Dervish

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To take this advanced class, the Dervish must have six levels in the Scout class, and six levels in the Rogue class.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 16

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - High, Will - Low

Base Skill Points: 6 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Appraise, Bluff, Heal, Hide, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tactician, Taunt, Tumble and Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Battle Training, Concentration, Diplomacy, Disable Device, Intimidate, Lore, Piety, Spellcraft and Survival

Automatic Feats Granted:
 * At Level 1: Coldblooded Dig I - The Dervish can use a special attack which will cause sneak attack damage regardless of if the target is flatfooted. The feat requires that the rogue be using a Stiletto in his main weapon hand.   The Damage cause is the maxmimum for the weapon type plus enchantment bonuses plus full sneak attack damage.   A successful critical hit causes additional random damage that can be as much as twice the normal damage caused by the attack.
 * At Level 1: Improved Two Weapon Fighting - In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.  This feat is available to the Dervish and Berserker for free at Level 1, the Champion and Burglar also have it available as an bonus feat.
 * At Level 2: Sneak Attack (+6d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 6d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.


 * At Level 2: Weapon Proficiency (Stiletto) III - This feat allows effective use the Master Stiletto which has improved damage capabilties over its kin, the dagger. A stiletto is a short knife or dagger, with a long slender blade of various designs. This dagger is primarily a stabbing weapon, its narrow shape ending in a rigid pointed end allows it to penetrate deeply. It is not suited for cutting, even with edged examples.
 * At Level 3: Sunder Tendons I - This attack gives the attacker the opportunity to both slow the movement rate of the target and to open up the target's defenses. If the Sunder attack successfully hits, the target's normal movement rate and his Dexterity is decreased, the incur penalty is based on the rank of the Sunder Tendons skill. To use the skill, the attacker must have a melee weapon in hand. The Dervish gets a +4 To-hit bonus if he is wielding a Stilleto. The Rank 1 effect causes -20 Movement Rate and -2 Dexterity Penalty for 4 rounds.
 * At Level 4: Sneak Attack (+7d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 7d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.


 * At Level 4: Quickened Thrust I - When the Agile Dervish has an opponent that has been slowed, either be a slow spell or the Sunder Tendon attack, he can take advantage to further reduce the defenses of the target. While the thrust does moderate damage, it opens up the target to more serious attacks. The Dervish gets a +4 To-hit bonus if he is wielding a Stilleto. Rank 1 causes the target to suffer -1 to AC for 4 rounds in addition to causing 6d6 piercing damage.
 * At Level 5: Tender Prey I - The Dervish can execute a massive barrage of attacks on a target that has been rendered vulnerable by the quickened thrust attack. When the feat is used, the Dervish attacks with 3 successive attacks that automatically hit and automatically do sneak attack damage. Any critical hits that are scored do not have to be confirmed and include the sneak attack damage. The Critical Threat range and potential and determined by rank in this feat. Critical damage from this attack will score even against targets immune to such critical attacks. Activation of this feat expends one use of Battle Intuition. Rank 1 gives a X1 Critical multipler and a X1 Critical Range.
 * At Level 6: Sneak Attack (+8d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 8d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.


 * At Level 8: Sneak Attack (+9d6) - Whenever the character makes a successful attack against an opponent who is Flat Footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is 9d6, this extra damage is not multiplied in the case of a critical hit. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.

Master Feats Eligibility:


 * Ambusher's Way I - III


 * Battle Intuition I- IX


 * Natural Cunning I - VI


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'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

New Feats not previously available to the Rogue

Custom Feats - one can be selected at each level up if you meet the prerequisites