View Full Version : Sniping and The Chopping Block

2009-06-18, 09:10 PM
Smoosh them, and what do you get? Anyway...

Special Ranged Attacks


You can deliver a ranged coup de grace as a full action, however you must have line of sight with the opponent for a number of prior rounds equal to the opponent's attack modifier divided by your concentration skill modifier.

This coup de grace is at a -5 penalty to attack, does not provoke a fortitude save or die from the opponent, and instead only acts as a critical strike. It can also be combined with another readied action.

Alternatively, this attack can be sacrificed for the ability to target something the opponent is wearing, or a specific body part. A successful roll means automatically hitting that part and causing an affect on it that you declare at GM discretion - ie. A player wants to shoot off an enemy's arm. A successful roll indicates that they do, unless the GM decides that the enemy's arm is too tough (maybe its bolted on, for example) for a simple arrow.

Foot Note: I was thinking that coup de graces in general should only count as critical strikes and not provoke save or die. What if the only vital arterie in a dragon that would kill the creature is buried underneath many scales of tough hide? I was also thinking that an opponent could ready multiple actions, however they would be limited by what they could carry out in a round - additional readied actions after the first would fill up a standard action next round. Is this too complicated?

That way, a player could carry out multiple head shots on the same target like a professional assassin would.

Not to mention a critical strike is usually enough to kill anyone at level one and it's a good deal for what it is.



Humans get arrested. Dogs get put down.
- Rorschach, Watchmen

An Executioner has a lax code of moral ethics, carrying out the dirty work of what are usually either higher figures, or his own 'ends justify the means' ideology. Everyone has the right to die under some laws, but the method of having it so done is subject to interpretation.

Executioners that travel are sought after merely for their style of combat. They crusade not to bring justice, but to end disturbances to the system, coldly, quickly and efficiently; often beyond reach of the law.

The Executioner
Feats and Proficiencies: Must be proficient with a two handed weapon and have Power Attack.
BAB: +4
Skills: Knowledge (Martial Lore) 8 ranks, Knowledge (Local) 4 ranks
Alignment: Executioners are usually Neutral or Evil. They can be chaotic ideologists, lawful servants of higher figures, or a neutral anything in between.

Class Skills
The Executioner's class skills (and the key ability for each skill) are Concentration (con), Intimidate (cha), Spot (wis), Heal (wis), Climb (Str), Listen (wis), Sense Motive (wis), Survival (wis), Disguise (cha), and Sleight of Hand (dex)

Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2| Executioner's Stare

+3| Follow Through, Observe

+3| Nothing out of the Ordinary

+4| Butcherize, Executioner's Fulfillment

+4| Execute, Fervor of the Deed

Weapon Proficiencies: An Executioner gains proficiency with one two handed weapon of their choice - even if that weapon is exotic.

Class Abilities

Executioner's Stare (Ex)

At first level, if an Executioner has line of sight with an opponent, they may act as if blind to every other creature around them besides the chosen opponent as a free action (the Executioner can still see terrain and other obstacles required for moving), and remain so until the ability ends. The opponent may not use any mind compulsion abilities or charisma based skills against the Executioner for as long as the ability remains active. The Executioner can stop using the ability at any time as an at-will free action.

If the opponent breaks line of sight with the executioner, they must make a will save versus the Executioner's intimidate to regain what was prohibited through use of this ability, with failure indicating that the Executioner's Stare still affects them. The will save may be made once free, and then a second time each round as a move action (using 'try again').

Observe (Ex)

At second level, the Executioner can make a knowledge: martial lore check to determine the necessary vital areas upon an opponent required to execute a coup de grace against said opponent as a swift action. The DC is at GM discretion. The Executioner can use this ability as many times as he likes, and it is at will.

Follow Through (Ex)

At second level, the Executioner can coup de grace as a readied action against an opponent that is not helpless, provided that they accurately predict the space that the opponent will be in next round. Although coup de grace becomes a standard action through use of this ability, it still provokes an attack of opportunity even though the Executioner is not correct in his prediction. Coup de grace no longer requires a fortitude save versus death and is merely a critical strike through use of this ability.

Nothing out of the Ordinary

At third level, the Executioner can conceal any weapon as if it were a dagger in accordance to the dagger description in the 3.5 d20 SRD. He also has a +4 bonus to disguise checks involving cloaks.

Butcherize (Ex)

At fourth level, the Executioner gains the use of two maneuvers.

Careful Cuts

After choosing one target and spending a full action to make one attack that provokes attacks of opportunity, the executioner can take 10 on all other attacks against that target for the rest of the encounter.

Until Dead

If the Executioner has already made a coup de grace against a target (this includes follow throughs), they may make attacks as swift and move actions against that target for the rest of the encounter. If the Executioner loses line of sight with the target between the time that the coup de grace was made and the time that Until Dead was used, the Executioner may not use Until Dead against that target, and must make another coup de grace.

Executioner's Fulfillment

At fourth level and during the period in which Executioner's Stare is active, the Executioner no longer provokes attacks of opportunity for moving through threatened squares, except from the threatening squares of the opponent that he is using this ability on.


At fifth level, provided that the Executioner has already made a coup de grace in a day, he may choose to take 20 on any other attack that he makes against any other target. The attack also automatically confirms a critical strike. The Executioner can use this ability as many times as he makes a coup de grace, however he may only 'store' one 'charge' of it at a time.

Ie. Billy, the Fighter 5/Executioner 5 makes two coup de graces in a day, and is confined to using only one Execute later on. He then makes another coup de grace later on in the day,
and is granted another use of Execute.

Fervor of the Deed

At fifth level, the Executioner no longer needs to roll fortitude saves for remaining conscious or stable. He may remain conscious until at -10 hp. If Executioner's Stare is active, he no longer takes damage from opponents he is blind too when in negative hp, unless line of sight with his target is removed.


Combat: The Executioner is terrifyingly cold and resolute in carrying out his 'deed', or whatever agreement (with the adventuring group, some other NPC, his own conviction, etc.) justifies his actions. Executioners aren't so commited to a fair fight either, usually opting to fight duty if it serves their purpose or is more 'efficient'.


Not a step closer! I have rights! Y'know, prison seems a lot more comfortable, I just realized!
- Terrified Evil Doer

Daily Life: When not crusading or fulfilling a deed, executioners live a simple life of observation. They are like death itself, slipping into town via disguise one day, and then out the next, the deed finished. A deed that was too questionable for everyone else. But everyone else lacks the bravery to commit to such a deed.

Organizations: Executioners can belong to any group or organisation. Governments typically keep them under wraps. The mere concept of an executioner doesn't make for good public relations. Wandering Executioners are indistinguishable from the hired sort - both typically act the same: stoic, calculating observers; although a few have been known to lead double lives. Many are somewhat warped in mindset, but not necessarily insane. Executioners usually work alone.

NPC Reaction

Many people don't recognize the presence of an executioner, considering they often keep to themselves. Those that know of them are enamored in fear. Tough guys boast about confronting them but when they do, they most likely back down. Few, truly wise NPCs reckognize the necessity of a monster such as the Executioner - they are of the sort that commit to morally questionable deeds so that others don't have to.


Any race can be an Executioner, although they are most typically present among 'low' to 'middleground' societies, such as those of humans and the more savage species. Older, more sophisticated societies have Executioners as well but not often in as great abundance as the former. Multicultural and varied societies are also more likely to have Executioners than those that are straight forward and specific in their views - ie. Comparing capitalist cultures to controlling theocracies.

So, criticism?

2009-06-21, 03:47 PM
Bump for criticism!

Pie Guy
2009-06-21, 09:59 PM
For executioner's stare: Swift action, not free, or it gets stupid fast.

2009-06-22, 02:12 PM
For executioner's stare: Swift action, not free, or it gets stupid fast.

But a free action can only be performed on your turn, so turning it on then off again in the same turn is pointless, since it won't help you (on the next turn, the enemy can also move out of LOS) - there isn't much difference imo.

2009-06-22, 04:47 PM
No, I'm pretty sure that truly free actions can be performed at any time. Do you restrict players to talking only on their turns?