A note on "attack action" abilities:
In general, many of a Dervish's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Dervish has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-weapon Fighting line of feats, for example.
A note on arcane damage:
Arcane damage is considered acid, cold, electric, and fire damage at the same time. It is checked against the lowest resistance of the four types, ignoring immunities and weaknesses unless the creature has only immunities and weaknesses, in which case it is checked against a weakness.
New condition: Cracked Armor:
Whether it be a slash across a critical strap holding armor together, or the precise removal of a scale from a monster's hide, cracked armor lowers the value of armor or natural armor for its duration. Unless otherwise noted, cracked armor reduces either the creature's armor bonus or natural armor bonus (chosen by the attacker at the time of the attack; cracked armor may never lower either of these values below 0) by an amount equal to half of the attacking creature's strength or dexterity modifier, whichever is used to determine the attack roll.
New condition: Crippled:
A Crippled creature has all of its forms of movement speed reduced by half. A flying creature may be reduced below its minimum forward speed per round due to this effect, in which case it may stall (see flying rules for details). Additionally, a creature with Evasion loses its benefit and a creature with Improved Evasion treats it only as regular Evasion while crippled.
New condition: Distracted:
Some skills apply the Distracted condition. A creature who is Distracted increases the casting time for its spells, strike maneuvers, and spell-like abilities by two steps (immediate to swift, swift to move, move to standard, standard to full-round, full-round to 1-round, and so on) and takes a -10 penalty to concentration checks.
New condition: Ignited:
Some Dervish skills apply the ignited condition. A creature who is ignited takes fire damage equal to 10% of its maximum hit points at the end of each of its turns. A creature may attempt to extinguish the flames by spending a full-round action to make a Reflex save, DC (10+1/2 HD+Dervish's Wis modifier). The creature may drop prone as part of this action to gain a +4 bonus to the save.
New condition: Lacerated:
A lacerated enemy suffers damage equal to 5% of its maximum hit points at the end of each of its turns. A creature may attempt to end this condition with a DC 20 heal check as a standard action, or by applying a heal spell or similar magic. Creatures without discernible anatomies (such as undead, constructs, and oozes) are immune to lacerate.
Some Dervish Skills have the [Enchantment] descriptor. This descriptor is used to determine which of their abilities trigger certain other effects; it is not related to the Enchantment school of magic.
Some Dervish Skills have the [Form] descriptor. These Skills are Supernatural abilities, with one exception: they do not necessarily go away in an area of antimagic. If the Dervish enters such an area, she may attempt a Will save, DC 10 + class level. Success indicates that her [Form] Skills are unaffected by that area of antimagic; she neither loses her current form (if active) nor the ability to activate another form in that particular antimagic area.
Some Dervish skills have the [Stance] descriptor. A Dervish may only have one stance active at once. Activating a new stance immediately ends the first stance.