Converting the Dawnflower Dervish to PFrpg


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I made an attempt at converting the Dawnflower Dervish from Wayfinder #1 (which I highly recommend) from 3.5 to PFrpg.

I made changes similar to what was done to Barbarian's Rage ability, etc.

Let me know what you think.

Dawnflower Dervish of Sarenrae

By Lissa “SunshineGrrrl” Guillet
Converted to PFRG by Dean “Arkadwyn” Kimes
Art by Crystal “Immora” Frasier

The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners.

The first of the Dawnflower Dervishes were desert nomads who spread the faith of Sarenrae through their beautiful sword dances. Eventually other priests saw not only the beauty, but also the martial prowess that these dances conferred in combat. They shared this with the head church, which gave the Dawnflower Dervishes official sanction and status.

A Dawnflower Dervish of Sarenrae uses dance as a beautiful but deadly martial art. As the Dawnflower Dervish dances, she channels a fragment of her patron goddess. In this way, a devout dervish becomes a burning whirlwind of divine justice.
Hit Die: d8.

Requirements
To qualify to become a Dawnflower Dervish, a character must fulfill all of the following criteria:

Base Attack Bonus: +4

Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks.

Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar).

Deity: Sarenrae.

Special: Ability to Channel Positive Energy.

Class Skills
The Dawnflower Dervish’s class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Perception (Wis), and Perform (Cha).

Skill Points at Each Level
4 + Int modifer.

Class Features
All of the following are class features for the Dawnflower Dervish prestige class:

Weapon and Armor Proficiency: Dawnflower Dervishes gain no proficiencies with any armor or weapons.

Channel Energy (Su): A Dawnflower Dervish of Sarenrae adds her levels in this class for all abilities related to turning undead.

Flashing Scimitars (Ex): A Dawnflower Dervish learns to move with the grace of fire. She may treat scimitars as light weapons.
AC Bonus (Ex): A Dawnflower Dervish gains a +1 bonus to armor class. This bonus to AC applies even to touch attacks or when she is flat-footed. She loses this bonus whenever she is helpless or immobile, wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load. This bonus increases to +2 at 5th level and +3 at 9th.

Dawnflower Dance (Ex): Once per encounter, a dervish can use a swift action to enter an ecstatic Dawnflower dance. She must be wielding a scimitar, and her other hand must hold a scimitar or be empty.
In this state, the Dawnflower Dervish adds half her class level (minimum of +1) to all scimitar attack and damage rolls. In addition the Dawnflower Dervish can move up to her normal speed and still make a full attack (instead of a single attack). When making this full attack, the Dawnflower Dervish must move at least 5’ between attacks and may use the Acrobatics skill as normal to avoid attacks of opportunity when making these moves.

While dancing, the Dawnflower Dervish cannot cast spells (except as described under domain dance) or activate magic items that require a command word, a spell trigger (such as a wand), or a spell completion (such as a scroll) to function. She also cannot use skills that require concentration or require her to be still, such as Stealth.

She can use bardic performances that utilize Perform (dance) or Peform (singing).

Starting at 1st level, a Dawnflower Dervish can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can dance for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like Eagle’s Splendor, do not increase the number of rounds that a dervish can use this ability per day.

A Dawnflower Dervish can end her dance as a free action and is fatigued for the remainder of the encounter. A Dawnflower Dervish cannot begin a dance while fatigued or exhausted and cannot dance while under the effects of Rage or Frenzy.

Dance Power (Su): Beginning at 2nd level, a Dawnflower Dervish may choose a Dance Power that reflects one of Sarenrae’s domains. One Dance Power is automatically activated when beginning a dance, and only one Dance Power can be in effect in any given round. The Dawnflower Dervish can change the power currently in effect as a swift action.

Fire (Su): The dervish’s scimitar(s) ignites with fire, gaining the flaming weapon quality.

Glory (Su): Golden runes appear along the scimitar(s) blade. It deals an extra 1d6 points of damage to evil outsiders.

Good (Su): The dervish’s scimitar(s) glows with golden light, radiating a magic circle against evil.

Healing (Su): The scimitar(s) loses its luster. The dervish may choose to deal nonlethal damage with the weapon without penalty.

Sun (Su): The dervish’s scimitar(s) trails sunlight, which inflicts an extra 1d6 points of damage to undead.

Fast Movement (Ex): At 2nd level, a Dawnflower Dervish gains a 5-feet enhancement bonus to her speed. This bonus increases to 10-feet at 5th level and to 15-feet at 8th. A Dawnflower Dervish loses this bonus if wearing medium or heavy armor, using a shield, or under a medium or heavy load.

Spells per Day: At each level (except 1st, 5th, and 9th), the Dawnflower Dervish gains new spells per day and spells known as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before she became a Dawnflower Dervish, she must decide to which class this level increase applies.

Dance Mastery (Ex): At 3rd level, a Dawnflower Dervish may take 10 on Acrobatics or Perform (dance) at any time, even when distracted or under stress.

Spring Attack: At 6th level, a Dawnflower Dervish gains the Spring Attack feat, even if she does not meet the prerequisites.

Elaborate parry (Ex): At 7th level, a Dawnflower Dervish gains an extra +4 bonus to Armor Class when she fights defensively or takes the total defense action.

Tireless Dance (Ex): At 9th level, a Dawnflower Dervish is no longer fatigued after a Dawnflower dance.

Dawnflower Blossom (Su): At 10th level, while performing a Dawnflower dance, a Dawnflower Dervish is affected by all of the Dance Powers she knows for the duration of the dance. While these effects are active, a Dawnflower Dervish radiates Daylight as the spell, except that it dispels spells with the Darkness descriptor of 6th level or lower.

Additionally, once per dance, a Dawnflower Dervish may expend a use of the Channel Energy ability to double her normal number of attacks. While under this effect the dervish may make up to two attacks between moves. This ability does not multiply additional attacks granted by effects such as the Haste spell or the Speed magic weapon property.

Level BAB Fort
Save Ref
Save Will
Save AC
Bonus Special Spell Progression
1st +0 +0 +2 +2 +1 Dawnflower Dance, Flashing Scimitars, Channel Energy -
2nd +1 +0 +3 +3 +1 Dance Power, Fast Movement +5 ft +1 level existing divine class
3rd +2 +1 +3 +3 +1 Dance Mastery +1 level existing divine class
4th +3 +1 +4 +4 +1 Dance Power +1 level existing divine class
5th +3 +1 +4 +4 +2 Fast Movement +10 ft -
6th +4 +2 +5 +5 +2 Spring Attack +1 level existing divine class
7th +5 +2 +5 +5 +2 Elaborate Parry +1 level existing divine class
8th +6 +2 +6 +6 +2 Dance Power, Fast Movement +15 ft +1 level existing divine class
9th +6 +3 +6 +6 +3 Tireless Dance -
10th +7 +3 +7 +7 +3 Dawnflower Blossom +1 level existing divine class


Arkadwyn wrote:

I made an attempt at converting the Dawnflower Dervish from Wayfinder #1 (which I highly recommend) from 3.5 to PFrpg.

I made changes similar to what was done to Barbarian's Rage ability, etc.

Let me know what you think.

Dawnflower Dervish of Sarenrae

By Lissa “SunshineGrrrl” Guillet
Converted to PFRG by Dean “Arkadwyn” Kimes
Art by Crystal “Immora” Frasier

The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners.

The first of the Dawnflower Dervishes were desert nomads who spread the faith of Sarenrae through their beautiful sword dances. Eventually other priests saw not only the beauty, but also the martial prowess that these dances conferred in combat. They shared this with the head church, which gave the Dawnflower Dervishes official sanction and status.

A Dawnflower Dervish of Sarenrae uses dance as a beautiful but deadly martial art. As the Dawnflower Dervish dances, she channels a fragment of her patron goddess. In this way, a devout dervish becomes a burning whirlwind of divine justice.
Hit Die: d8.

Requirements
To qualify to become a Dawnflower Dervish, a character must fulfill all of the following criteria:

Base Attack Bonus: +4

Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks.

Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar).

Deity: Sarenrae.

Special: Ability to Channel Positive Energy.

Class Skills
The Dawnflower Dervish’s class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Perception (Wis), and Perform (Cha).

Skill Points at Each Level
4 + Int modifer.

Class Features
All of the following are class features for the Dawnflower Dervish prestige class:

Weapon and Armor Proficiency: Dawnflower Dervishes gain no proficiencies with any armor or weapons.

Channel Energy (Su): A Dawnflower Dervish of Sarenrae adds her...

Hey I actually really like this, I might ask our DM about it to incorporate it.


A couple of changes I was considering.

1. Change the Channel Energy so that only half the Dawnflower Dervish class levels are added. The original Prc had this ability based on the 3.5 Turn Undead which was much less powerful.

2. Change the Heal Dance Power to provide the Merciful Weapon ability so that there is an added benefit when choosing non-lethal damage.

Thoughts?


Corrected some issues, fixed the save progression, made some ability tweaks.

Dawnflower Dervish of Sarenrae

By Lissa “SunshineGrrrl” Guillet
Converted to PFrpg by Dean “Arkadwyn” Kimes
Art by Crystal “Immora” Frasier

The Dawnflower Dervish sect of the Church of Sarenrae is a group of combat-oriented clerics working towards the destruction of evil. They wander the world to bring Sarenrae’s light to its darkest corners.
The first of the Dawnflower Dervishes were desert nomads who spread the faith of Sarenrae through their beautiful sword dances. Eventually other priests saw not only the beauty, but also the martial prowess that these dances conferred in combat. They shared this with the head church, which gave the Dawnflower Dervishes official sanction and status.
A Dawnflower Dervish of Sarenrae uses dance as a beautiful but deadly martial art. As the Dawnflower Dervish dances, she channels a fragment of her patron goddess. In this way, a devout dervish becomes a burning whirlwind of divine justice.
Hit Die: d8.
Requirements
To qualify to become a Dawnflower Dervish, a character must fulfill all of the following criteria:
Base Attack Bonus: +4
Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks.
Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar).
Deity: Sarenrae.
Special: Ability to Channel Positive Energy.
Class Skills
The Dawnflower Dervish’s class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Perception (Wis), and Perform (Cha).

Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are class features for the Dawnflower Dervish prestige class:
Weapon and Armor Proficiency: Dawnflower Dervishes gain no proficiencies with any armor or weapons.
Channel Energy (Su): A Dawnflower Dervish of Sarenrae adds half her levels in this class to her effective level, minimum +1, for all abilities related to Channel Energy.
Flashing Scimitars (Ex): A Dawnflower Dervish learns to move with the grace of fire, she may treat scimitars as light weapons.
AC Bonus (Ex): A Dawnflower Dervish gains a +1 bonus to armor class. This bonus to AC applies even to touch attacks or when she is flat-footed. She loses this bonus whenever she is helpless or immobile, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load. This bonus increases to +2 at 5th level and +3 at 9th.
Dawnflower Dance (Ex): Once per encounter, a dervish can use a swift action to enter an ecstatic Dawnflower dance. She must be wielding a scimitar, and her other hand must hold a scimitar or be empty.
In this state, the Dawnflower Dervish adds half her class level (minimum of +1) to all scimitar attack and damage rolls. In addition the Dawnflower Dervish can move up to her normal speed and still make a full attack (instead of a single attack). When making this full attack, the Dawnflower Dervish must move at least 5’ between attacks and may use the Acrobatics skill as normal to avoid attacks of opportunity when making these moves.

While dancing, the Dawnflower Dervish cannot cast spells (except as described under dance power) or activate magic items that require a command word, a spell trigger (such as a wand), or a spell completion (such as a scroll) to function. She also cannot use skills that require concentration or require her to be still, such as Stealth. She can use bardic performances that utilize Perform (dance) or Perform (singing).

Starting at 1st level, a Dawnflower Dervish can use this ability a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can dance for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like Eagle’s Splendor, do not increase the number of rounds that a dervish can use this ability per day.
A Dawnflower Dervish can end her dance as a free action and is fatigued for the remainder of the encounter. A Dawnflower Dervish cannot begin a dance while fatigued or exhausted and cannot dance while under the effects of Rage or Frenzy.
Dance Power (Su): Beginning at 2nd level, a Dawnflower Dervish may choose a Dance Power that reflects one of Sarenrae’s domains. One Dance Power is automatically activated when beginning a dance, and only one Dance Power can be in effect in any given round. The Dawnflower Dervish can change the power currently in effect as a swift action.
Fire (Su): The dervish’s scimitar(s) ignites with fire, gaining the flaming weapon quality.
Glory (Su): Golden runes appear along the scimitar(s) blade. It deals an extra 1d6 points of damage to evil outsiders.
Good (Su): The dervish’s scimitar(s) glows with golden light, radiating a magic circle against evil.
Healing (Su): The scimitar(s) loses its luster and gains the Merciful special weapon property.
Sun (Su): The dervish’s scimitar(s) trails sunlight, which inflicts an extra 1d6 points of damage to undead.
A Dawnflower Dervish may cast spells from the domain of the currently active Dance Power without disrupting her dance.
Fast Movement (Ex): At 2nd level, a Dawnflower Dervish gains a 5-feet enhancement bonus to her speed. This bonus increases to 10-feet at 5th level and to 15-feet at 8th. A Dawnflower Dervish loses this bonus if wearing medium or heavy armor, using a shield, or under a medium or heavy load.
Spells per Day: At each level (except 1st, 5th, and 9th), the Dawnflower Dervish gains new spells per day and spells known as if she had also gained a level in any one divine spell casting class she belonged to previously. She does not gain any other benefit a character of that class would have gained. If a character had more than one divine spell casting class before she became a Dawnflower Dervish, she must decide to which class this level increase applies.
Dance Mastery (Ex): At 3rd level, a Dawnflower Dervish may take 10 on Acrobatics or Perform (dance) at any time, even when distracted or under stress.
Spring Attack: At 6th level, a Dawnflower Dervish gains the Spring Attack feat, even if she does not meet the prerequisites.
Elaborate parry (Ex): At 7th level, a Dawnflower Dervish gains an extra +4 bonus to Armor Class when she fights defensively or takes the total defense action.
Tireless Dance (Ex): At 9th level, a Dawnflower Dervish is no longer fatigued after a Dawnflower dance.
Dawnflower Blossom (Su): At 10th level, while performing a Dawnflower dance, a Dawnflower Dervish is affected by all of the Dance Powers she knows for the duration of the dance. While these effects are active, a Dawnflower Dervish radiates Daylight as the spell, except that it dispels spells with the Darkness descriptor of 6th level or lower.

Additionally, once per dance, a Dawnflower Dervish may expend a use of the Channel Energy ability to double her normal number of attacks. While under this effect the dervish may make up to two attacks between moves. This ability does not multiply additional attacks granted by effects such as the Haste spell or the Speed magic weapon property.

Level BAB Fort
Save Ref
Save Will
Save AC
Bonus Special Spell Progression
1st +0 +0 +1 +1 +1 Dawnflower Dance, Flashing Scimitars, Channel Energy -
2nd +1 +1 +1 +1 +1 Dance Power, Fast Movement +5 ft +1 level existing divine class
3rd +2 +1 +2 +2 +1 Dance Mastery +1 level existing divine class
4th +3 +1 +2 +2 +1 Dance Power +1 level existing divine class
5th +3 +2 +3 +3 +2 Fast Movement +10 ft -
6th +4 +2 +3 +3 +2 Spring Attack +1 level existing divine class
7th +5 +2 +4 +4 +2 Elaborate Parry +1 level existing divine class
8th +6 +3 +4 +4 +3 Dance Power, Fast Movement +15 ft +1 level existing divine class
9th +6 +3 +5 +5 +3 Tireless Dance -
10th +7 +3 +5 +5 +3 Dawnflower Blossom +1 level existing divine class


Requirements
To qualify to become a Dawnflower Dervish, a character must fulfill all of the following criteria:
Base Attack Bonus: +4
Skills: Perform (Dance) 3 ranks, Tumble 3 ranks, Knowledge (religion) 5 ranks.
Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (Scimitar).
Deity: Sarenrae.
Special: Ability to Channel Positive Energy.
Class Skills
The Dawnflower Dervish’s class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Perception (Wis), and Perform (Cha).

as I understand it , Tumble is now a part of the Acrobatics skill , so 3 ranks in acrobatics should be the requirement


+1 on converting Tumble ranks to Acrobatics.

I remember the original, 3.5 PrC fr Wayfinder. I really like what the OP has done with the class. Had some additiional thoughts.

First, a book keeping note, the name "Dawnflower Dervish" was co-opted by Paizo for use as a Fighter variant in the Inner Sea Primer. Which is a shame b/c it's a mothful of Golarion flavor! So mgiht want to distinguish this PrC fr that one with a new name. Keeping with the idea that this PrC represents a favored, martial sect of Sarenrae might try for something like "The Sema" (Arabic term for the Sufi dervish dance), "Redemption's Lights", etc.

Second, mechanically, I think the PrC's feats make it too tough to qualify for from the Cleric class (which i am assuming was the primary intent). Cleric's already need to devote stat attention to Cha and Wis. Making them qualify for Combat Expertise also means they'll have to have an Int of 13 - which is going to be steep given the attention they already have to pay to their other mental stats. I'd drop Combat Expertise entirely. For that matter, might ditch both Dodge and Mobility as well. One of the core aspects of this PrC is it advances levels in Divine Spellcasting. Taking a quick look at Core and APG, PrC's that advance Divine or Arcane Spellcasting don't tend to have many feats as requirements. Not wntirely sure why that is (my guess is casters don't tend to have as many feats generally), but would take that as a design hint to keep feat requirements sparse. Maybe just Dodge?

Third, in checking out Divine Spellcasting PrC's, I couldn't help but see the parallel between the Rage Prophet's advancement mechanics and this PrC. The OP has substituted a Rage like mechanic - in this case the Dance - and then sprinkled in some Dawnflower flavor. Keeping the same 3/4 advancement in Divine Spellcasting levels and then subbing in flavorful benefits like Flashing Scimitars, etc. Seems balanced. And a whole lot of fun.

Am actually considering taking this to my GM as a potential build for my priestess of Sarenrae in our ongoing LoF campaign.


Pathfinder Rulebook Subscriber

dot'd


Kryzbyn wrote:

dot'd

what does "dot'd" mean?


I like this idea for a more martial cleric of Sarenrae. Does anyone have any other tweaks they feel necessary to make it balanced? Or perhaps to lower the high entry bar for the feat starved cleric?


1 person marked this as a favorite.

Here's another cut at converting this class. First, I renamed it the Sema to avoid confusion with the other Dancing and/or Dawnflower Dervishes floating around Golarion. (Sema is a reference to the Sufi religious tradion that infuses the divine with dance.) Second, I used the Rage Prophet in the APG as a template converting the signature Dawnflower Dance ability into a rage-like mechanic where the Dance is powered by Cha and ends with fatigue. Finally, I added a few signature abilities - nothing game breaking hopefully - that attempt to embellish this prestuge class with additional flavor. All in keeping with a martial sect of Sarenrae. Let me know what you all think ...

The Sema of Sarenrae
“Dawnflower Dervish” prestige class converted to PFRG by John Walker
Originally developed by Lissa “SunshineGrrrl” Guillet

Spoiler:
The Sema are a militant sect of the Church of Sarenra. Most hail from Qadira where Sarenrae’s faithful embrace a particularly austere interpretation of the Book of Light and Truth. They regard themselves as the truest believer - able to channel the sweeping curves of body and blade into martial rapture. They dance to inspire the faithful, celebrate the solstices, or simply commune with their Goddess.

Role: Though not formally recognized as clergy Sema are welcomed by lay believers as inspirational symbols of their deity, and by the Church as a final remedy for those enemies that cannot be redeemed.

Alignment: The Dawnflower’s legendary tolerance extends to the Sema. They can be of any Good alignment.

Hit Die: d8.

Requirements
To qualify for the Sema a character must fulfill all of the following criteria:
Base Attack Bonus: +5
Special: selected deity is Sarenrae
Skills: Perform (Dance) 5 ranks
Feats: Weapon Finesse
Spells: Ability to cast 1st level divine spells.

Class Skills
The Sema’s class skills are Craft (Weapons) (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perform (Dance) (Cha), Sense Motive (Wis), Spellcraft, and Swim.
Skill Points at Each Level: 4 + Int modifer.

Class Features
The following are class features for the Sema prestige class:

Weapon and Armor Proficiency: Sema’s gain no proficiencies with any armor or weapons.

Spells per Day: At each level (except 1st, 5th, and 9th), the Sema gains new spells per day as if she had also gained a level in any one divine spellcasting class she belonged to previously. She does not gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before she became a Sema, she must decide to which class she adds each level of Sema for the purpose of determining spells per day.

Channel Energy (Su): The Sema’s class level stacks with levels in any other class that grants the channel energy ability.

AC Bonus (Ex): A Sema gains a +1 bonus to armor class. This bonus to AC applies even to touch attacks or when she is flat-footed. She loses this bonus whenever she is helpless or immobile, wearing medium or heavy armor, carrying a medium or larger shield, or under a medium or heavy load. This bonus increases to +2 at 5th level and +3 at 9th.

Dawnflower Dance (Ex): A Sema can use a swift action to enter an ecstatic dance. She must be wielding a scimitar and able to Perform (Dance). At 1st level she can Dance a number of rounds each day equal to 4 plus her Cha modifier. She gains adds an additional 2 rounds per day for each Sema class level beyond 1st.

In this state, the Sema adds her Wis bonus to all scimitar attack and damage rolls. In addition, if the Sema charges a foe, she can make a full attack (instead of a single attack). While Dancing, she cannot cast spells (except as described under domain dance) or activate magic items that require a command word, spell trigger, or spell completion. She can use bardic performances that utilize Perform (Dance). At the end of the dance a Sema loses the Dance’s benefits and restrictions, and becomes fatigued.

Domain Dance (Su): At every even level, a Sema may choose one of Sarenrae’s domains. She may cast divine spells from the chosen domain (as domain spells or from her regular slots) during a Dance. This ability does not give access to the domain’s spells or granted powers; just the ability to cast those spells during a Dance.

In addition, whenever she casts a spell from a chosen domain during a Dance, she gains a magical effect related to the spell’s domain. This effect lasts until the end of her next turn, until she is disarmed, or the Dance ends. While any of these effects are active her scimitar attacks are treated as good-aligned for the purposes of overcoming damage reduction.
• Fire: The priestesses’ scimitar(s) ignite(s) with fire gaining the flaming weapon quality.
• Glory: Golden runes appear along the scimitar(s) blade dealing an extra 1d6 points of damage to evil outsiders.
• Good: The Sema’s scimitar(s) glows with golden light radiating a magic circle against evil.
• Healing: The scimitar(s) loses its luster, and the Sema can choose to deal nonlethal damage with the weapon without penalty.
• Sun: The scimitar(s) trails sunlight inflicting an extra 1d6 points of damage to Undead and Evil Outsiders. Multiple instances of the same effect do not stack.

Fast Movement (Ex): At 3rd level, a Sema gains a 5-feet enhancement bonus to her speed. At 5th level this becomes 10-feet, at 7th level this becomes 15-feet, and at 9th level this becomes 20 feet. A Sema loses this bonus if she is wearing medium or heavy armor, carrying a medium or heavy shield, or under a medium or heavy load.

Swirling Steps (Ex): At 2nd level, a Sema moves with the grace of fire when armed with a scimitar. When wielding a scimitar she can choose to use Perform (Dance) in lieu of Acrobatics for all skill checks that would normally require Acrobatics.

Blade Balance (Ex): At 3rd level, a Sema’s extended practice with curved blades allows them to treat scimitars as Light Weapons. It also provides them proficiency with the lighter kukri and the heavier falchion sword.

Rapturous Focus (Ex): At 4th level, a Sema may take 10 on any Perform (dance) or Acrobatics check at any time, even in times of stress.

Elaborate Parry (Ex): At 5th level, a Sema gains an extra +4 bonus to Armor Class when she fights defensively or uses all-out defense.

Searing Radiance (Ex): At 8th level, a Sema can treat any one blade he wields as having the properties of a Sun Blade for a number of rounds per day equal to his Wisdom modifier.

Redeemed Vigor (Ex): At 9th level, a Sema is no longer fatigued after a Dawnflower dance.

Dawnflower Blossom (Su): At 10th level, while performing a Dawnflower dance, a Sema can gain the magical effects of domain dance by expending one or uses of Channel Energy as a swift action. The Sema may activate any number of domain dance effects of her choice. These effects last for two rounds per turn attempt expended, until she is disarmed, or the Dance ends. For example, a Sema can expend two uses of Channel Energy to keep the Fire, Sun, and Good domain effects up for four rounds. In addition, while these effects are active, a Dawnflower dervish radiates daylight as the spell, except that it dispels spells with the Darkness descriptor of 6th level or lower.

Level BAB Fort
Save Ref
Save Will
Save AC
Bonus Special Spell Progression
1st +0 +0 +2 +2 +1 AC Bonus, Channel Energy, Dawnflower Dance -
2nd +1 +0 +3 +3 +1 Domain Dance, Swirling Steps +1 level existing divine class
3rd +2 +1 +3 +3 +1 Fast Movement +5 ft, Blade Balance +1 level existing divine class
4th +3 +1 +4 +4 +1 Domain Dance, Rapturous Focus +1 level existing divine class
5th +3 +1 +4 +4 +2 AC Bonus +2, Fast Movement +10 ft -
6th +4 +2 +5 +5 +2 Domain Dance, Redeemed Vigor +1 level existing divine class
7th +5 +2 +5 +5 +2 Elaborate Parry, Fast Movement +15 ft +1 level existing divine class
8th +6 +2 +6 +6 +2 Domain Dance, Searing Radiance +1 level existing divine class
9th +6 +3 +6 +6 +3 AC Bonus +3, Fast Movement +20 ft -
10th +7 +3 +7 +7 +3 Dawnflower Blossom +1 level existing divine class

Shadow Lodge

John Walker 31 wrote:
First, a book keeping note, the name "Dawnflower Dervish" was co-opted by Paizo for use as a Fighter variant in the Inner Sea Primer. Which is a shame b/c it's a mothful of Golarion flavor! So mgiht want to distinguish this PrC fr that one with a new name.

There is also a Bard archtype as well, and Paizo is aware that they have the two with the same names, and neither of them are Cleric like they should be, so don't change the name.

John Walker 31 wrote:
Kryzbyn wrote:

dot'd

what does "dot'd" mean?

Basically they want to keep an eye on this thread so they are "dotting" it, sort of like favorates.

A few things I've noticed. They get 4+Int skills, BUT only get 4 class skills? Was that the intent? Diplomacy, Heal, Know: Planes and Religion, Sense Motive, and Spellcraft should also be added, I think.

Drop Combat Expertise for Nimble Moves.

I'd actually suggest adding to the Spellcasting. Not full spellcasting, but more like +1 at all 2 or 3 levels. Especially if you are dropping the Channel Energy.

Might also add that the Sun and Good "Domain" Dance overcome certain DR for Outsiders/Undead?

Another idea, which might be a little too much, is drop some of the Class Features, and turn many of them into an actual Martial Arts Feat Chain like in Ultimate Combat. The Dawnflower Dervish would get those as Bonus Feats. Could be even cooler with the (I think) Crusaders Strike Feat, (Ult Combat) that lets you Flurry (aka dance) with Deities Favored Weapon.

Shadow Lodge

I also just noticed in Inner Sea World Guide the Feat Dervish Dance. :)


Wow. Was not aware of the other 'dervish' references. To me, that's all the more reason to call the prestige class something that avoids any confusion with the UC Bard archtype, the Inner Sea World Guide Firghter archetype, etc.

I wasn't sure how to assign class skills for a prestige class. Listed are those that a Sema would seem to gain via their progression in the Sema prestige class. In reality, they'd have access to far more from their prior progression as a Cleric or Paladin. I can update to include the ones listed plus the Cleric skills you suggested. Upon further consultation w the Core Rule it appears that the designers generally do provide prestige classes with all the skills they'd had via previous (obvious) qualifier classes plus one or two new ones.

I think you're on to somethin with recasting the special abilities as a feat chain. Will noodle on how to strip them out of the prestige class pregression, and post a revision this weekend.


Beckett wrote:


A few things I've noticed. They get 4+Int skills, BUT only get 4 class skills? Was that the intent? Diplomacy, Heal, Know: Planes and Religion, Sense Motive, and Spellcraft should also be added, I think.

Don't class skill bonuses from multiple classes stay valid? IIRC a cleric/dervish would have the class skill bonus to any cleric skills. The PrC should add only skills unique and not covered by whatever base class was used to meet the requirements (cleric, possibly paladin or a sorcerer/oracle archetype).

Beckett wrote:

Drop Combat Expertise for Nimble Moves.

Yes, unless the DM wants to really make it hard to qualify - combat expertise requires 13 intelligence for a cleric... eh, not fun.

Beckett wrote:
I'd actually suggest adding to the Spellcasting. Not full spellcasting, but more like +1 at all 2 or 3 levels. Especially if you are dropping the Channel Energy.

Well, with channel energy and 7/10 casting and BAB, I'd say it might be decent. The character is already a few caster levels behind. Perhaps if channeling is dropped, 8 or 9 levels of casting or full BAB would be acceptable. Note that there is a PrC for divine casters with 7/10 casting, channel energy progression and full BAB - the Holy Vindicator from the APG. In fact, I'm not sure if full BAB is too much to ask for, here...

Beckett wrote:
Might also add that the Sun and Good "Domain" Dance overcome certain DR for Outsiders/Undead?

Possibly, or something that ties with channel smite. Since the PrC already advances channel energy, the channel smite feat seems to make sense. BTW, abilities that reduce MAD somewhat - such as something that allows you to use your wisdom in addition to or instead of dexterity for acrobatics/perform checks (and possibly AC) might also be interesting.

Shadow Lodge

The Shaman wrote:
Beckett wrote:


A few things I've noticed. They get 4+Int skills, BUT only get 4 class skills? Was that the intent? Diplomacy, Heal, Know: Planes and Religion, Sense Motive, and Spellcraft should also be added, I think.
Don't class skill bonuses from multiple classes stay valid? IIRC a cleric/dervish would have the class skill bonus to any cleric skills. The PrC should add only skills unique and not covered by whatever base class was used to meet the requirements (cleric, possibly paladin or a sorcerer/oracle archetype).

You are right, and I didn't even think of that. <facepalm> On the other hand, with some other classes now being able to qualify, (Druid, Oracle, Inquisitor, etc. . .) it might be better to add some of the basics back in. Diplomacy, Know: Religion, and Sense Motive.

Silver Crusade

Pathfinder Starfinder Adventure Path Subscriber

Heehee. This is always neat to see. ^_^ You guys rock.

Shadow Lodge

What do you think? Too strong? Any changes needed? Any suggestions? I tried to read over the other Style Feats, and I think it works pretty in line with them.

Dervish Dance style
Prereqs: Proficiency with Scimitar, Perform Dance: 3
Benefit: You may use a Scimitar to deliver either Piercing or Slashing Damage. You must choose which one, (not both) before each attack. As long as you do not hold a weapon or shield in your off hand, are wearing Light or No Armor, and carrying less than a Medium Load, you may also add your Dex or Wis Mod to Attack rolls with the Scimitar, instead of Strength. Additionally, your Base Speed increases by 10ft.

Dervish's Sting
Prereqs:Dervish Dance Style, Proficiency with Scimitar, Perform Dance: 4
Benefit: As long as you have made some movement on your turn, you may add either your Dex or Wis mod to Damage with a Scimitar in addition to your Str mod. Additionally, your Base Speed increases by 5ft.

Dance of Faith
Prereqs:Dervish Dance Style, Dervish's Sting, Proficiency with Scimitar, Perform Dance: 6
Benefit: As long as you have moved at least 10 ft since the beginning of your last turn, you gain a +2 Sacred bonus to AC, and can treat the Enhancment bonus to a wielded Scimitar as a Shield Bonus to AC. If you are held, bound, or similarly restricted, you lose this bonus. Additionally, your Base Speed increases by 5ft.

Dance of a 1,000 Cuts
Prereqs:Proficiency with Scimitar, Perform Dance: 8
Benefit:
Similar to Spring Attack, the Feat allows you to interpose a Single Movement and a Full Attack as a Full Round Action. You may only use a Scimitar for the Full Attack, and must move at least 5ft before the initial attack, and 5ft after the last attack roll is made. After the First attack, make a Perform: Dance check. The DC is 15, and increases by 5 for each additional attack. You may make an additional attack each time you succeed on the check, to a max of 5 attacks. This ability does not stack with Haste, or similar effects. As long as you do not move more than 5ft at a time, (though you can if you wish), each movement is concidered a 5ft step for purposses of Attacks of Opertunity. Additionally, your Base Speed increases by 5ft.

<Side Note>: This Feat Chain is designed for followers of Sarenrae. However, other deities might aslo fit very easily into the concept, in particular Desna, Calistria, Cayden, Pharasma, or Zon-Kuthon. Infact, any weapon with a light or finessable weapon, and whose followers might use a blend of perception, agility, and mysticism could easily work just as easily. In such a case, simply change the required Weapon Proficiency to that deities Favored Weapon. For two-handed weapons, it is permissable to use that weapon in your off hand while using the Dervish Dance Style. Additionally, Evil deities will offer a +2 Profane Bonus rather than Sacred for the Feat Dance of Faith.

Shadow Lodge

Lissa Guillet wrote:
Heehee. This is always neat to see. ^_^ You guys rock.

Me <facepalm>ing myself. . .? :)

Liberty's Edge

Would like to immediately acknowledge two things. Or really three. The basic one is that John Walker 19 is the same poster as John Walker 31 (me.) Unsure as to what's going on with that.

Two, love Beckett's feat chain. Love it. Seems balanced. And it's a more flexible option than the Dawnflower Dervish in that it's not just about Sarenrae. Makes a "dervish" fighting style available to anyone that wants to invest the feats. Which I like.

Three, I second the facepalming in the presence of the original Dawnflower Dervish herself.

Shadow Lodge

John Walker 19 wrote:
Two, love Beckett's feat chain. Love it. Seems balanced. And it's a more flexible option than the Dawnflower Dervish in that it's not just about Sarenrae. Makes a "dervish" fighting style available to anyone that wants to invest the feats. Which I like.

Is there anything you think would be worth changing or altering? I wanted this to be pretty Sarenrae influenced, but also open to other with minimal effort.

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