Dervish: Advanced Class
The Dead Winds are a force of blistering sands and dry, remorseless, storm-scoured deserts. Some believe it to be an entity in of itself, while others see its handiwork and ascribe the abilities of Dervishes simply to the long, arduous hours spent in the training grounds. Whichever belief a warrior might hold, the “blessing of the Dead Wind” remains apparent.
While Dervish is a blanket term used by most cultures to describe warriors who have similarly been blessed by the Dead Wind, each Dervish may receive their inspiration from the Dead Wind in their own unique way. The Dead Winds are a force of nature: not beholden to ideals such as right or wrong, and so, the wielders of the blessing share no morality or goal, simply method and a conviction that see them through.
The Dervish eschews many of the basic trappings of the fighter, preferring light armor and paired blades as opposed to thick cumbersome shields and reticulated plate. They fight with unmatched speed and ferocity, augmented by the blistering sands of civilizations long lost and the restless spirits that wail on the wind.
While few fables surround the Dervish as a whole, one popular tale is that of the Khet Longclaw “Djaro.” In ages past, Djaro served his deity faithfully for thirty long years: his copper scimitar “Zhao,” a whirling force to be reckoned with, they together slew mortal and beast alike with grace and deftness.
In the tale, Djaro himself recounts how the Khet was outnumbered by intruders in his home. He stood his ground against the invaders, and when he lifted his blades in defense of his home, the wind carried them aloft accentuating his strikes with flowing, dance-like movements. Swirling with the breezes within his home, Djaro’s opponents drew no blood from the Khet as they died, one by one, the blade they wielded no match for the copper laden gusts of death that whirled about the room.
In the dawning light of the morning sun, Djaro recalled that as he laid down his blades, they made not the familiar clatter of copper on stone as he expected, but remained soft and light as a feather, with only the barest of sounds until they came to a rest, once again resuming their metallic ring then he drew them once more.
Class Level | Utility Powers | Basic | Advanced | Veteran Powers | Class |
1 | +1 | 0 | 0 | +1 | Caustic Blades, Dust Devil |
2 | 0 | 0 | 0 | 0 | Wind of Redemption, +1 Bonus Spike Damage |
3 | 0 | 0 | +1 | 0 | Rewind |
4 | +1 | 0 | 0 | +1 | Threadcutters, +1 Bonus Maximum Spikes |
5 | 0 | 0 | 0 | 0 | Whirlwind, +1 Maximum Life Points |
Note: Many Dervish Powers require the Devish to be “hobbled” which means they are Slowed, Rooted, or have at least one Disabled leg. This often activates special functions for the Dervish and these powers are tagged with the [Hobbled] tag.
Requirement: Dervish Level 1
Incant: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: Acid Effect: Grant Accent
By concentrating on the shifting sands and the alchemical nature of the stone they walk upon, the Dervish may invest their weapons with the caustic nature of the elemental stone.
The Dervish may add the Acid Accent to any unaccented Power, as well as any unaccented melee attack or thrown attack made with their weapons.
Requirement: Dervish Level 1
Incantation: None
Call: “Grant 3 Barrier to self and Short Slow Final to self.”
Target: Self Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant Barrier, Slow
Once per Short Rest, the Dervish may Grant themselves 3 Barrier, however, they take Short Slow Final to Self.
Requirement: Dervish Level 2
Incantation: None
Call: "Grant Short Insubstantial to Self", "Cure Insubstantial to self."
Target: Individual Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Insubstantial
When felled, the wind spirit guiding the dervish intervenes to protect them. When falling to zero Life Points, the Dervish may choose to immediately become Insubstantial. They may choose to end this Effect any time during their bleed out by calling Cure Insubstantial to Self (this is an out of game decision and the character need not be conscious of it, thus it can be used while dying).
Requirement: Dervish Level 3
Incantation: None
Call: “Rewind”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Time Effect: Special
The Dervish is slightly aware of the future, whether through an innate sense of precognition, or simply an uncanny sense of danger. While out of combat, the Dervish may “take back” an action that caused them to fail a physical challenge, trap, or other similar situation that occurred within the last few seconds.
This Power may not be used unless a Marshal Spirit is present. The character, after failing to succeed at a physical challenge, trap, or other situation, may call “Rewind. Instruction to Marshal Spirit: I did not fail.” and return to the beginning of the physical challenge, close the box, etc.
For Example: Avana attempts to cross a narrow catwalk and is being distracted by Kobolds yelling in the distance. She missteps and falls to a macerator below, which would immediately tear her body apart, and deal “Death by Agony Final.” Instead, she calls “Rewind”, returning to the beginning of the challenge and preventing her gruesome death.
Note: As in the example, this ability functions against the keyword “Final,” as the situation / Call is considered to not have happened to the character.
Requirement: Dervish Level 4
Incant: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: Time Effect: Grant Accent
The Dervish may change the Accent of any Power without Accent or with the Acid Accent to Time.
Requirement: Dervish Level 5
Incant: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: Short Rest
Accent: Time Effect: Refresh
While hobbled, the Dervish may Refresh a power with the [Whirlwind] tag with a Quick 100. This power may be used five times per Short Rest.
Requirement: Dervish Level 1
Incantation: None
Call: “Counter, Dodge”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
When using a Defense of “Counter, Parry”, you may instead Call “Counter, Dodge.”
In addition, when using a defense with the call of “Counter, Dodge”, you may gain 1 Barrier.
Requirement: Dervish Level 2
Incantation: None
Call: “Wall Run”
Target: Self Duration: Special
Delivery: None Refresh: Focus Quick 100
Accent: None Effect: Special
The Dervish may negate an environmental fall effect as long as they are moving and are touching a wall (If Marshal Spirits instruct you not to touch a “wall” for whatever reason you may extend your arm and pretend to touch it instead). If the Dervish removes their hand from the wall, or slows to a stop, the ability immediately ends and they take the environmental effect applicable to where they are currently standing.
Requirement: Dervish Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Base Spike Damage
While Hobbled, the Dervish gains +1 Base Spike Damage.
Requirement: Dervish Level 4
Incantation: “Sand Stride”
Call: “Cure [Condition]”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Quick 100
Accent: None Effect: Cure
While Hobbled, you may Sacrifice one Life Point to Call “Cure [Condition]” for the Condition that is Hobbling you (Slow, Root, Disable).
Requirement: Dervish Level 5
Incantation: Focus Quick 100
Call: [X]
Target: Individual Duration: Instantaneous
Delivery: Thrown Weapon Refresh: Quick 100
Accent: None Effect: None
While Hobbled, the Dervish may spend a Focus for a Quick Count of 30 aiming a thrown weapon at an enemy to deal their Spike Damage without expending a Spike. This power requires an additional Focus Quick 100 to recharge.
Incantation: None
Call: “Counter, Dodge”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Counter, Spike Damage
If the Dervish deflects a Projectile or Thrown Weapon with their weapons, they may Counter that attack.
Incantation: None
Call: “Counter, Caustic Glare”, “[Name or Description] 1 Acid”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Immediate
Accent: Acid Effect: Counter
The Dervish, when targeted by a non-Subtle Discern, may Counter the Discern by calling “Counter, Caustic Glare,” and may immediately call “[Name or Description] 1 Acid” against the source of the Discern.
Call: "Counter, Dodge"
Incantation: None
Target: Self Duration: Instantaneous, Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter, Slow
Whenever the Dervish is hit with a Thrown Weapon, Ranged Weapon, or Packet Attack, they may take a Short Slow Final Effect to Counter that attack. The appropriate call for this effect is “Counter, Dodge.”
This ability may not be used while the Dervish is Hobbled.
Sandblast [Utility]
Incantation: None
Call: “Double 2 by Acid”
Target: Individual Duration: Event
Delivery: Weapon Refresh: Immediate
Accent: Acid Effect: Double
After using a Power with a Call of "Counter, Dodge” while wielding two weapons or a thrown weapon, the Dervish may make their next attack with the Call "Double 2 by Acid." This call may not be altered.
Incantation: None
Call: “Resist”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Resistance
The Dervish has Resistance to “Shatter Weapon” effects while wielding two weapons.
Incantation: None
Call: “Counter, Dodge”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
While wearing four or fewer points (Maximum) of physical, summoned, or natural armor, the Dervish may Counter any of the following Effects: Slow, Root, Bind, Repel unless the source of the Effect is the Dervish. The Call for this Effect is “Counter, Dodge.”
Incantation: None
Call: Taunt 2
Target: Individual Duration: Instantaneous
Delivery: Thrown Weapon Refresh: Short Rest
Accent: None Effect: Taunt, Refresh
Dervish aren’t the armored frontline fighters you’d expect in a theater of war, but they still know how to misdirect and take pressure off their support.
The Dervish may make a number of Thrown Weapon attacks equal to their class-levels in Dervish with the Call “Taunt 2.”
Whenever you use a defense with the call “Counter, Dodge,” this power Refreshes.
Incantation: None
Call: “5”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: None
The Dervish, while Hobbled, can make one melee or thrown attack that will do a large amount of damage. If the Dervish has other Powers or items that would affect their Base Damage it also increases this power.
Incantation: None
Call: “Short Disable [Limb]”
Target: Individual Duration: Short Rest
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: Disable
When wielding two weapons, you may make a devastating attack to debilitate the limb of an enemy.
The Dervish may make a single melee attack to deliver a “Short Disable [Limb]” where the limb specified must be the one struck by the weapon. In the case of held objects, the limb holding the object must be called. Torso strikes will allow the character to call any limb they wish.
Incantation: None
Call: “Resist”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant Resistance
When wielding two weapons you may Resist one Weapon Delivery attack that hits one or both of your weapons by calling "Resist."
Incantation: None
Call: None
Target: Self Duration: Short Rest
Delivery: None Refresh: Short Rest
Accent: None Effect: Grant
The Dervish becomes a whirlwind of dancing blades, allowing them to cut through their enemy's defenses.
While wielding two weapons and slowed, the Dervish may activate this Power. While this Power is active, the Dervish may swing for "Wounding 1" at will. If the Dervish uses any other Power (including Counters), becomes Helpless, or there are no more visible targets this Power ends.
Incantation: None, Focus Slow 60
Call: “Short Slow by Time”, “Heal 3 by Time”
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: Time Effect: Slow, Heal, Special
When this Power is invoked, the Dervish alters the threads of time and fate, preparing themselves for the tribulations ahead.
The Dervish enters a state of altered time by calling “Short Slow by Time.” The Dervish must then complete a Focus Slow 60. When completed, the Dervish gains the effects of a Short Rest.
In addition, if the Dervish falls to Dying or is Deathblowed while under the effects of this Power, they may choose to end this Powerto “Heal 3 by Time.“
Incantation: None
Call: “Wounding 2”
Target: Individual Duration: Instantaneous
Delivery: Thrown Weapon Refresh: Short Rest
Accent: None Effect: Wounding
The Dervish may throw several weapons in rapid succession with devastating accuracy. The Dervish may throw up to four weapons before taking a Short Rest, with the call “Wounding 2.” In addition, while Slowed, Rooted, or while one or more of the Dervish's legs are Disabled, the Dervish may expend Spikes to add their Spike Damage to these attacks.
Incantation: Focus Quick 100
Call: “Resist”, “Grant 6 Barrier by Time”, “Counter, Garus’s Armor”
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: Time Effect: Grant Resistance, Grant Barrier, Counter
The Dervish peers through the sands of time, seeing the blows their foes will use against them. Until the Dervish completes a Short Rest, they have resistance to Damage below 3.
The Dervish may end this Powerearly to grant themselves 6 points of Barrier by Time, or to Counter a Death Effect.
Incantation: None
Call: “Counter, Dodge”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
Once per Short Rest, the Dervish may call “Counter, Dodge” against a Weapon or Packet attack, or Trap Call.
Incantation: None
Call: “Quick Repel Final”
Target: Individual Duration: Quick 100
Delivery: Thrown Weapon Refresh: Quick 100
Accent: None Effect: Repel
With a Thrown weapon, the Dervish may make an attack with “Quick Repel Final.”
Incantation: None
Call: “Piercing 5 by Time”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Time Effect: Piercing
The Dervish may reach through to the past and attempt to end the foe’s life. The Dervish may attack out of combat or from behind (See Rogue for definition) and attempt to strike the opponent in the past by calling “Piercing 5 by Time.”
Incantation: None
Call: “Piercing 2 by Time”, “Grant Insubstantial to Self”, “Cure Insubstantial”
Target: Individual, Self Duration: Instantaneous
Delivery: Thrown Weapon, None Refresh: Short Rest
Accent: Time Effect: Piercing, Grant Insubstantial, Cure Insubstantial
When the Dervish lands a Thrown Weapon they may Call “Piercing 2 by Time.” If that Effect is not Prevented, they may then utilize the remaining Effect described below:
As soon as the Thrown Weapon comes to rest, the Dervish becomes Insubstantial and must move as quickly and directly as is safely possible to the spot where the weapon came to rest. They may not walk part way and then end the Power.
Once the Dervish arrives where the Thrown Weapon came to rest, they may choose to pick up their Thrown Weapon. Whether they collect their weapon or not, they must then Call loudly “Cure Insubstantial to Self.” Between connecting with the Piercing attack and the end of the Power, the character can do nothing besides move to the weapon's location and pick up the weapon.
Incantation: None
Call: “Resist”
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Dervish moves so quickly that she has resistance to Thrown and Projectile weapons. This ability cannot be used while the Dervish is slowed or rooted.
Incantation: None
Call: “Double 2", "Double 2, "Double 2”
Target: Individual Duration: Instantaneous
Delivery: Melee Weapon Refresh: Short Rest
Accent: None Effect: Double
The Dervish strikes many times in quick succession, each time cutting a bit deeper. The Dervish can make three attacks in succession with the "Double 2" Effect.
Incantation: None
Call: “Wounding 3”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: Wounding
The Dervish may throw up to [Dervish class-level] Thrown Weapon attacks in succession with the Call “Wounding 3.” The Dervish may, at-will, spend a Spike to add their Spike Damage to one of these attacks.
While Slowed, Rooted, or if one or both of their legs are Disabled and the Dervish misses with one of these attacks the Dervish may refresh that attack with a Quick 30.
Incantation: None
Call: “Piercing 10”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: None Effect: Piercing, Refresh
Once per Short Rest, when you see an enemy use a called defense to negate or reduce a Death effect, you may charge one of your weapons with a single attack of “Piercing 10” that can be used against that enemy anytime before a Short Rest.
In addition, this Power refreshes when the Dervish deathblows the creature that initially triggered this power.
Incantation: "Double 5 by Time"
Call: None
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Short Rest
Accent: Time Effect: Double
Some Dervish are known to fell their opponents in the same movement that drew their blade. The call for this melee attack is "Double 5 by Time."