Some warriors have adapted dances into graceful martial forms, and their swashbuckling style is feared throughout the world its ability to devastate foes with a scimitar through motion and agility regardless of strength of arms.
The dervish is an archetype of the fencer class.
A dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the Weapon Finesse feat and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit.
At 5th level, she gains a +1 bonus on attack rolls and damage rolls with scimitars plus an additional +1 bonus for every four fencer levels after 5th. At 9th level, she gains the benefits of the Improved Critical feat. A dervish also adds this bonus to any combat maneuver checks made with scimitars. This bonus also applies to her Combat Maneuver Defense when defending against disarm and sunder attempts made. If she is using her duelist stance, this attack and damage bonus increases by 2.
This ability replaces fencer weapon training.
At 3rd level, a dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her dervish finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites.
This ability replaces finesse training.
At 9th level, a dervish can sweep through her opponents’ lines like a cyclone. As a full-round action, she can move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.
This ability replaces elaborate defense.
At 13th level, whenever a dervish is in conditions of dim light or brighter and hits with a melee attack, she can reflect the light off her blade into the eyes of her target. That opponent is blinded for 1 round. A successful Fortitude save (DC 10 + half the fencer’s level + her Dexterity modifier) negates this effect.
This ability replaces lightning strike.
At 17th level, when a dervish confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can inflict a deadly stab. The target must succeed at a Fortitude saving throw (DC 10 + half the fencer’s level + her Dexterity modifier) or take an amount of nonlethal damage equal to its current hit points + 1, as well as becomes paralyzed for 1 hour.
This ability replaces surgical strike.