Hashim (Fleshforge Legacy Supplement)

From D&D Wiki

Jump to: navigation, search

Hashim[edit]

Hashim are a race of huge, powerfully built reptilian warriors. With powerful teeth and razor-sharp claws, the hashim were created through the same methods that the baqir were, the southern shapers used the giants created in the east as their base instead of humans. The hashim were a success. Used by the shapers as guardians and enforcers, the hashim became quite widespread in the southern regions.

Personality:[edit]

The hashim adopted many of the baqir traditions when they were first created. However, while the baqir regard them as the guiding principles of their lives, the hashim are significantly less strict about following them. The hashim generally view them more as formal guidelines, and most live by them most of the time, but they have much less of an issue breaking taboos. Hashim place more importance on physical strength than the baqir.

Physical Description:[edit]

The hashim are slightly more humanoid than the baqir. Their massive, muscular frames are covered with thick, overlapping, armor-like scales. These scales are particularly thick on their forearms, along the back of their necks, down their backs and onto their long tails, as well as on their thighs. Their necks are elongated, with relatively small heads. They have powerful, blunted muzzles, and their fangs protrude from their upper lip. One characteristic trait the Hashim can be noted for is the large, bony projections that emerge from their arms at the elbows and shoulders. These bony ‘wings’ help them cool their bodies during the hottest days. They also double as a sexual display. Male and female hashim are identical, but large, sturdy ‘wings’ are considered attractive by both sexes. Hashim stand between 9 and 10 feet in height, and typically weigh 650-800 pounds.

Relations:[edit]

Hashim get along well with the baqir, who respect the great physical strength of the hashim, as well as their respect for the baqir codes of honor and respect. The hashim respect that the baqir were there first, and are forever grateful that the baqir shared their culture with them when the first came to be. They dislike hivelings, and the hivelings find them to be generally less than pleasant company. They respect the draconians’ strength, but the draconians find them to be just about as primitive in their eyes as the baqir.

Alignment:[edit]

Hashim are usually neutral, with a slight tendancy for good. Despite their large lize and fearsome appearance, most hashim have a softer side to them, a desire to protect others.

Lands:[edit]

Hashim travel the desert in small clans. Occasionally, a clan of hashim with travel alongside a tribe of baqir, for the mutual benefit of both. Hashim have no true homeland, much like the baqir.

Language:[edit]

Hashim speak reptilian, and almost all of them speak common as well.

Names:[edit]

Hashim names carry the same naming conventions as their baqir relatives, a practice adopted when the hashim took on the rest of the baqir traditions. When the hashim were still serving as guardians of the shapers, they would also add the name of the shaper they served to the end of their names.

Adventurers:[edit]

Hashim adventurers are common. Many adapted the baqir teachings of combat into a more defensive style. Typically, the hashim take on the role of barbarian, crusader, or knight.

HASHIM RACIAL TRAITS[edit]

  • +6 strength, +4 constitution, -4 dexterity, -4 intelligence, -2 wisdom. Hashim are exceedingly strong and durable, but they are realtively clumsy. In addition, their minds simply aren’t quite as quick as others, and they often can be reckless as a result.
  • Giant: Hashim are creatures with the giant type.
  • Large: As Large creatures, hashim take a –1 penalty to Armor Class and a –1 penalty on all attack rolls. They also have a reach of 10 feet.
  • Hashim have a base land speed of 30 feet.
  • Low-light vision: Hashim can see twice as far as a human in moonlight, torchlight, or other conditions of poor illumination.
  • Light protection: A hashim suddenly exposed to bright light, such as sunlight or a daylight spell, is dazzled for one round before their secondary eyelid comes down to protect their eyes.
  • Racial Hit Dice: A hashim begins with two levels of giant, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: A hashim’s giant levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
  • Racial Feats: A hashim’s giant levels give it one feat.
  • Scent: Hashim have the scent ability.
  • Hashim have a +6 natural armor bonus
  • Natural Weapons: two claws (1d6), bite (1d6), and tail (1d6)
  • Skills: A hashim’s tail provides a +4 racial bonus to balance and jump checks.
  • Heat acclimated: Hashim gain a +2 bonus to saves to resist fire spells or effects. They can exist comfortably in temperatures up to 120° F without having to make Fortitude saves. they are considered to have heat protection 1.
  • Automatic Languages: Reptilian, Common. Bonus Languages: Draconic, Giant, Hiveling (understand only), Undercommon
  • Favored Class: Crusader. A multiclass hashim’s crusader levels do not count when determining whether they take an experience point penalty.
  • +1 LA


Return[edit]

Back to Main Page3.5e HomebrewCampaign SettingsThe Fleshforge Legacy Campaign Setting

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors