The Whirling Dervish

Apr 13, 2005 18:01

So here it is, as promised. I think overall this is a stronger character than the Shadowdancer, but like it's predecessor, it carries all of its eggs in one basket, so to speak, since it's primary trick can only be used once per day. Still, even without its gimmick, it's a fairly strong build.



Name: Natalia Burza
Class/Level: Fighter 10/Dervish 10
Race/Gender: Human Female

Strength: 14 (20)
Dexterity: 22 (28)
Constitution: 14
Intelligence: 13
Wisdom: 8
Charisma: 8

Hit Points: 145 (185 with Bear’s Endurance)
Armor Class: 38 ( +6 Dex, +7 Armor, +1 Insight, +5 Natural, +5 Deflection, +1 Shield, +3 Dervish)
39 (Dodge or Haste)
40 (Dodge and Haste)

Skills

Jump 23 ranks, +1 Competence, +2 Synergy, +5 Strength (+31)
Tumble 23 ranks, +1 Competence, +2 Synergy, +9 Dexterity (+35)
Listen 23 ranks, +1 Competence, -1 Wisdom (+23)
Spot 14 ranks, +1 Competence, -1 Wisdom (+13)
Perform (Dance) 9 ranks, +1 Competence, -1 Charisma (+9)

Feats

Weapon Focus, Scimitar (1st Level)
Dodge (Human Bonus)
Mobility (1st Level Fighter Bonus)
Combat Expertise (2nd Level Fighter Bonus)
Two Weapon Fighting (3rd Level)
Weapon Specialization, Scimitar (4th Level Fighter Bonus)
Improved Two Weapon Fighting (6th Level)
Two Weapon Defense (6th Level Fighter Bonus)
Greater Weapon Focus, Scimitar (8th Level Fighter Bonus)
Improved Critical, Scimitar (9th Level)
Power Critical, Scimitar (10th Level Fighter Bonus)
Weapon Finesse, Scimitar (12th Level)
Spring Attack (3rd Level Dervish Bonus)
Greater Two Weapon Fighting (15th Level)
Blind Fight (18th Level)

Abilities

Dervish Dance 5/day
Movement Mastery
Slashing Blades
Fast Movement +15ft.
Dance of Death
Improved Reaction
Elaborate Parry
Tireless Dance
A Thousand Cuts

Saving Throws

Fortitude: +18
Will: +15
Reflex: +25

Equipment (By Slot) (760,000 gp spent)

Main Hand: Scimitar +2, Vorpal, Shocking Burst (162,000 gp)
Off Hand: Scimitar +4, Defending, Brilliant Energy (162,000 gp)
Neck: Amulet of Natural Armor +5 (50,000 gp)
Shoulders: Cloak of Displacement, Major (50,000 gp)
Chest/Torso: Vest of Resistance +5 (25,000 gp)
Armor: Leather Armor +5, Heavy Fortification (100,000 gp)
Hands: Gloves of Dexterity +6 (36,000 gp)
Ring 1: Ring of Protection +5 (50,000 gp)
Ring 2: Ring of Blinking (27,000 gp)
Waist: Belt of Giant Strength +6 (36,000 gp)
Feet: Boots of Speed (12,000 gp)
Other: Dusty Rose Ion Stone (5000 gp)
Other: Pale Green Ion Stone (30,000 gp)

Carried: Stone Salve, 1 ounce (4,000 gp)
Potion of Heroism (750 gp)
Potion of Bear’s Endurance (300 gp)
Potion of Resist Fire (10) (300 gp)
Potion of Resist Electricity (10) (300 gp)
Potion of Resist Cold (10) (300 gp)
Potion of Invisibility x2 (600 gp)
Potion of Neutralize Poison (750 gp)
Potion of Cure Light Wounds x4 (200 gp)
Potion of Cure Serious Wounds x10 (7,500 gp)

Attack Breakdown

Base Attack Bonuses (Including all feat, weapon and item modifiers)

(With Scimitar +2, Vorpal, Shocking Burst in main hand)
Single Attack (Scimitar): +34
Full Attack (Scimitar): +34/+29/+24/+19
Full Attack (w/ off hand): +32/+27/+22/+17 plus +34/+31/+26

(With Scimitar +4, Defending, Brilliant Energy in main hand)
Single Attack (Scimitar): +36
Full Attack (Scimitar): +36/+31/+26/+21
Full Attack (w/ off hand): +34/+29/+24/+19 plus +32/+29/+24

Situational Modifiers

(With Scimitar +2, Vorpal, Shocking Burst in main hand)
Full Attack (with Haste): +35/+35/+30/+25/+20
Full Attack (Haste and off-hand): +33/+33/+28/+23/+18 plus +35/+32/+27
Full Attack (with Heroism): +36/+31/+26/+21
Full Attack (Heroism and off-hand): +34/+29/+24/+19 plus +36/+33/+28

Full Attack (Haste and Heroism): +37/+37/+32/+27/+22
Full Attack (Haste, Heroism and off-hand): +35/+35/+30/+25/+20 plus +37/+34/+29

Full Attack (Haste, Heroism, off-hand and A Thousand Cuts):
+35/+35/+35/+30/+30/+25/+25/+20/+20 plus +37/+37/+34/+34/+29/+29

Special: When using the Dervish Dance ability, add +5 to all numbers presented here.

(With Scimitar +4, Defending, Brilliant Energy in main hand)
Full Attack (with Haste): +37/+37/+32/+27/+22
Full Attack (Haste and off-hand): +35/+35/+30/+25/+20 plus +33/+30/+25
Full Attack (with Heroism): +38/+32/+28/+23
Full Attack (Heroism and off-hand): +36/+31/+26/+21 plus +34/+31/+26

Full Attack (Haste and Heroism): +39/+39/+34/+29/+24
Full Attack (Haste, Heroism and off-hand): +37/+37/+32/+27/+22 plus +35/+32/+27

Full Attack (Haste, Heroism, off-hand and A Thousand Cuts):
+37/+37/+37/+32/+32/+27/+27/+22/+22 plus +35/+35/+32/+32/+27/+27

Special: When using the Dervish Dance ability, add +5 to all numbers presented here.

Damage Breakdown

Base Damage (Including all feat, weapon and item modifiers)
*assumes all attacks hit

(With Scimitar +2, Vorpal, Shocking Burst)
Single Attack (Scimitar): 1d6 + 1d6 (Electrical) + 9
Single Attack (Scimitar, Critical): 2d6 + 1d6 (Electrical) + 1d10 (Electrical) + 18
Full Attack* (Scimitar): 4d6 + 4d6 (Electrical) + 36
Critical: add 1d6 + 1d10 (Electrical) + 9 additional damage for each attack that is critical
Special: Confirmed criticals on a natural roll of 20 behead the target

(With Scimitar +4, Defending, Brilliant Energy)
Single Attack (Scimitar): 1d6 + 11
Single Attack (Scimitar, Critical): 2d6 + 22
Full Attack* (Scimitar): 4d6 + 44
Critical: add 1d6 + 11 additional damage for each attack that is critical

Situational Modifiers

(With Scimitar +2, Vorpal, Shocking Burst in main hand)
Full Attack* (with off-hand): 7d6 + 4d6 (Electrical) + 69

Full Attack* (with Haste and off-hand): 8d6 + 5d6 (Electrical) + 78

Full Attack* (with Haste, off-hand and A Thousand Cuts): 15d6 + 9d6 (Electrical) + 147

Critical: Add 1d6 + 1d10 (Electrical) + 9 additional damage for each attack that is critical (main hand). Add 1d6 + 11 additional damage for each attack that is critical (off-hand)
Special: Confirmed criticals on a natural roll of 20 behead the target (main hand only)

(With Scimitar +4, Defending, Brilliant Energy in main hand)
Full Attack* (with off-hand): 7d6 + 3d6 (Electrical) + 71

Full Attack* (with Haste and off-hand): 8d6 + 3d6 (Electrical) + 82

Full Attack* (with Haste, off-hand and A Thousand Cuts): 15d6 + 6d6 (Electrical) + 153

Critical: Add 1d6 + 11 additional damage for each attack that is critical (main hand). Add 1d6 + 1d10 (Electrical) + 9 additional damage for each attack that is critical (off-hand)
Special: Confirmed criticals on a natural roll of 20 behead the target (off-hand only)

Note: When using the dervish dance ability, add +5 damage to each attack.

Strategy

Three Round Warm-up:

1)Stone Salve
2)Potion of Bear’s Endurance
3)Activate Ring of Blinking

Once the fight starts:
Timing is of the essence with this character. Properly timed, the dervish dance, combined with a full attack action and A Thousand Cuts will kill just about any character of equal level outright. However, you can only use both abilities once per encounter so activating either right away is probably not wise. If you win initiative, drink your Potion of Heroism and keep your distance from your opponent. Rogues and their ilk will probably vanish to set up for a sneak attack. The best strategy here is to keep moving and force them to take a single attack rather than a full attack action. Against non-sneaky opponents, simply keeping away for a couple of rounds while preparing yourself with resistance potions should be simple. Remember to activate your Boots of Speed the round before you intend to dance. With the double movement provided by the boots, the Dervish’s innate speed increase and the ability to Spring Attack while dancing and still make a full attack action, you can launch your attack from almost anywhere at any time. Do so on your terms and not your opponent’s. Don’t be afraid to use your Invisibility potions to duck out of combat or to give yourself setup time against other fast opponents like monks, barbarians and other Dervishes. Try to avoid high damage opponents like raging barbarians or paladins with Sacrifice activated. Wait until these abilities and spells expire if possible to launch your attack and put yourself in harms way, because if you fail to kill them (by some odd chance) they will most certainly put you in the hurt locker. Things to keep in mind:

1)Your main weapon is Vorpal. Fortification armor will blunt this effect or negate it all together. If faced with an opponent wearing such armor, swap weapons to put the Defending sword in your main hand.

2)Keep in mind that the Blink effect from your ring will give you a 20% miss chance as well. This isn’t a huge deal considering how many attacks you get, but characters like Ghost-faced Killers that can see ethereal, or anyone with a True Seeing effect will negate this item. In such encounters, just shut it off.

3)Your own armor will protect you from critical hits and Vorpal weapons, so unless it’s been negated (i.e. by a Rod of Negation) don’t be afraid to get in the face of those foppy rapier wielders, rogues or Keen weapon users.

4)By taking -5 to all your to hit rolls (which conveniently counter-balances the dervish dance bonus) you can add 5 more to your AC at any time. You can also draw 4 more points off your defending weapon (remember to adjust to hit and damage accordingly). This means your AC can be as high as 49 (57 when on full defense). Against some opponents it may be wise to sacrifice the extra hit and damage to avoid being hit yourself.

5)Keep moving. You can make a full attack any time you wish as long as you still have your use of dervish dance, so make your opponent come to you.
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