Difference between revisions of "Dervish (4e Class)"
m (→Two-Weapon Training) |
m (→Shifting Dune Form) |
||
Line 135: | Line 135: | ||
====== Courageous Voice ====== | ====== Courageous Voice ====== | ||
− | When you | + | When you score a critical hit, the next time you or an ally you can see takes damage, that damage is reduced by 5 + twice your Wisdom modifier. |
====== Deadly Momentum ====== | ====== Deadly Momentum ====== | ||
− | When you score a critical hit, one ally | + | When you score a critical hit, one ally you can see gains a bonus to the attack roll of his next attack equal to your Wisdom modifier. |
− | ====== | + | ====== Demoralizing Shout ====== |
− | When you | + | When you score a critical hit, one enemy you can see takes a penalty to saving throws equal to your Wisdom modifier until the end of your next turn. |
==== Two-Weapon Training ==== | ==== Two-Weapon Training ==== |
Revision as of 06:53, 14 April 2012
| |||||||||
Rate this article Discuss this article |
Contents
Dervish
“ | The wind... It is... blowing... | ” |
Class Traits
Role: | Defender, Striker, or Leader. |
---|---|
Power Source: | Martial. |
Key Abilities: | Strength; Dexterity, Wisdom, or Constitution. |
Armor Proficiencies: | Cloth, leather. |
Weapon Proficiencies: | Simple melee, military melee, simple ranged, military ranged. |
Bonus to Defense: | +1 Reflex, +1 Will. |
Hit Points at 1st Level: | 15 + Constitution score |
Hit Points per Level Gained: | 6 |
Healing Surges per Day: | 6 + Constitution modifier |
Trained Skills: | Acrobatics. From the class skills list below, choose 5 more trained skills at 1st level. Class Skills: Athletics, Endurance, Insight, Intimidate, Perception, Stealth, Thievery. |
Build Options: | Sandstorm Dervish, Scorpion Dervish, Shifting Dune Dervish. |
Class Features: | Battle Form, Two-Weapon Training |
Creating a dervish
Sandstorm Dervish
You are whirling death, flitting across the battlefield to deliver pain from the end of both weapons. Choose Sandstorm Form as your Battle Form. Strength is used for your attack powers, so make that your best ability. Dexterity is used to deal extra damage and increase the mobility granted by your powers. Wisdom is a good tertiary score for other special effects of your powers.
- Suggested Battle Form: Sandstorm Form.
- Suggested Feat: Scimitar Mastery (Human Feat: Weapon Expertise)
- Suggested Skills: Athletics, Endurance, Insight, Stealth, Thievery.
- Suggested At-Will Powers: Sirocco Slash, Spring Attack.
- Suggested Encounter Power: Steel Flurry.
- Suggested Daily Power: Fox's Claws.
Scorpion Dervish
Like the scorpion, you are a deadly and tenacious foe, perfect for distracting your enemies. Choose Scorpion Form as your Battle Form. Your melee powers use Strength, so that should be your highest ability. Wisdom is used to keep your foes' attention, and Dexterity increases your armor class and boosts powers that help you avoid getting hit.
- Suggested Battle Form: Scorpion Form.
- Suggested Feat: Two-Weapon Defense (Human Feat: Two-Weapon Threat)
- Suggested Skills: Athletics, Endurance, Insight, Intimidate, Perception.
- Suggested At-Will Powers: Blade Flurry, Sirocco Slash.
- Suggested Encounter Power: Inspiring Strike.
- Suggested Daily Power: Get in the Ring.
Shifting Dune Dervish
The dunes of the desert blow with the wind, forever changing the scene of the battle. Likewise, your mastery of tactics influences the tide of the battle, swaying it in your favor. You use Strength in combat, so that should be your primary ability score, and Wisdom increases the aid you give your allies, making it your secondary attribute. Dexterity is a good tertiary attribute for increasing your mobility on the battlefield.
- Suggested Battle Form: Shifting Dune Form.
- Suggested Feat: Dune Winds (Human Feat: Improved Initiative)
- Suggested Skills: Athletics, Insight, Intimidate, Perception, Stealth.
- Suggested At-Will Powers: Directed Assault, Rallying Cry.
- Suggested Encounter Power: Coordinated Attack.
- Suggested Daily Power: Cocky Taunt.
Dervish Class Features
All dervishes share these class features.
Battle Form
A dervish's training prepares her for utmost perfection in combat using one of three fighting styles. Choose one of the following battle forms and gain its benefit: Sandstorm Form, Scorpion Form, Shifting Dune Form.
Sandstorm Form
The sandstorm embodies destruction in the desert. At best, a prepared party avoids it; at worst, an unprepared party is consumed, never heard from again.
Sandstorm dervishes fulfill the striker role. Their powers focus on Dexterity as an important secondary attribute and Wisdom as a tertiary attribute.
You gain the Precise Slash power. In addition, choose one of the following benefits below.
Precise Slash Dervish Feature
| |
A split second of concentration is all you need to make your blows count. | |
Encounter ✦ Martial, Weapon | |
No Action | Special |
Trigger: You hit an enemy with a weapon attack. | |
Target: The enemy you hit. | |
Effect: The target takes 1[W] damage and ongoing damage equal to your Strength modifier (save ends). While suffering from this ongoing damage, the target takes a -1 penalty to all defenses. Level 21: 2[W] damage. | |
Special: You can use this power no more than once per turn. Level 11: You can use this power twice per encounter. |
Obscuring Sands
When you critically hit with an attack, you gain concealment until the end of your next turn.
Sandstorm's Fury
When you critically hit with an attack, the target is slowed until the end of your next turn.
Shifting Sands
When you critically hit with an attack, you shift a number of squares up to your Dexterity modifier.
Scorpion Form
Scorpions are some of the most deadly creatures of the desert - though, as a dervish learns at some point in her training, less because of their sting than because of their ability to distract from other dangers lying in wait.
Scorpion dervishes fulfill the defender role. Their powers focus on Wisdom and Dexterity as secondary attributes. Scorpion dervishes also benefit from Constitution to increase their hit points.
You gain the Durable feat. While in light armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier for determining your armor class and gain a +1 bonus to your Reflex defense. At 11th level, this bonus increases to +2, and at 21st level, this bonus increases to +3. In addition, you gain the Scorpion's Mark power.
Choose one of the following powers and gain its benefit: Crimson Sting, Maeasm Sting, Venomous Sting.
Crimson Sting Dervish Attack 3
| |
With your foe distracted, you strike at his legs, leaving him hobbled. | |
Encounter ✦ Martial | |
Immediate Reaction | Personal |
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you. | |
Effect: You make a melee basic attack against the triggering enemy. If you hit, he takes a penalty to speed equal to your Wisdom modifier and takes damage equal to your Dexterity modifier if it moves. These effects last until the end of your next turn. |
Maeasm Sting Dervish Attack 17
| |
With your foe distracted, you slash with the ferocity of a Maeasm's stinger, leaving him weak to your attacks. | |
Encounter ✦ Martial | |
Immediate Reaction | Personal |
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you. | |
Effect: You make a melee basic attack against the triggering enemy. If you hit, the target takes 1d6 ongoing damage (save ends). Level 11: 2d6 ongoing damage. Level 21: 3d6 ongoing damage. |
Venomous Sting Dervish Attack 13
| |
As your foe lets his guard down, you strike one of his wounds, leaving him to bleed out. | |
Encounter ✦ Martial | |
Immediate Reaction | Personal |
Trigger: An enemy subject to your mark makes an attack that targets an ally of yours that does not include you. | |
Effect: You make a melee basic attack against the triggering enemy. If you hit, the next ally to attack this creature before the end of your next turn gains a +2 power bonus to one attack roll against it. |
Shifting Dune Form
It is impossible to precisely map the desert. Major landmarks may stand, but nomads travel, animals migrate, and dunes shift with the wind, making safe places treacherous. The Shifting Dune form emphasizes strategy and tactics, spotting and utilizing pockets of safety for allies and pockets of danger for foes.
Shifting Dune dervishes fulfill the leader role. Their powers focus on Wisdom as an important secondary attribute and Dexterity as a tertiary attribute.
Choose one of the following benefits below. In addition, you gain the Disciplined Word power.
Courageous Voice
When you score a critical hit, the next time you or an ally you can see takes damage, that damage is reduced by 5 + twice your Wisdom modifier.
Deadly Momentum
When you score a critical hit, one ally you can see gains a bonus to the attack roll of his next attack equal to your Wisdom modifier.
Demoralizing Shout
When you score a critical hit, one enemy you can see takes a penalty to saving throws equal to your Wisdom modifier until the end of your next turn.
Two-Weapon Training
While wearing light armor or no armor, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. You gain Two-Weapon Fighting as a bonus feat, even if you don’t meet the prerequisites.
Dervish Powers
Dervish powers are called exploits. Regardless of the dervish's Battle Form, her powers focus on fighting with two weapons and tumbling around the battlefield.
Full power list here.
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies
Action Type | No Action + and Immediate Reaction + |
Author | Armond + |
Identifier | 4e Class + |
Keyword | Martial + and Weapon + |
Level | 3 +, 17 + and 13 + |
Range | Special + and Personal + |
Rating | Unrated + |
Summary | Wielding twin blades, dervishes bring the power and mobility of a sandstorm to the battlefield. + |
Title | Dervish + |
Type | {{{type}}} +, Dervish Feature Power + and Dervish Attack Power + |
Usage | Encounter + |