Hashshashin (3.5e Class)

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Hashshashin
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Altair, Master Hashshashin

Hashshashin[edit]

Nothing is true, everything is permitted.

Hashshashin or God's assassins, are said to kill one man to bring peace to a thousand others. Telling no one what to believe, or what to think, but instead telling others to be wise. So that in this wisdom they will find freedom.

Origins[edit]

The origins of the Assassins trace back to just before the First Crusade around 1080. It is difficult to find out much information about the origins of the Assassins because most early sources are either written by enemies of the cult or based on legends. Most sources dealing with the order’s inner working were destroyed with the capture of Alamut, the Assassin's headquarters. However, it's possible to trace the beginnings of the cult back to its first Grandmaster, Hassan-i Sabbah. A passionate believer of the Isma’ili beliefs, Hassan-i-Sabbah was well liked throughout Cairo, Syria, and most of the Middle East by other Isma’ili, which led to a number of people becoming his followers. Using his fame and popularity, Sabbah founded the Order of the Assassins. While his motives for founding this order are ultimately unknown, it has been speculated that it was for his own political and personal gain and to also exact vengeance on his enemies. His motivation for political power probably came through what he thought to be dealings with other Muslims in the Middle East, particularly Sunnis, but because of the unrest in the holy land caused by the calling of the Crusades, Hasan-i-Sabbah found himself not only fighting for power with other Muslims, but also with the invading Christian forces.

Alamut[edit]

After creating the Order, Sabbah searched for a location that would be fit for a sturdy headquarters and decided on the fortress at Alamut in what is now northwestern Iran. It is still disputed whether Sabbah built the fortress himself or if it was already built at the time of his arrival. Whether he created it himself or not, Sabbah adapted the fortress to suit his needs of not only defense from hostile forces, but also indoctrination of his followers. After laying claim to the fortress at Alamut, Sabbah began expanding his influence outward to nearby towns and districts, using his agents to gain political favour and intimidate the local populations.

Spending most of his days at Alamut working on religious works and doctrines for his Order, Sabbah was never to leave his fortress again in his lifetime. He had established a secret society of deadly assassins, one which was built in a hierarchical format. Below Sabbah, the Grand Headmaster of the Order, were those known as “Greater Propagandists”, followed by the normal "Propagandists", the Rafiqs ("Companions"), and the Lasiqs ("Adherents"). It was the Lasiqs who were trained to become some of the most feared assassins, or as they were called, "Fida’i" (self-sacrificing agent), in the known world.

Questions of loyalty, and the name "Hashshish"-ins[edit]

It is, however, unknown how Hassan-i-Sabbah was able to get his "Fida’i" to perform with such fervent loyalty. One theory, possibly the most well known but also the most criticized, comes from the observations from Marco Polo during his travels to the Orient. He describes how the "Old Man of the Mountain" (Sabbah) would drug his young followers with hashish (hence 'hashshashin'), lead them to a "paradise", and then claim that only he had the means to allow for their return. Perceiving that Sabbah was either a prophet or some kind of magic man, his disciples, believing that only he could return them to "paradise", were fully committed to his cause and willing to carry out his every request. With his new weapons, Sabbah began to order multiple assassinations, ranging from politicians to great generals. Assassins rarely would attack ordinary citizens though and tended not to be hostile towards them.

Although the "Fida’i" were the lowest rank in Sabbah’s order and only used as expendable pawns to do the Grandmaster’s bidding, much time and many resources were put in to training them. The Assassins were generally young in age giving them the physical strength and stamina which would be required to carry out these murders. However, physical prowess was not the only trait that was required to be a "Fida’i". To get to their targets, the Assassins had to be patient, cold, and calculating. They were generally intelligent and well read because they were required to possess not only knowledge about their enemy, but his or her culture and their native language. They were trained by their masters to disguise themselves, sneak in to enemy territory and perform the assassinations instead of simply attacking their target outright.

As tensions in the Middle East grew during the Crusades, the Assassins were also known for taking contracts from outside sources on either side of the war, whether it was from the invading Crusaders or the Saracen forces, so long as the assassination fit in to the Grandmaster's plan.

Making A Hashashin[edit]

Abilities: Intelligence determines many of the Hashshashin's abilities. Dexterity provides an unarmored Hashshashin with better defense and with bonuses to class skills. Wisdom powers the Hashshashin's special defenses. Strength helps the Hashshashin in combat.

Races: Humans are often Hashshashins, though it is not uncommon for Elves, Halflings, Half Elves and Tieflings to take up the Hashshashin training.

Alignment: Any Lawful because Hashshashins follow a strict Creed.

Starting Gold: 6d4×10 gp (150 gp). Hit Dice: d6.

Starting Age: As Monk

Table: The Hashashin

Level Base
Attack Bonus
Saving Throws Special AC
Bonus
Unarmoured
Speed Bonus
Death
Attack
Fort Ref Will
1st +0 +2 +2 +0 Creed, Hidden Blade, Tricks of the Trade, Sneak Attack +1d6 +0 +0 ft.
2nd +1 +3 +3 +0 Dance Of The Eagle, Evasion +0 +0 ft.
3rd +2 +3 +3 +1 Speed Climb, Sneak Attack +2d6 +0 +10 ft.
4th +3 +4 +4 +1 Uncanny Dodge, Tricks of the Trade, Death Attack +0 +10 ft. 9 (1)
5th +3 +4 +4 +1 Sneak Attack +3d6 +1 +10ft. 8 (1)
6th +4 +5 +5 +2 Poison Use, Nothing is True +1 +20ft. 8 (1)
7th +5 +5 +5 +2 Blessed by Those Who Came Before: Falcon Dive, Sneak Attack +4d6 +1 +20ft. 8 (2)
8th +6/+1 +6 +6 +2 Improved Uncanny Dodge, Tricks of the Trade +1 +20 ft. 8 (2)
9th +6/+1 +6 +6 +3 Improved Evasion, Sneak Attack +5d6 +1 +30 ft. 7 (2)
10th +7/+2 +7 +7 +3 Eagle Vision, Blessed by Those Who Came Before: Eagle Feathers +2 +30 ft. 7 (2)
11th +8/+3 +7 +7 +3 Sneak Attack +6d6 +2 +30 ft. 6 (2)
12th +9/+4 +8 +8 +4 Tricks of the Trade +2 +40 ft. 6 (2)
13th +9/+4 +8 +8 +4 Hide In Plain Sight, Sneak Attack +7d6 +2 +40 ft. 5 (3)
14th +10/+5 +9 +9 +4 Everything is Permitted +2 +40 ft. 4 (3)
15th +11/+6/+1 +9 +9 +5 Blessed by Those Who Came Before: Hawk Eye, Sneak Attack +8d6 +3 +50ft. 4 (3)
16th +12/+7/+2 +10 +10 +5 Tricks of the Trade +3 +50ft. 3 (3)
17th +12/+7/+2 +10 +10 +5 Sneak Attack +9d6 +3 +50ft. 3 (3)
18th +13/+8/+3 +11 +11 +6 Mentor of the Brotherhood +3 +60ft. 3 (3)
19th +14/+9/+4 +11 +11 +6 Sneak Attack +10d6 +3 +60ft. 3 (3)
20th +15/+10/+5 +12 +12 +6 Tricks of the Trade, Father of the Brotherhood +4 +60ft. 3 (3)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture and Engineering) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language (N/A), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Weapon And Armor Proficiencies: Hashshashins are proficient with all simple wepaons, the Hidden Blade, Light Crossbow, Heavy Crossbow, Dagger, Long Sword, Short Sword, and Falchion. Hashshashin are proficient with light armor but not medium, heavy, or shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a Hashshashin loses her AC bonus and her Fast Movement.

AC Bonus (Ex): When unarmored and unencumbered, the Hashshashin adds his Wisdom bonus (if any) to his AC. In addition, a Hashshashin gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Hashshashin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Hashshashin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Creed: A Hashshashin must be of Lawful alignment and loses all class abilities if he ever willingly commits an act against the Three Tenets of The Creed:

The Creed mainly emphasizes three simple, moral tenets that focus on ensuring a successful mission, mastery of emotions, and the safety of the Brotherhood.

Stay your blade from the flesh of an innocent

I would not have drawn attention to us. I would not have taken the life of an innocent.
—Malik A-Sayf

The goal of the Assassins is to ensure peace in all things. The Assassins believe that political assassinations and the death of the corrupt will bring peace and a true sense of security to the common people. Slaying innocents and civilian bystanders who do not need to die goes a long way towards spreading strife and discord, in addition to ruining the name of the Assassin Order itself.

Always be discreet

Let the people mask you such that you become one with the crowd.
—Al Mualim

Be unseen. The Assassins aim is to get close to their target stealthily, usually in public, to perform awe-inspiring assassinations. The greatest illusion from an assassination is, an Assassin seemingly materializes from nowhere, kills a corrupt public figure, and vanishes into the depth of the crowd or environment. If an Assassin is spotted stalking their target, the supernatural effect is diluted, simply making it more difficult for the Assassin to reach his target.

Never compromise the Brotherhood

Your actions must never bring harm upon us - direct or indirect!
—Al Mualim

The actions of one must never bring harm to all. If an Assassin fails, is captured, or is being chased, he must never commit an action or say anything that can be tied back to the Brotherhood.

As well, at 1st Level the Hashshashin has the Rank of Recruit. Every Even level thereafter, she gains a new rank. Typically, they are as follows: Servant, Assistant, Soldier, Disciple, Mercenary, Warrior, Veteran, Master, Assassin. The names of these ranks may change depending on the area, but they serve the same purpose, and a Hashshashin is considered a student of the Brotherhood until they Graduate at the highest rank.

Associates: While she may adventure with characters of any good or neutral alignment, a Hashshashin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends her moral code. A Hashshashin may accept only henchmen, followers, or cohorts who are chaotic good.

Hidden Blade: The Hashshashin obtains a Hidden Blade at 1st level.

Tricks of the Trade (Ex): At 1st level, 4th level and every 4 levels after, The Hashshashin gains the ability to choose from the following list:

Trap finding: Hashshashins (and only Hashshashins) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Hashshashins (and only Hashshashins) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A Hashshashin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Shadowed Weapons: The Hashshashin gains Far Shot with daggers only. The Hashshashin gains a +4 competence bonus to sleight of hand check to conceal a weapon. Also gain the Quick Draw feat.

Counter Attack: If a target misses the Hashshashin in melee, the Hashshashin may make an attack on said target on the Hashshashin's next action, treating the opponent as Flat-Footed for one attack if the attack missed while on the Defensive or taking at least a -2 AC penalty with Combat Expertise. Otherwise, though it will only give a +2 Attack Bonus. If the Hashshashin's Counter Attack misses, she suffers a -4 AC Penalty, leaves her Defensive stance, and cannot return to it until her next action.

Eagles Talon: If the Hashshashin damages a creature or character with her hidden blade, the creature also takes 1 point of Constitution damage.

Crippling Strike:(Requirements: Sneak Attack +5d6, Eagles Talon) A Hashshashin with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Feat: A Hashshashin may gain a bonus feat in place of a special ability. She must meet all of the requirements as normal.

Sneak Attack: If a Hashshashin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Hashshashin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hashshashin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Hashshashin levels thereafter. Should the Hashshashin score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Hashshashin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Hashshashin can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Hashshashin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hashshashin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex): At 2nd level and higher, a Hashshashin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Hashshashin is wearing light armor or no armor. A helpless Hashshashin does not gain the benefit of evasion.

Dance of the Eagle (Ex): At 2nd level the Hashshashin can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks. The Hashshashin may also Take 10 on Climb, Jump, and Balance under stressful conditions.

Fast Movement (Ex): At 3rd level, a Hashshashin gains an enhancement bonus to her speed, as shown on Table: The Hashshashin. A Hashshashin in armor or carrying a medium or heavy load loses this extra speed.

Speed Climb (Ex): A Hashshashin gains a Climb Speed of 20, and her Unarmored Speed bonus only grants half the bonus to Climb Speed. A Hashshashin needs only one free hand to use this ability. This ability can be used only if a Hashshashin is wearing no armor and is carrying no more then a light load.

Uncanny Dodge (Ex): Starting at 4th level, a Hashshashin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Hashshashin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Death Attack (Ex): If an Hashshashin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the Hashshashin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Hashshashin or recognize the Hashshashin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ Hashshashin class level + the Hashshashin Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Hashshashin has completed the 3 rounds of study, he must make the death attack within 1 round.

If a death attack is attempted and fails (the victim makes her save) or if the Hashshashin does not launch the attack within 1 round of completing the study, 9 new rounds of study are required before he can attempt another death attack. The number of rounds the Hashshashin must study his target decreases as the Hashshashin gains levels. The number of rounds in which the Hashshashin must make his death attack increase by 1 as the Hashshashin gains levels. The Hashshashin may choose to either paralyze or kill the target of his death attack.

Poison Use (Ex): Hashshashin are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Nothing Is True (Ex): The Hashshashin begins to understand the Maxim her order follows as part of the Creed. Truth is a valuable commodity in her line of work, and as such she gains the use of Zone of Truth centered on herself, and casts the effect of Speak with Dead on the target after dealing a Death Attack. Both spells only last until the Hashshashin lays the target's head down and speaks a prayer. During this time, treat the Hashshashin as if until the effect of Time Stop, except that it lasts until the end of the aforementioned prayer, no apparent time is spent, and if the Hashshashin takes any action outside of speaking to the target the effect also ends. Forgoing the prayer, under any circumstance, is an immediate breech of the Creed, but speaking it also gives the Hashshashin a +10 Divine bonus to movement speed for the next three rounds.

Improved Uncanny Dodge (Ex): A Hashshashin of 8th level or higher can no longer be flanked.

This defense denies another Hashshashin the ability to sneak attack the character by flanking her, unless the attacker has at least four more Hashshashin levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum Hashshashin level required to flank the character.

Improved Evasion (Ex): At 9th level, a Hashshashin’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Hashshashin does not gain the benefit of improved evasion.

Eagle Vision (Ex): At 10th level, the Hashshashin's perceptive ability increases to beyond normal capabilities. Normally, Eagle Vision acts as 'Detect Hostile Intent' at will. When sitting or standing on a high perch, the Hashshashin can use 'Locate Object' or 'Locate Creature' at will, but if the creature or object succeeds on the Will save the Hashshashin cannot use it on that target again for 24 hours. Use the Hashshashin's level as the caster level.

Blessed by Those Who Came Before (Ex): The Hashshashin is being watched over and has learned the divine methods through those who came before.

Falcon's Dive allows her to either charge or leap down upon her foe from at least 10 feet and, with a DC 15 Jump check, deal +2 damage if the attack connects. For every 10 above the DC, add +2 Damage.
Eagle's Feathers allows her to, using a cloak and a DC 25 Bluff check (separate from the upcoming Feint Check), Feint in combat as a move action. If DC 40 is broken, it becomes a Free Action.
Hawk's Eye allows her to gain +2 Attack and Damage when studying a target for one full round without making any other actions, although studying for a Death Attack is excluded from this rule. This stacks up to three times, but if the attack is not made within three rounds of ending the study, it is wasted.

Hide in Plain Sight (Ex): At 8th level, a Hashshashin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hashshashin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Everything is Permitted (Ex): The second half of the guild's Maxim, the Hashshashin has learned the true meaning of her place in the world. Anything she desires to perform, within the Creed and for the people, she can do. She takes no falling damage if she speaks the Maxim before leaping from a high place. Her leap of faith lands her in a completely safe position, usually a haybale or a wagon full of something soft, even if such a thing would not normally cushion another person falling from that same height. This ability can be used three times a day at this level. As well, the Hashshashin steels her resolve, gaining +8 on saves against Fear.

Mentor of the Brotherhood (Ex): The Hashshashin has proven herself in the field of combat, and gains +10 to Charisma Based rolls towards anyone affiliated with the Brotherhood. As well, She may now perform Ranged Sneak Attacks from 60 feet away instead of 30, is Immune to Fear, and has a constant Mind Blank effect over her.

Father of the Brotherhood (Ex): The Hashshashin has obtained the second highest rank within the Brotherhood, and is now in a position to become Grand Master, the head of the Brotherhood in it's entirety. By brandishing the Brotherhood's Crest somewhere on her person, be it a cape, on her armor, or whatnot, the Hashshashin makes a bold statement to anyone who dares to invoke the wrath necessitating such a display. Any intelligent creature who wishes to do harm unto the Hashshashin or anyone under the Hashshashin's protection (including other members of the Brotherhood) must roll a Will save against the Hashshashin's Intimidate plus Charisma Bonus (if any) plus 10. Failure means the subject is Panicked for 5 rounds (and must make a new save to try again,) while Success means the subject is Shaken for 3d6 rounds. The Hashshashin may also use Mind Cloud at will, though if the creature makes it's save it cannot be used on the same target for 24 hours, and only one target can be affected at any one time. (Use the Hashshashin's Level as the Caster Level and use her Intelligence as the Key Ability.)

Ex-Hashshashin[edit]

A Hashshashin who ceases to be Lawful or grossly violates the code of conduct loses all Hashshashin abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Hashshashin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

A fallen Hashshashin who takes levels in the Assassin prestige class gains additional benefits. Like a member of any other class, a Hashshashin may be a multiclass character, but multiclass Hashshashins face a special restriction. A Hashshashin who gains a level in any class other than Hashshashin may never again raise her Hashshashin level, unless she multi classes into one of the following classes: Monk, Rogue or Fighter.

Fallen Hashshashin[edit]

Assassins who have levels in the Hashshashin class (that is to say, are now ex-Hashshashins) gain extra abilities the more levels of Hashshashin they have. A fallen Hashshashin who becomes a Assassin gains all of the following abilities that apply, according to the number of Hashshashin levels the character has.

1–2: Sneak Attack +1d6. (This is in addition to the ability granted to all Assassins at 1st level.)
3–4: Evasion
5–6: Sneak attack damage increased by +1d6
7–8: Improved Evasion
9–10: Regain two of their Tricks of the Trade abilities.
11 or more: A Fallen Hashshashin of this stature immediately gains a Assassin level for each level of Hashshashin he trades in.

The character level of the character does not change. With the loss of Hashashin levels, the character no longer gains as many extra abilities for being a Fallen Hashshashin.

Epic Hashshashin[edit]

Table: The Epic Hashshashin

Hit Die: d6

Level AC
Bonus
Unarmored
Speed Bonus
Special
21st +4 +70 ft.
22nd +4 +70 ft.
23rd +4 +70 ft.
24th +4 +80 ft.
25th +5 +80 ft.
26th +5 +80 ft.
27th +5 +90 ft.
28th +5 +90 ft.
29th +5 +90 ft.
30th +6 +100 ft.

4 + Int modifier skill points per level.

AC Bonus: The Hashshashin’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Fast Movement: The epic Hashshashin’s speed when wearing no armor increases by 10 feet every three levels higher than 18th.

Dance of the Eagle: During epic level Dance of the Eagle doesn't automatically increase every 2 levels.

Death Attack: The epic Hashshashin's Death Attack changes in no way at epic levels.

Bonus Feats: The epic hashshashin gains a bonus feat (selected from the list of epic hashshashin bonus feats) every <-number of feats per level-> levels after 20th.

Epic Hashshashin Bonus Feat List: <-list of bonus epic feats->.

Campaign Information[edit]

Playing a Hashshashin[edit]

When given a target or a task by your leaders you fight with pure devotion of the heart. Your use of the blade will always hold truth behind it and your faith empowers you. As a Hashshashin you undertake adventures as part of your training, treating each dungeon and every rescue as an experience that allows you to grow into the most skilled of your people. No matter how tough things may get, you always have the ideals that what you do saves thousands of people from damnation.

Religion: The Hashshashins believe all gods and religions are lies. Referring to their own deity as just 'God', they believe through the illusions he spreads out before them they do right. By seeing past the lies and deceit they are 'wise'.

Other Classes: Hashshashins are often looked down upon by the Paladins and Clerics seen as evil doers and meddlers. Most rogues appeal to the Hashshashins, however some hate the Hashshashins for stepping on the rogue's toes when it comes to combat and "Work Behavior".

Combat: The Hashshashin best fits the role of a striker. Jumping from the shadows and cutting up his opponents before they even have a chance to defend themselves.

Advancement: It is not uncommon for Hashshashins to take levels in Monk, Fighter or Rogue, but they are prohibited from any class that would cause the character to become evil-aligned.

Hashshashins in the World[edit]

The men say he is like a eagle, flying through the sky at unimaginable speeds.
—Ko'-gar Knight Of The Templar

The Hashshashin are bringers of peace. Traveling the lands so that they may take out their targets. Though their work seems evil to many there is great meaning and good behind their work.

Hashshashins are wise, believing in no particular deity yet doing good work for all. Bringing peace to those who thought they would never see any. Where religions control and punish people, the Hashshashins kill the corrupt leaders and release the people from their chains. The Hashshashins believe that nothing is true but everything is permitted, they are able to bring down the greatest religious cults with just a few deaths, be they precise ones. The Hashshashins are almost the balancers of the world and so they play a great part in its development.

Daily Life: The day to day life of the Hashshashin is one of travel and great feats. Many Hashshashins spend their days scaling buildings or the streets looking for their next kill. Otherwise Hashshashins spend time improving themselves traveling the lands improving their skill at combat.

Notables: There have been many Notable Hashshashins through out the ages but only one Altair is truly remembered. Altair spread the teaching of the Hashshashins so that they could spread and control the many cities of the world.

Organizations: The Hashshashins are members of The Creed, A religious cult devoted to attaining world peace.

NPC Reactions: Most NPC will not recognize a Hashshashin and so will simply see them as a passer by. Those who do know of them will either steer straight or talk a while. The Hashshashins are well respected among the good royalty.

Hashshashin Lore[edit]

A great many things have been forgotten about the legendary Hashshashins however those who know of nobility and royalty may remember a thing or two about 'God's Assassins'

Characters with ranks in some appropriate skill can research Hashshashins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Royalty and Nobility)
DC Result
5 The Hashshashins kill with purpose and never senselessly murder people.
10 It is known that Hashshashins travel the world and can be recognized by their white robes and cowl.
15 The Hashshashin stronghold is far to the south in the world. Will know that some Hashshashin wear colored robes to blend in more efficiently.
20 The Hashshashins once guarded a great treasure. What the treasure's name or purpose is unknown without searching amongst dusty tomes deep beneath the grounds in tombs that now hold the old king's bones.

Hashashins in the Game[edit]

The Hashshashins are shown respect by those who know of them. Otherwise they are seen simply as ordinary people, but often mistaken for murderers and petty thieves . A Hashshashin keeps himself blended in with the crowd or the shadows, only striking when put in danger or when his target is in sight. It is said that if pursued, the Hashshashin dissapears without a trace so that he can safely get away.

Adaptation: Possible variant conceptions of this class.

Sample Encounter: Hashshashins travel the lands killing in the cities that lie on them. Walking amongst the city's citizens allows them to pass off as one of them.

EL 6 Encounter: The Hashshashin Ak'mar Habni travels the lands killing those his master wills dead. The PC's have been deemed a threat to the world's balance and so Ak'mar has been sent to deal with them. Ak'mar will most likely attack the party in a city where he has the advantage, where climbing and stealth skills will be most effective.



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