Arabic warrior [Archive] - Wizards Community

Post/Author/DateTimePost
Cuddly_Wuddlykins

02-12-07, 07:48 PM
Hello my dm wants to make an arabic campaign setting and i was wondering if anybody has made a arab class simething like a scimitar wielding monk or something, I love scimitars but most classes who can use it(like fighters) use a greatsword

Thanks in advance
oops sry im in races when i should be in classes i dont know how to fix it
PiedmonSama

02-12-07, 07:56 PM
I have a hashisheen assassin class I homebrewed up a while ago, if you'd like to have a look. I wrote it up about a year back, when I wasn't quite as good at balancing (not saying I'm great shakes at it now), so it may have some... flaws. I'd be willing to work a bit more on it, though, if you think it could enhance your setting.
Cuddly_Wuddlykins

02-12-07, 07:57 PM
Id love it, link me up
PiedmonSama

02-12-07, 08:04 PM
Piedmon's Homebrew Compendium pt 2.5: The Hashisheen

Alignment: Any non-chaotic.
Hit Die: d6
Age: As Paladin
Starting Gold: 5d4x10

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: 3/4 (As Cleric)
Saves: Fort poor, Ref Good, Will Good

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.

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 Sneak Attack deals +1d6 damage at 1st level, increasing to +2d6 at 4th. It deals another d6 of damage every four levels thereafter.

Poison Use: Hashisheen are trained in the use of poison and never risk poisoning themselves when coating a blade. However, their methodology permits them to only use it upon weapons and not through more subtle means.

Trapfinding (Ex): A Hashisheen 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): Once per day, as a Supernatural Ability, a Hashisheen can consecrate his weapon with a special blessing. The consecration lasts until the first time the weapon deals damage. The Weapon gains an enhancement bonus to attack and damage equal to ½ the Hashisheen’s current level (at least 1), rounding down.

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 and checks to avoid being shaken. To gain this bonus, the Hashisheen must consume hashish or some equivalent mind-altering substance and experience its mind-expanding effects. The rituals take one hour. The subsequent bonus is at first +2, then +3 at 9th level and +4 at 15th.

Dagger Specialization: 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 Specialization: Dagger as a bonus feat. He does not need to have taken Weapon Focus or any other prerequisites.

Steely Resolve (Ex): At 4th level, the Hashisheen becomes able to resist the effects of pain and injury, whether due to his ardent faith or the buildup of drugs in his system. He is not immediately affected when an enemy lands an attack upon him. Instead, the Hashisheen possesses a Delayed Damage Pool to which he sends the damage, delaying its effect. The pool starts at 0 with each encounter. When the Hashisheen is attacked, the damage from the blow is added to the pool. At the end of the Hashisheen's next turn, he takes damage equal to that in the pool, which then resets at 0. Healing received before then can increase his HP or decrease the damage pool. Special effects tied to an attack, such as stun or energy drain, effect the Hashisheen as normal.

At 4th level, the Pool can hold up to 5 points of damage. At 8th, that increases to 10. At 12th, it is 15, and 20 at 16th. At 20th level, the Damage Pool can hold up to 25 points of damage.

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. At 5th level, 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.

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.

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 save, 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 damage dealt). Multiple staggering strikes on the same creature do not count. The Hashisheen can only make a staggering strike when wielding a dagger or dagger-type weapon.
Insane Pixie

02-12-07, 10:33 PM
I'd grab a cheap copy of Sandstorm.
Crimson_Concerto

02-12-07, 11:05 PM
Yeah, Sandstorm is a great place to look.
Alternatively, pick up a coppy of Tome of Battle and play a Swordsage specializing in Desert Wind.
blackjackg

02-13-07, 01:18 AM
The Dervish (I think it's in Complete Warrior) is the quintessential...
enygmatic_me

02-13-07, 04:25 AM
Dervish is a great way to go if you want to be the dual scimitar wielding warrior that dances across the sands slaughtering your enemies as you go.

As to race I would suggest picking up a copy of the PHB II and looking at the desert race variants.
Raptorial

02-13-07, 10:57 AM
The asherati from Sandstorm are a great race choice for such a concept. Swimming under the sand and bursting out, scimitar in hand. The book also has plenty of other stuff that could aid you in the concept.
Templario

02-13-07, 11:31 AM
Valenar Elves from Races of Eberron looks very like arabians
Grizzled Gryphon

02-13-07, 12:04 PM
You make it sound like Fighters ONLY use greatswords. There is nothing wrong with making a fighter using a scimitar. Or, a Ranger with the two weapon fighting tree that goes into the Dervish class. Make him an Asherati, and that is about as Arab-esque as you can get.
El_Shawno

02-15-07, 07:31 PM
As a kind of side-topic: What kind of clan system is your DM going to set up? I think that'd really add to the Arabic 'flavor' that he's going for.

One way this could work is that you would receive a, oh, -4 on charisma-based skill checks when engaging with members of another clan that is openly hostile to yours.

As a matter of fact, given the importance of poetry in pre-Islamic Arabia (and since, I'm assuming), a bard could be a great multi-class option. This scenario could dovetail well with a savage bard/barbarian build.

Just tossin' some ideas out there.

Thanks!
TheCobra

02-15-07, 07:39 PM
A mounted fighter wielding a lance and wearing mail, with a mace as a secondary weapon, would make a fine Arabic warrior. Unless you have high DEX, though, not wearing heavy armor is dangerous.

A ranger or fighter focusing on archery could also be completely appropriate.
The_Shaman

02-16-07, 02:23 AM
Any warrior using lighter armors could do (as in, just don't make a desert warrior in a fullplate), but I'm partial to a scimitar/dagger or scimitar/light shield combos. Then again, I think there were some Arabic warriors who did go for heavier weapons, although they were imo more popular with the Turks.

Also, you could go for a mounted warrior/archer, in which case ranger or fighter would be the best. A derivative of the wild plains outrider, perhaps - desert outrider, in this case? I'm thinking buckler, Scimitar of the Scirocco (Shining South), and a composite shortbow - perhaps with a small mace and a dagger for backup cases, although only dagger could suffice. For more D&Dish ideas, you might want to check any books on Calimshan or the Al-Qadim setting, although afaik there hasn't been much on either recently. As I mentioned, Shining south has some ideas as well.