Piedmon_Sama
07-04-2006, 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.