Haztaratain
(Secrets of Sarlona variant, p. 122)
The ascetic nature of the Haztaratain order appeals to those who focus on self-mastery; its martial spirit draws those who concentrate on might rather than mysticism.
Requirements
Skills: Concentration 8 ranks , Knowledge (nature) 2 ranks , Survival 2 ranks
Feats: Altitude Adaptation , Stunning Fist
Race: Any non-Inspired.
Spellcasting or Psionics: Ability to cast expeditious retreat, jump, or longstrider, and levitate or spider climb, or the ability to manifest skate or stone mind?, and earth walk? or psionic levitate.
Special: Flurry of blows class feature. Must visit the Haztaratain Monastery, gain approval and guidance from the masters there, and undertake a pilgrimage to Ahdryatmin. The spirit's token is required as proof of success.
Hit die
d8
Skill points
4 + Int
Class Features
Ki Strike (Su): Your unarmed strikes are treated as magic weapons.
Monk Abilities: Your Haztaratain levels stack with your monk levels for determining your unarmed damÂage, flurry of blows attacks, AC bonus, and unarmored speed bonus. They also stack with your monk levels for determining your slow fall distance and the number of uses of the Stunning Fist feat you get each day.
Energize (Su): At 2nd level, you gain the ability to heal more quickly when you meditate or sleep while resting on natural earth or stone or under an open sky. Each hour spent meditating in this way heals a number of points of damage equal to your Wisdom bonus. Using this ability, you can only heal a number of points per day equal to two times your Haztaratain class level. This healing is in addition to natural healing (PH 146).
Endure Elements (Su): Beginning at 2nd level, you act as if constantly affected by the endure elements spell.
Cliff Walker (Su): Starting at 3rd level, you can use earth walk (see page 130) for a number of minutes per day equal to your level. You do not have to use this time consecutively.
Lightning Blow (Su): At 4th level, you can expend one of your uses of the Stunning Fist feat as a swift action to add an extra 1d6 points of electricity damage with your unarmed strikes. Once activated, this ability lasts for the rest of your turn.
Resistance to Electricity (Su): Accustomed to the storms of Adar, you gain resistance to electricity 5 at 4th level. At 8th level, your resistance to electricity increases to 10.
Peak Leap (Su): Beginning at 5th level, you treat your Jump checks as if they were made with a 20-foot running start (lowering the DC accordingly).
Breatharian (Ex): At 6th level, you have tranÂscended the need for food and water. You acquire susÂtenance from spiritual breathing techniques, and no longer need to eat or drink.
Mountain Form (Su): Beginning at 7th level, while outwardly you appear normal, you gain earth elementa-llike toughness: you become immune to poison and disÂease, and you gain damage reduction 2/-.
Earth Glide (Su): As a demonstration of your masÂtery over the land, at 9th level you gain the ability to earth glide for a number of rounds per day equal to your level. You do not have to use this time consecutively, but each use consumes at least one round of the duration. When you're using earth glide, you can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence.
Control Weather (Sp): At 10th level, in homage to your mastery of the air, you can use control weather once per day. Caster level equals your character level.
Multiclass Note: As a Haztaratain, you can continue advancing interchangeably in the monk class and in the spellcasting or manifesting class that allowed you to qualify to be a Haztaratain. You still take any XP penalty for multiclassing that you normally would
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Ki strike (magic), monk abilities |
2nd | +1 | +0 | +3 | +3 | Energize, endure elements |
3rd | +2 | +1 | +3 | +3 | Cliff walker |
4th | +3 | +1 | +4 | +4 | Lightning blow, resistance to electricity 5 |
5th | +3 | +1 | +4 | +4 | Peak leap |
6th | +4 | +2 | +5 | +5 | Breatharian |
7th | +5 | +2 | +5 | +5 | Mountain form |
8th | +6 | +2 | +6 | +6 | Resistance to electricity 10 |
9th | +6 | +3 | +6 | +6 | Earth glide |
10th | +7 | +3 | +7 | +7 | Control weather 1/day |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Autohypnosis | WIS | ||
Balance | DEX | ||
Climb | STR | ||
Concentration | CON | ||
Escape Artist | DEX | ||
Hide | DEX | ||
Jump | STR | ||
Knowledge (local) | INT | ||
Knowledge (nature) | INT | ||
Move Silently | DEX | ||
Perform | CHA | ||
Survival | WIS | ||
Swim | STR | ||
Tumble | DEX |