 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.
    Spoiler
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    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.
    Last edited by Jarian; 2011-03-18 at 12:34 AM.
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