Hashshashin have the following game statistics:
Abilities: Wisdom powers the hashshashin's special defensive capabilities. Dexterity provides the lightly armored hashshashin with a better defense and with bonuses to some class skills. Strength helps with a hashshashin's combat ability.
Alignment: Any lawful.
Hit Die: d6
The hashshashin's class skills (and the key ability for each skill) are Balance (Dex), Bluff, (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier
Each domain gives the hashshashin a bonus to specific skills while also granting him access to a spell-like ability.
Good Domain – Diplomacy, Sense Motive, Protection from Evil once per day
Law Domain – Gather Information, Knowledge (local), Protection from Chaos once per day
War Domain – Bluff, Intimidate, Weapon Focus once per day
Earth Domain – Hide, Move Silently, Tremor Sense once per day
Protection Domain – Disguise, Search, Sanctuary once per day
Death Domain – Bluff, Sleight of Hand, Cause Fear once per day
Magic Domain – Concentration, Knowledge (religion), Magic Aura once per day
Destruction Domain – Disguise, Intimidate, Shatter once per day
Strength Domain – Climb, Tumble, Bull's Strength once per day
Evil Domain – Bluff, Escape Artist, Protection from Good once per day
All of the following are class features of the hashshashin.
Weapon and Armor Proficiency: hashshashin are proficient with all simple and exotic weapons. Hashshashin are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a hashshashin loses his AC bonus, as well as his 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 6th level and again at 12th and 18th.
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 medium or heavy armor, when he carries a shield, or when he carries a medium or heavy load.
Creed: A hashshashin gains a bonus +2 to certain skills depending on which deity he worships and the domain associated with it. This bonus improves to +4 at 6th level and again at 18th level to +8. Also, a hashshashin of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Additionally, a hashshashin’s creed requires that he respects legitimate authority, kill with honor (do not kill an innocent), help those in need, and punish those who harm or threaten innocents.
Weapon Conceal: The hashshashin gains a +4 competence bonus to sleight of hand check to conceal a weapon. The effects of this ability stack.
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.
Sneak Attack: By 3rd level, if a hashshashin is able to catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The hashshashin’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 at 9th, 15th, and 20th level thereafter. Should the hashshashin score a critical hit with a sneak attack, this extra damage is not multiplied.
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.
Fast Movement (Ex): At 3rd level, a hashshashin gains an enhancement bonus to his speed of +10. A hashshashin in armor or carrying a medium or heavy load loses this extra speed.
Speedy Climb (Ex): A hashshashin of 3rd Level or higher can scramble up or down walls and slopes with great speed. He can climb at his speed as a move action with no penalty; however he must begin and end the round on a horizontal surface (such as ground or rooftop). If he does not end movement on a horizontal surface, he falls, taking damage as appropriate for his distance above the ground. 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 than a light load.
Death Attack (Ex): Once a hashshashin reaches 4th level, he is able to study his victim for 3 rounds and then makes a sneak attack with a melee weapon that, if successful in dealing damage, 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, he 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 his 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 by 3 at 8th level and again at 12th level. The number of rounds in which the hashshashin must make his death attack increase by 1 at 12th level and again at 20th level. At 8th level the hashshashin may choose to either paralyze or kill the target of his death attack.
Evasion (Ex): At 4th level and higher, a hashshashin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Slow Fall (Ex): At 5th level and higher, a hashshashin within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The hashshashin’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his hashshashin level until at 20th level he can use a nearby wall to slow his descent any fall from any distance without harm.
Uncanny Dodge (Ex): Starting at 6th level, a hashshashin can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a hashshashin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Blend into Crowd: After a hashshashin of 6th level makes a sneak attack against an unsuspecting target, so long as he is within 10' of a group of people he may make a Disguise check as a Free Action to blend in with the surrounding crowds, with a +5 bonus. This bonus increases to +10 at 12th level.
Eagles Talon: At 8th level, if the hashshashin damages a creature or character with a concealed weapon, the creature or character must make a fortitude save (DC 10+1/2 of the hashshashin class level + Int Modifier) or take 1 point of constitution damage.
Improved Evasion (Ex): A hashshashin of 11th level gains Improved Evasion. This ability works like evasion, except that while the hashshashin still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless hashshashin does not gain the benefit of improved evasion.
Dagger Mastery: The range penalty to the hashshashin's attack roll when throwing a dagger is decreased by 2 at 12th level and by an additional 2 at 18th level.
Improved Uncanny Dodge (Ex): A hashshashin of 13th level or higher can no longer be flanked.
This defense denies an enemy the ability to sneak attack the character by flanking him, unless the attacker has at least four more class 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.
Crippling Strike: At 16th level, a hashshashin with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks and fails a Fortitude save (DC 10+1/2 of the hashshashin class level + Int Modifier) also takes 2 points of Strength damage.