Ha'dim

The Ha’dim are holy warriors in the service of the One True God. They are organized into units which report to the Holy Church directly. The Ha’dim, regardless of their specific order, have a tradition of anonymity, and take a new name upon their induction as full-fledged servants of God. They hide their faces at all times, either via scarves and veils or helms and visors. The Ha’dim are divided into three separate orders, each with a separate focus:

The Ha’dim Muhtadi (Divine Guides) use the power of the One True God to guide their ways. They are often former Imams in training who, for whatever reason, did not graduate to the priesthood. They are fanatical in their faith and taught from an early age that it is glorious to die in the service of God. They have the following class features:

Chosen of God (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the Ha’dim Muhtadi undergoes a ritual of purification and confirmation that cements his place as a favored child of God. Each day, as long as he is in one of his favored terrains, he may cast augury as a spell-like ability with a caster level equal to his ranger level. In addition, he may call upon the power of God to cast any one ranger spell he may normally cast, without having to prepare the spell. At 8th level, and every four levels thereafter, he may cast an additional spell in this way. This replaces Hunter’s Bond.

Wisdom of the Most High (Sp): At 12th level, the Ha’dim Muhtadi can use his augury power even when not in a favored terrain. If he is within a favored terrain, he may cast divination instead, with a caster level equal to his ranger level. This ability replaces Camoflage.

The Ha’dim Faris Sayyid (Horse Masters) are the mounted cavalry of the desert, and form mystical relationships with their horses or camels. They are typically from noble stock and have a very highly developed sense of personal honor. They have the following class features:

Bred in the Saddle (Ex): At 2nd level, the Ha’dim Faris Sayyid must choose the mounted combat style, and gains a +1 to hit when fighting from the back of a mount. This bonus increases by +1 with every five levels after 2nd.

Mounted Bond(Ex): At 4th level, the Ha’dim Faris Sayyid forms a bond with either a horse or a camel, which becomes his animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level -3. He also gets a +2 bonus on Handle Animal and Ride checks with his animal companion mount. This ability replaces Hunter’s Bond.

Strong Bond (Ex): At 12th level, the Ha’dim Faris Sayyid strengthens his bond with his mount. His effective druid level for his mount is now equal to his ranger level. This ability replaces Camoflage.

Holy Bond (Su): At 17th level, the Ha’dim Faris Sayyid can grant his animal companion mount temporary hit points equal to his ranger level once per day. While these temporary hit points last, when his mount is within 30 feet of him, he can choose to share the damage taken by his mount as if using shield other. This ability replaces Hide in Plain Sight.

The Ha’dim Saqr al Safwan (Falcons of the Rocks) eschew more obvious forms of divine magic for the more subtle favors of God, allowing them unparalleled intuition and instinct. They have the following class features:

Falcon’s Cunning: At 5th level, a Ha’dim Saqr al Safwan learns the use of hunter’s tricks, which typically grant a boon or bonus to him or a nearby ally. At 5th level, he learns two tricks, selected from the list below. At 7th level, and every two levels thereafter, he learns two more tricks. He may use these tricks a total number of times per day equal to ½ his ranger level + his wisdom modifier. Tricks are usually swift actions, but sometimes move of free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ha’dim Saqr al Safwan cannot select an individual trick more than once. This ability replaces the ability to cast spells, and the Ha’dim Saqr al Safwan have no caster levels, and cannot use spell trigger or spell completion magic items.

Aiding Attack (Ex): The Ha’dim can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ha’dim’s next turn gains a +2 circumstance bonus on that attack roll.

Bolster Companion (Ex): The Ha’dim can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and CMD increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ha’dim to benefit from this trick.

Catfall (Ex): The Ha’dim can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If he takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The Ha’dim can move up to twice his speed as a move action. He does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the Ha’dim can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ha’dim suffers a -4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Deft Stand (Ex): The Ha’dim can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The Ha’dim can use this trick as a free action before he makes an attack. If the attack hits, the target takes a -2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The Ha’dim can use this trick as a free action when he makes an attack against one of his favored enemies. He doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Heel (Ex): The Ha’dim can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ha’dim. The animal companion must be able to see and hear the Ha’dim to take this movement.

Hobbling Attack (Ex): The Ha’dim can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by ½ for 1d4 rounds.

Quick Climb (Ex): The Ha’dim can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the Ha’dim can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ha’dim can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The Ha’dim can swim at his full speed as a move action without penalty.

Rattling Strike (Ex): The Ha’dim can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the Ha’dim may reroll his attack at a -5 penalty. Using this ability is an immediate action.

Sic ‘Em (Ex): The Ha’dim can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ha’dim to make this attack.

Skill Sage (Ex): As a free action, the Ha’dim can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the Ha’dim can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The Ha’dim can move 5 feet as a move action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The Ha’dim can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the Ha’dim can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the Ha’dim gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The Ha’dim can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The Ha’dim can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ha’dim can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Whisper of God (Ex): As a swift action, the Ha’dim can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ha’dim must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Ha'dim

Wanderer's Wake VinceKlortho