Dervish

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Dervish

Your Key Offensive Modifier changes to Dexterity, unless your Key Defensive Modifier already is Dexterity. All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage, and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage, or save DCs cannot also deal damage with the [Precision] descriptor.

Circles

1st Circle - War DanceEX

You can whip yourself into a war dance, a state in which you gain heightened morale and maneuverability. As a swift action, if you are not [Fatigued], [Exhausted], or in a war dance, you can enter a war dance, which lasts for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive). While in this war dance you gain a +1 bonus to attack rolls, damage you deal with attacks, and Acrobatics checks per circle you possess from this track, a +1 bonus to Reflex and Will saves, and a +2 bonus to saves against combat maneuvers. You can always prematurely end your war dance as a free action. When your war dance ends (either before the beginning of your turn due to its duration running out, or on your your turn due to your ending it prematurely) you cannot begin a war dance on either the turn it ends or on your following turn. In addition, you are [Fatigued] for as many [Rounds] as you spent war dancing (minimum 1).

2nd Circle - Frenzied StrikesEX

Your frantic movements become more focused and lethal. While in a war dance, you gain a [Bonus attack] whenever you take an attack action and you gain a 5 ft bonus to your movement speed, which increases to 10 ft at 4th circle and 15 ft at 6th circle.

3rd Circle - Razor WindEX

Your whirling attacks amaze friend and foe alike, leaving vicious wounds at blinding speed. You gain a +2 bonus to Acrobatics checks. The first hit with an attack you make against each opponent each [Round] inflicts the [Burning] and [Bleeding] conditions on that opponent.

4st Circle - Greater War DanceEX

Your war dance increases in potency, and you become adept at avoiding the sharp pointy bits of metal other people want to stick in you. Your bonuses to Reflex and Will saves while in a war dance increase to +2. While in a war dance, you gain 20% [Miss chance]. Additionally, select one of the following abilities (this choice is permanent):

  • Cloaked Dance: While in a war dance, you can use the Surprising an Opponent function of the Acrobatics skill as part of a move action without halving your movement speed. Additionally, whenever you deal damage to a [Flat-footed] opponent, you deal additional damage equal to your KOM.
  • Tendon Sever: While in a war dance, any time you hit a [Flat-footed] opponent with an attack, you inflict the [Entangled] condition on that opponent for one [Round].

5st Circle - Unstoppable War DanceEX

While in a war dance, you gain [Immunity] to [Binding] effects, and moving out of a square of difficult terrain does not cost you extra movement.

6st Circle - Whirling War DanceEX

Your war dance has reached the point where you are little more than a terrifying tempest of blades. Your bonuses to Reflex and Will saves while in a war dance increase to +4. Your ability to avoid damage increases as well, granting a 30% [Miss chance] while you are in a war dance.

7st Circle - Dance of Endless BladesEX

Your war dance is a primal thing of terrible wrath and frightening beauty. Any time you hit a [Bleeding] opponent with an attack, they are [Battered] for the [Encounter].

Additionally, while in a war dance, as a move action and a standard action, you move up to twice your movement speed without provoking attacks of opportunity. You may take an attack action during this movement, and may divide all of the attacks you are entitled to among any targets who were within [Melee] range at any point during your movement.

Finally, you may enter your war dance as a free action.