PRIEST-MONK KIT Dervish Description: Dervishes are independent, strong-willed, charismatic priests who operate independently of any church hierarchies. They require no conventional channels to hear their deity's words, and they shun the convenience of an orthodox hierarchy. At times they are allies of hierarchical priests of their deities, but they sometimes work in opposition to them. Dervishes often bring new revelations and new ideas to their faiths and the service of their deities, and in all cases they are individuals of considerable personal charisma and force of will. Their zeal and devotion are inspiring to others, but organized churches often find their ideas difficult to tolerate and their ways impossible to accept, and organized efforts are often made to repress Dervishes and their followers wherever they appear. Dervishes often build up groups of fanatically loyal followers, many of whom hold their allegiance to the Dervish him- or herself, rather than the church organization or deity that the Dervish serves. Because of their independent nature, Dervishes can never be of lawful alignment. Dervishes must have Wisdom and Dexterity scores of at least 12 and a Charisma scores of at least 15. Any race save for half-ogres can produce Dervishes, but certain highly lawful sub-races (e.g., gold elves, gray dwarves (duergar), gold dwarves) may forbid this class, exiling and shunning any who dare to practice it. It is important to note that demi-human Dervishes are somewhat less restricted in level than are normal non-human priests, with their level limits increased by 2. Weapon Proficiencies: Dervishes are limited to those weapons normally allowed to their priesthood, save that because of their highly individualistic nature they have the ability to take proficiency in weapons not normally allowed simply by spending an extra proficiency slot. Dervishes may not wear armor, but unlike other Monks they can use small shields or bucklers (but never large or body shields). Special Benefits: Unlike typical months, Dervishes gain limited access to granted powers typical for priests of their deity (including turning or commanding undead), gaining and using granted powers as if they were half their true level. Their access to spell spheres is as normal for their deity, including any unique spells of their faith. Chanting: Dervishes incorporate an array of chants into their worship, gaining a +1 bonus to their Chanting proficiency for every three levels of experience (rounding up). In addition, Dervishes have the ability to inspire and rally their allies in battle by taking up a 'war chant'. This ability normally affects up to one creature per level of the Dervish, though it can affect ten times that number of Fanatical Followers. Each creature to be affected must join in the chant (it does not matter whether they have heard it before), and the Dervish must make a successful Chanting proficiency check (if this is failed, the 'war chant' will have no effect, but neither the Dervish nor his or her allies will be aware of this, so the check must be made secretly). If Chanting is successful, the Dervish and all allies gain a +2 bonus to morale and saves vs. fear and charm, +1 to avoid surprise, -1 to initiative, and +1 to their attack rolls. These bonuses apply to a creature as long as he or she and the Dervish keep chanting; if either stops, the effects end immediately and cannot be renewed for that battle. In addition, enemies of the Dervish suffer a -2 penalty to morale and saves vs. fear, a +1 initiative penalty, and a -1 penalty to hit for as long as the Dervish continues to chant. These effects do not begin immediately: bonuses begin after 1d10 rounds of Chanting minus the Dervish's level (e.g., 1d10-5 rounds for a 5th level Dervish), to a minimum of 1 round. In non-combat situations, Chanting can increase productivity in certain types of physical labor, soothing the mind, reinforcing resolve, and staving off boredom and exhaustion. Most forms of general labor (e.g., digging, mining, smithing work, tree-cutting) and overland movement can all be affected by Chanting, increasing speed or production by 5% per level of the Dervish for one creature per level (again, ten times this number of Fanatical Followers). A Chanting proficiency check should be made at the end of each day to see whether those working under the Chanting of the Dervish were successfully able to increase their productivity. As with the 'war chant', all creatures and the Chanter must take up the chant for the full duration in order to gain these benefits. It is important to note that a Dervish (or any other creature) who is chanting cannot cast spells or activate magical items that require command words, nor can they concentrate sufficiently to use psionic powers. Magical silence will negate the effects of Chanting within the silenced area. Fanatical Followers: The followers of a Dervish accept the Dervish as specially chosen and anointed apostle of their deity, and they follow him with unusual fervor and steadfastness in the faith, taking comfort in assurances of glory and exaltation in the future (and in the hereafter) as divinely appointed minions whose victorious destiny is assured through their association with the chosen servant of their deity. Because of the fanatical zeal of a Dervish, any henchmen or hirelings who share their faith will have Fanatic (17-18) loyalty and morale. Unlike other Monks, Dervishes can attempt to attract henchmen at any level. In addition, a Dervish who elects to establish a place of worship of significant size for his or her deity will automatically attract a cadre of followers dedicated to his or her religion and fanatically loyal to the Dervish. This place of worship can be built at any time, and when it is built the Dervish will attract an array of Fanatical Followers to staff the edifice, based on their level. The Dervish will attract 1d4 1st level Dervishes and 2d10 zero-level followers, all fanatically devoted to the cause of the Dervish's deity and to the personal service of the Dervish, who is seen by these followers as the very incarnate word of their deity and are always willing to 'spread the good news' from the Dervish's new temple and to fight to defend it if necessary. After establishing a temple, a Dervish will attract 1d4 new 1st level Dervishes and 2d10 zero-level temple followers every time he or she advances a level. Note that a Dervish is free to hire others to assist with temple functions or as troops, but they will not be as loyal as this group of nearly fanatical followers. If a Dervish waits until 10th level or above to build a stronghold or castle, he or she will have gained sufficient fame and notoriety among the faithful of his or her deity that he or she will be able to underwrite half the cost of construction of such a fortress, assuming that the place is dedicated to the service of the Dervish's deity and contains all appropriate trappings of a religious edifice. Of course, a Dervish can hold property or build anything he or she wishes prior to attaining 10th level, but he or she will not have achieved sufficient repute to attract donations. Harangue: Dervishes are skilled preachers and demagogues, masters of inflammatory rhetoric. If a Dervish spends 1d10 rounds in full Harangue, he or she can attempt to improve the reactions of an audience. Everyone able to clearly hear and understand the Dervish must save vs. paralyzation with a -1 penalty per three levels of the Dervish (rounding to nearest multiple of three). Those who fail have their reactions to the Dervish improved by one level. If the roll is failed, reactions are unaffected, unless a natural 20 was rolled, in which case reactions are worsened by one level. A Dervish of 5th level or above can cast enthrall or friends once per day by infusing their typical Harangue with the magical power of their deity. Martial Arts: As a Monk. Meditation: As a Monk of half their true level (rounding up). Ritual Purification: As a Monk of half their true level (rounding up). Spell Chanting: Dervishes violate many of the traditional strictures on priests by their very nature. Possibly the greatest difference, though, is that they need not memorize their spells. Instead, by engaging in Spell Chanting they are able to tap into the power sources of their deity and cast any spell allowable to them whenever desired, up to the normal number allowable for casting each day, save that a Dervish can cast half the normal number of spells of each level (rounding down); bonus spells for a high Wisdom score should be added in first and then the total number halved. When the Dervish wishes to cast a spell, he or she simply selects the desired spell and makes a Chanting proficiency check. If the check is failed, the spell is wasted. If successful, it takes effect normally. Regardless of other modifiers, a natural 1 always indicates success and a natural 20 indicates failure. This method of spellcasting does have the drawback of doubling casting times for all spells. Special Hindrances: Dervishes focus their training and learning in a very personalized, idiosyncratic way, following the teachings of individual Dervishes who are revered for the strength of their faith. This specialization prevents Dervishes from gaining access to all NWP lists as a typical Monk has; Dervishes gain access only to the General and Priest lists. Dervishes also do not gain the Concentration ability of other Monks. Dervishes are often considered dangerous radicals and heretics by other priests, suffering a -1 penalty on reaction rolls with all priests (including other Dervishes) and a -3 penalty on reactions with Zealots of any faith. These penalties are doubled if the NPC priest encountered worships the same deity as the Dervish. This pariah status also means that the Dervish begins play quite poor, even relative to other Monks. He or she begins with only a single weapon, a common holy symbol, a suit of well-worn traveling clothes, and 3d6 g.p. in starting money. They have the same attitude toward acquisition of material wealth as other Monks, though they can set up to half of their income aside at any level toward construction of a temple and/or acquisition of henchmen or hirelings. A Dervish's unique skill of Spell Chanting also has several significant penalties. First of all, spellcasting is never guaranteed to succeed, since a natural 20 always indicates failure. Also, a Dervish receives only half as many spell 'slots' as normal and doubles casting time for all spells. In addition, though they need not spend time studying, praying, and memorizing spells, Dervishes must engage in an energetic, spinning dance inducing a divine euphoria and putting the Dervish in contact with the power of his or her deity. The Dervish must perform this dance for one full hour plus one turn times the highest level of spells that he or she can cast, and then must make Chanting and Dancing proficiency checks. If both checks are successful, a rapturous divine communion has been achieved and that the Dervish's spellcasting abilities have been restored. If both checks are failed simultaneously, the Dervish is unable to replenish his or her divine energies that day. If one check is failed, the Dervish must continue dancing and chanting for another number of turns equal to the highest level spell that he or she can cast and attempt both checks again, repeating this process until both checks are made or both are failed. If a Dervish is hobbled or otherwise restricted in his or her movement, he or she will not be able to regain spells once they are cast. Bonus Proficiencies: Chanting, Dancing Required Proficiencies: Endurance, Religion Preferred Proficiencies: Ancient History, Begging, Blather, Contortionist, Direction Sense, Display Weapon Prowess, Healing, Herbalism, Language (Ancient and Modern), Mental Resistance, Musical Instrument, Reading/Writing, Rune Lore, Spellcraft, Survival