Piedmon_Sama
2006-07-04, 09:50 PM
Well, I promised I'd get around to doing more stops on my "world tour" of new base classes, though the low response to my Mexica Knight was somewhat discouraging.... nevertheless, I still feel that other historical badassi deserve just as much spotlight as a certain katana-wielding stagehog. Thus, the Hashisheen.
~~~~~
The Hashisheen
Centuries ago, in a vast and heavily religious desert empire, there existed an esoteric order of holy killers called the Hashisheen. Though steeped in mysticism and intensely religious, they often struck at various leaders of that time's dynasty for politically motivated reasons. Using as much terror as force, these Hashisheen became a powerful and politically dominant force.
In the time since, the once-powerful Hashisheen have fragmented into dozens of dispirate orders. Though their skills and techniques now belong to many different orders, all bearing the name of Hashisheen, their reputation is no less feared.
Hashisheen are characterized by their use of hashish, smoking it to achieve a state of heightened awareness in which they behold visions of paradise. Once seeing what they can attain through martyrdom, they think nothing of throwing away their lives for their masters. That is not to say Hashisheen are suicidal, or that they will abandon themselves to the enemy after completing a mission. But to them death holds no mystery, nor terror.
They prefer to carry out their assassinations in broad daylight and in public places, almost invariably employing daggers for maximum psychological effect. In this way, they enhance the terrifying reputation of their order not just to the noblemen they target, but the people of entire nations.
Many Hashisheen are trained from adolescence, but just as many find their way into the order later in life. A Hashisheen order is usually far more esoteric and mystical than the mainstream of its particular faith, and they are often not recognized by the hirearchy of those religions. For example, a Hashisheen order may devote itself to Saint Cuthbert, but their interpretations of his sayings and commandments would be far different from the average, and a typical Cleric of St. Cuthbert would consider them misguided at best, apostates and heretics at worst.
Alignment: Any non-chaotic.
Hit Die: d8
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [Religion] (Int), Knowledge [Nobility & Royalty] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Slight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skills per level: 6+Int Modifier (x4 at first level)
BAB: 3/4ths (As Cleric)
Saves: Reflex and Will good. Constitution poor.
Class Features
Weapon & Armor Proficiencies: A Hashisheen is familiar with all simple weapons, and light armor. He also is trained to use the Scimitar, Rapier, Short Sword, Kukri, and Sap. They are also trained with the Shortbow and Hand Crossbow, but generally disdain ranged combat.
Bonus Feat: At 1st level, the Hashisheen may select between Improved Initiative and Quick Draw as a bonus feat.
Sneak Attack: If the Hashisheen can catch an opponent when he is unable to defend himself effectively from an attack, he can strike a vital spot for extra damage. Any time the target is flat-footed, helpless, or would otherwise be denied their dexterity bonus to AC, the Hashisheen can make a sneak attack. The Hashisheen can also use this ability when flanking an opponent. Sneak Attack damage is not multiplied on a critical attack, nor is it usable against constructs, undead, or any adversary that lacks discernable anatomy.
The Hashisheen's Sneak Attack bonuses: +1d6 at 1st level, +2 d6 at 4th, +3d6 at 8th, +4 d6 at 12th, +5d6 at 16th, and +6d6 at 20th.
Trapfinding (Ex): A Hashisheen of 2nd level can use a Search check to look for traps that have a higher DC than 20 to find. The Disable Device skill allows him to disable or bypass traps.
Consecrate Weapon (Su): Starting at 3rd level, once per day, a Hashisheen can consecrate his weapon with a special blessing. The consecration lasts until the first time the weapon deals damage. The Weapon gains a divine bonus to attack and damage equal to ½ the Hashisheen’s current Hashisheen level, rounding down. Activating this ability is a swift action. Only melee weapons can be consecrated.
Uncanny Dodge (Ex): At 4th level, the Hashisheen retains his dexterity bonus to AC even in situations where he would normally be flat-footed, or if struck by an invisible attacker. He still loses it if immobilized. At 12th level, he can no longer be flanked, except by a Rogue or other Hashisheen of at least 4 levels higher.
Holy Zeal (Ex): Through the imbibing of hashish, a member of the assassin cult attains a temporary state of higher awareness, when their mind touches that of their God. They then behold a vision of Paradise as it exists upon their Deity’s home plane. The knowledge that this reward awaits him in the next life will spur the Hashisheen to drive himself to his very limits on missions. The fear of death leaves him, granting him a bonus to will saves vs fear effects, checks to avoid being shaken, and a moral bonus to attack and damage rolls.
To gain this bonus, the Hashisheen must smoke hashish or some equivalent mind-altering substance and experience its mind-expanding effects. The rituals take one hour, and the benefits do not immediately take effect. Instead, the Hashisheen can activate the ability at any point after the ritual as a free action, the benefits lasting for a number of rounds equal to 1/2 his level + his Wisdom modifier. The subsequent bonus is at first +2, then +3 at 9th level and +4 at 15th.
Dagger Focus: Most Hashisheen orders use a dagger as their signature weapon, preferring to get as close to the target as possible and kill with a small, quick blade. At 4th level, the Hashisheen gains Weapon Focus: Dagger as a bonus feat. If he already has this feat, he gains Weapon Specialization: Dagger instead. If he has both feats already, then this ability is wasted.
Resist Pain (Ex): The Hashisheen claim it is the power of their faith, while others claim it’s the residual effect of drug buildup. Whatever the reason, Hashisheen operatives are notably resilient against injury and fatigue. At 4th level, the Hashisheen gains a +2 bonus to Endurance-related fortitude saves (such as resisting subdual damage from weather conditions or forced marching), as well as any saves to resist effects caused by pain. This bonus increases to +3 at 12th level, and +4 at 16th level.
Evasion (Ex): At 5th level, the Hashisheen ignores damage from any spell or other effect that would normally allow for half-damage on a successful saving throw (assuming he makes the save.)
Death Blow: As the feat in Complete Adventurer. A Hashisheen can make a coup de grace as a standard action, rather than a full-round action. It still incurs an attack of opportunity. Unlike the feat, the Hashisheen’s ability only works when the Hashisheen uses a dagger-type weapon for the attack.
Staredown (Ex): The eyes of a Hashisheen are the eyes of a man who has seen heaven, and in some cases hell. Few can meet such a gaze and not flinch—the Hashisheen gains a +4 bonus to Intimidate checks, and can demoralize an opponent.
Holy Vision (Su): At 6th level, the Hashisheen is granted special sight by the blessing of his patron deity. He gains darkvision with a 60 foot range. Unlike regular darkvision, this ability functions normally in the effects of a darkness spell.
Improved Grapple: At 7th level, the Hashisheen gains the Improved Grapple feat for free. He does not need to meet its requirements. He does not provoke an attack of opportunity to initiate a grapple, and gains a +4 bonus to grapple checks.
Mass Staredown (Ex): At 10th level, a Hashisheen can make an intimidate check to demoralize all enemies within a 30 ft. area. Such is the fearsomeness of his character and otherworldliness in his stare that he can cow multiple foes.
Close-In Stab: At 11th level, the Hashisheen does not suffer a -4 penalty when making an attack while grappling, so long as the attack is made with a dagger or dagger-type weapon.
Improved Staredown (Ex): At 15th level, the Hashisheen can make an intimidate check to demoralize all enemies in a 30 foot radius, and does so as a move action rather than a standard action.
Holy Terror (Su): At 16th level, the Hashisheen can terrify one opponent utterly. A successful intimidate check against one enemy of CR equal to or less than the Hashisheen’s causes that enemy to panic as if effected by the cause terror spell. This ability is usable against one opponent in each encounter. Whether the target makes or fails his level check, he is immune to this ability for the rest of the day.
Staggering Strike: At 18th level, the Hashisheen can make a staggering strike on any opponent who would be normally subject to a sneak attack. Regardless of whether its subdual damage equals its hitpoints, the target is treated as staggered for one round (or until he is subject to a DC 15 heal check, whichever comes first.) A target can resist this effect with a successful fortitude save (DC equal to 10+Hashisheen's level). Multiple staggering strikes on the same creature do not stack. The Hashisheen can only make a staggering strike when wielding a dagger or dagger-type weapon.
~~~~
NOTES: I'm still not decided on whether the Hitdie should be a d6 or d8. I know I want him to be formidable in melee (at least as formidable as 3/4th BAB will allow) but I'm not sure if it's too much for the number of abilities he gets. Consecrate Weapon and Sneak Attack are meant to be combined so that he can, essentially, be all but assured to deal a major damage attack at least once a day. I hope he isn't too similar to the ninja or the Assassin PrC, although he borrows elements from both. PEACH please.
~~~~~
The Hashisheen
Centuries ago, in a vast and heavily religious desert empire, there existed an esoteric order of holy killers called the Hashisheen. Though steeped in mysticism and intensely religious, they often struck at various leaders of that time's dynasty for politically motivated reasons. Using as much terror as force, these Hashisheen became a powerful and politically dominant force.
In the time since, the once-powerful Hashisheen have fragmented into dozens of dispirate orders. Though their skills and techniques now belong to many different orders, all bearing the name of Hashisheen, their reputation is no less feared.
Hashisheen are characterized by their use of hashish, smoking it to achieve a state of heightened awareness in which they behold visions of paradise. Once seeing what they can attain through martyrdom, they think nothing of throwing away their lives for their masters. That is not to say Hashisheen are suicidal, or that they will abandon themselves to the enemy after completing a mission. But to them death holds no mystery, nor terror.
They prefer to carry out their assassinations in broad daylight and in public places, almost invariably employing daggers for maximum psychological effect. In this way, they enhance the terrifying reputation of their order not just to the noblemen they target, but the people of entire nations.
Many Hashisheen are trained from adolescence, but just as many find their way into the order later in life. A Hashisheen order is usually far more esoteric and mystical than the mainstream of its particular faith, and they are often not recognized by the hirearchy of those religions. For example, a Hashisheen order may devote itself to Saint Cuthbert, but their interpretations of his sayings and commandments would be far different from the average, and a typical Cleric of St. Cuthbert would consider them misguided at best, apostates and heretics at worst.
Alignment: Any non-chaotic.
Hit Die: d8
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [Religion] (Int), Knowledge [Nobility & Royalty] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Slight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skills per level: 6+Int Modifier (x4 at first level)
BAB: 3/4ths (As Cleric)
Saves: Reflex and Will good. Constitution poor.
Class Features
Weapon & Armor Proficiencies: A Hashisheen is familiar with all simple weapons, and light armor. He also is trained to use the Scimitar, Rapier, Short Sword, Kukri, and Sap. They are also trained with the Shortbow and Hand Crossbow, but generally disdain ranged combat.
Bonus Feat: At 1st level, the Hashisheen may select between Improved Initiative and Quick Draw as a bonus feat.
Sneak Attack: If the Hashisheen can catch an opponent when he is unable to defend himself effectively from an attack, he can strike a vital spot for extra damage. Any time the target is flat-footed, helpless, or would otherwise be denied their dexterity bonus to AC, the Hashisheen can make a sneak attack. The Hashisheen can also use this ability when flanking an opponent. Sneak Attack damage is not multiplied on a critical attack, nor is it usable against constructs, undead, or any adversary that lacks discernable anatomy.
The Hashisheen's Sneak Attack bonuses: +1d6 at 1st level, +2 d6 at 4th, +3d6 at 8th, +4 d6 at 12th, +5d6 at 16th, and +6d6 at 20th.
Trapfinding (Ex): A Hashisheen of 2nd level can use a Search check to look for traps that have a higher DC than 20 to find. The Disable Device skill allows him to disable or bypass traps.
Consecrate Weapon (Su): Starting at 3rd level, once per day, a Hashisheen can consecrate his weapon with a special blessing. The consecration lasts until the first time the weapon deals damage. The Weapon gains a divine bonus to attack and damage equal to ½ the Hashisheen’s current Hashisheen level, rounding down. Activating this ability is a swift action. Only melee weapons can be consecrated.
Uncanny Dodge (Ex): At 4th level, the Hashisheen retains his dexterity bonus to AC even in situations where he would normally be flat-footed, or if struck by an invisible attacker. He still loses it if immobilized. At 12th level, he can no longer be flanked, except by a Rogue or other Hashisheen of at least 4 levels higher.
Holy Zeal (Ex): Through the imbibing of hashish, a member of the assassin cult attains a temporary state of higher awareness, when their mind touches that of their God. They then behold a vision of Paradise as it exists upon their Deity’s home plane. The knowledge that this reward awaits him in the next life will spur the Hashisheen to drive himself to his very limits on missions. The fear of death leaves him, granting him a bonus to will saves vs fear effects, checks to avoid being shaken, and a moral bonus to attack and damage rolls.
To gain this bonus, the Hashisheen must smoke hashish or some equivalent mind-altering substance and experience its mind-expanding effects. The rituals take one hour, and the benefits do not immediately take effect. Instead, the Hashisheen can activate the ability at any point after the ritual as a free action, the benefits lasting for a number of rounds equal to 1/2 his level + his Wisdom modifier. The subsequent bonus is at first +2, then +3 at 9th level and +4 at 15th.
Dagger Focus: Most Hashisheen orders use a dagger as their signature weapon, preferring to get as close to the target as possible and kill with a small, quick blade. At 4th level, the Hashisheen gains Weapon Focus: Dagger as a bonus feat. If he already has this feat, he gains Weapon Specialization: Dagger instead. If he has both feats already, then this ability is wasted.
Resist Pain (Ex): The Hashisheen claim it is the power of their faith, while others claim it’s the residual effect of drug buildup. Whatever the reason, Hashisheen operatives are notably resilient against injury and fatigue. At 4th level, the Hashisheen gains a +2 bonus to Endurance-related fortitude saves (such as resisting subdual damage from weather conditions or forced marching), as well as any saves to resist effects caused by pain. This bonus increases to +3 at 12th level, and +4 at 16th level.
Evasion (Ex): At 5th level, the Hashisheen ignores damage from any spell or other effect that would normally allow for half-damage on a successful saving throw (assuming he makes the save.)
Death Blow: As the feat in Complete Adventurer. A Hashisheen can make a coup de grace as a standard action, rather than a full-round action. It still incurs an attack of opportunity. Unlike the feat, the Hashisheen’s ability only works when the Hashisheen uses a dagger-type weapon for the attack.
Staredown (Ex): The eyes of a Hashisheen are the eyes of a man who has seen heaven, and in some cases hell. Few can meet such a gaze and not flinch—the Hashisheen gains a +4 bonus to Intimidate checks, and can demoralize an opponent.
Holy Vision (Su): At 6th level, the Hashisheen is granted special sight by the blessing of his patron deity. He gains darkvision with a 60 foot range. Unlike regular darkvision, this ability functions normally in the effects of a darkness spell.
Improved Grapple: At 7th level, the Hashisheen gains the Improved Grapple feat for free. He does not need to meet its requirements. He does not provoke an attack of opportunity to initiate a grapple, and gains a +4 bonus to grapple checks.
Mass Staredown (Ex): At 10th level, a Hashisheen can make an intimidate check to demoralize all enemies within a 30 ft. area. Such is the fearsomeness of his character and otherworldliness in his stare that he can cow multiple foes.
Close-In Stab: At 11th level, the Hashisheen does not suffer a -4 penalty when making an attack while grappling, so long as the attack is made with a dagger or dagger-type weapon.
Improved Staredown (Ex): At 15th level, the Hashisheen can make an intimidate check to demoralize all enemies in a 30 foot radius, and does so as a move action rather than a standard action.
Holy Terror (Su): At 16th level, the Hashisheen can terrify one opponent utterly. A successful intimidate check against one enemy of CR equal to or less than the Hashisheen’s causes that enemy to panic as if effected by the cause terror spell. This ability is usable against one opponent in each encounter. Whether the target makes or fails his level check, he is immune to this ability for the rest of the day.
Staggering Strike: At 18th level, the Hashisheen can make a staggering strike on any opponent who would be normally subject to a sneak attack. Regardless of whether its subdual damage equals its hitpoints, the target is treated as staggered for one round (or until he is subject to a DC 15 heal check, whichever comes first.) A target can resist this effect with a successful fortitude save (DC equal to 10+Hashisheen's level). Multiple staggering strikes on the same creature do not stack. The Hashisheen can only make a staggering strike when wielding a dagger or dagger-type weapon.
~~~~
NOTES: I'm still not decided on whether the Hitdie should be a d6 or d8. I know I want him to be formidable in melee (at least as formidable as 3/4th BAB will allow) but I'm not sure if it's too much for the number of abilities he gets. Consecrate Weapon and Sneak Attack are meant to be combined so that he can, essentially, be all but assured to deal a major damage attack at least once a day. I hope he isn't too similar to the ninja or the Assassin PrC, although he borrows elements from both. PEACH please.