Oy, goyem! You like them drugs?
High Rabbi combine the unarmed power of Monks with the holy healing power of drugs - I mean, clerics!
Then they mix it in a high-power blender with some drugs.
This time I actually mean drugs.
High Offense with some surprisingly devastating tactics, High Rabbi are glorious as support or main for monk or cleric jobs.
Hit Dice: d12
Starting Skill points: (6+Con Mod)x3
Skill points: 6+Con Modifier
Starting Golds: chosen from any other class
Class Skills: Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Concentration (Con), Craft (Int), Heal (Wis), Knowledge: Business (Int), Knowledge: Drugs (Int), Knowledge: Law (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Use Magic Device (Cha)
Class basic abilities: High Rabbis are proficient with all simple and martial weapons, and certain exotic martial arts weapons. Proficient with light armor and cloth armors.
Drug Use - allows the High Rabbi to use drugs during combat. This takes up a standard action, lasts until the end of combat, and doesn’t provoke AoO.
Please refer to GM’s list regarding drugs and their individual effects.
Sling - allows the High Rabbit to sell drugs during combat. This takes up a standard action, lasts until the end of combat, and doesn’t provoke AoO. This can be done to either friend or foe, once per target per combat. If done to a foe, the foe must pass a Will save or will immediately lose a turn trying to consume the drug in question.
Rabbi Training - High Rabbis are, at the core, are monk-clerics. For the purposes of advancement and training, High Rabbis are considered to be both monks and clerics (for purposes of Flurry attacks, martial arts, Turn abilities, and more).
Craft: Drugs - allows the High Rabbi to create specific drugs (should they know the recipe) using the Alchemy skill.
High Strung - while sufficiently high, the Rabbi is able to launch 1d4 unarmed attacks at -ECL BaB per attack. This counts as a Flurry attack.
Going the Distance - while high, the High Rabbi gains regen 5 and refresh 5. They also gain resistance to poisons both artificial and natural.
Oy Oy Oy - Once per day, allows the user to attempt to counter a spell with one of their own.
Moneypenny - Allows the user to simply throw money at the target, dealing 100 points of damage per Megabuck spent. All of target’s allies must make a will save or suffer “Greed” status, immediately attempting to pick up the money.
Business Acumen - while near places of business, the High Rabbi gains +25% better results with their own business. Regains 1 hp per 1 gold traded in a fifty foot radius.
Guilt Verdict - “marks” a single target, the High Rabbi attempts to guilt them into submission. DC is a charisma check vs ECL+10. If the Rabbi wins, the opponent no longer wishes to fight and, instead, owes them 1 gold piece for the bother. This counts as a Turn ability.
Dance Dance Dance - while moving, the High Rabbi gains double Dex bonus to their AC. They cannot be caught flat-footed while moving, and gains maximum Z-Running even if they didn’t have it before.
The Network - at this level, the High Rabbi may choose to join or create their own Network, a series of allies who can help with information, insider trading, and more.
Golden Glitter - once per day, the High Rabbi can reinforce their Constitution Modifier by adding their Charisma Modifier. This can be done as a free action.
A Cup of Sugar - improves Sleight of Hand by ECL once per day.
A Cup of Gold - improves wealth accumulation at the point of acquisition by (Charisma Modifier)%.
The Contract - allows the Rabbi to mark multiple targets. Targets marked as thus immediately suffer equipment degradation by one level. This is a supernatural ability that lasts until end of combat. Can only be done once per combat, and takes up an entire round to cast.
Compound Interest - at the moment damage is calculated, the High Rabbi can withdraw damage up to (Con Modifier). Once per day they can add this accumulated damage to a single attack
Terminal Interest - improves Compound Interest by allowing them to do the attack a (Wis Modifier) number of times.
Take It To The Limit - while high, the Rabbi is completely immune to natural poisons, most artificial poisons, and magic/psionic/ki toxic effects.
Terminal String - improves High Strung: 1d8 unarmed attacks, +1 BaB per attack
The Wisdom of Solomon - while high, the High Rabbi can utilize martial art techniques up to (Martial Arts points x ECL) points once per combat as if they meet the level requirements of the technique. Should they have mastered all techniques and levels of that martial arts table, they may borrow one form another table they have been exposed to.
Rewrite - allows the High Rabbi to “undo” one spell effect done to them once per combat.
Retcon - allows the High Rabbi to “edit” one spell effect done to them once per combat.
The Eye - all targets marked by the High Rabbi or their allies now suffer a permanent Goyem Blonus: “1/2 HP and EP totals, take x13 more damage from all sources, deals only 1/6 total damage, cannot crit, wealth drops are immediately x3 in quantity”. This is a supernatural ability that cannot be stopped in most Western nations.
Secret Art: Denial - immediately counters and negates one spell once per week. If used on a marked target, the cooldown is lowered to once per day. If used on a guilted target, it immediately kills them (dealing 6 million points in damage) unless they make a Will save.