The Seyugi Dervishes were once a fanatical cult of Core-based assassins. Acolytes honed their Force-augmented combat skills to sell their services as professional killers. The sight of the red-cloaked, white-masked figures struck terror in the hearts of Core elites for more than a century before the Jedi moved to destroy their order. One Seyugi fortress hidden on Recopia escaped notice. Its Dervishes sleep in carbonite hibernation, awaiting the day they might awaken to terrorize the Core once more.
The Seyugi school neglects most Force theory in favor of developing deadlier, unarmed Force-augmented attacks. Practitioners of this style close quicly with opponents. Once an enemy is within reach of the Dervishes’ smiting blows, the fight is as good as over. A Dervish master surrounded by a throng of equally skilled opponents is capable of slaying them all in seconds.
To qualify to become a Seyugi Dervish, a character must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Hide 5 ranks, Move Silently 5 ranks, Tumble 5 ranks
Feats: Alertness, Dodge, Force-Sensitive
Special: Must apprentice under a Seyugi Dervish for one year before gaining the benefits of the class
Game Rule Information
Vitality: Seyugi Dervishes gain 1d8 vitality points per level. The character’s [Constitution] modifier applies.
The Seyugi Dervish’s class skills, and the key ability for each skill are as follows:
Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex)
Skill Points at Each Additional Level: 4 + Int modifier
Seyugi Dervishes gain the following class features.
At 1st level, a Seyugi Dervish gains Martial Arts as a bonus feat.
At 2nd level, a Seyugi Dervish gains a +1 bonus to damage with a successful Martial Arts attack and threatens a critical hit on a natural 19 or 20. At 4th level, the damage bonus increases to +2.
Beginning at 5th level, a Seyugi Dervish can tap into the Force to move at lightning speed for a brief period of time (usually to close with an opponent). For 4 rounds, the Seyugi Dervish may multiply his speed by 5. This has the side effect of multiplying jump distances by 2. Using this ability requires a full-round action. At the end of the 4-round period, the Seyugi Dervish’s speed drops to its normal value, and the character loses 5 vitality points. If the Seyugi Dervish has no vitality points remaining, he takes wound point damage instead.
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