imp_fireball
2009-07-27, 05:27 PM
Executioner
http://black-chapter.com/rankandfile/dark/images/Frank_frazetta_executioner_WEB.gif
Humans get arrested. Dogs get put down.
- Rorschach, Watchmen
BECOMING AN EXECUTIONER
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
ENTRY REQUIREMENTS
Feats: Must have Power Attack and Monkey Grip.
Proficiencies: Must be proficient with at least one martial two handed melee weapon
BAB: +4
Skills: Knowledge (Martial Lore) 8 ranks, Knowledge (Local) 4 ranks
Alignment: Any Non-good
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
1st|
+1|
+2|
+0|
+2| Executioner's Stare
2nd|
+2|
+3|
+1|
+3| Follow Through, Observe
3rd|
+3|
+3|
+1|
+3| Nothing out of the Ordinary
4th|
+4|
+4|
+2|
+4| Butcherize, Executioner's Fulfillment
5th|
+5|
+4|
+2|
+4| Execute, Fervor of the Deed
[/table]
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 10 + the target's HD + the target's constitution modifier or 10 + the target's AC, whichever is higher. The Executioner can use this ability as many times as he likes, and it is at will. Coup de grace still requires a target to at least be helpless and vulnerable to damage to their vital areas.
An executioner's observe automatically allows them to bypasses any qualities of a creature and equipment that save against critical confirmation and other precision damage, such as light/heavy fortification and redundant organs.
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 at the end of their turn. Note that the Executioner must also threaten that space.
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 an auto-confirmed 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 (below).
Careful Cuts
After choosing one target and spending a full action to make one attack that provokes attacks of opportunity, the executioner can take 20 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 part of their swift and move actions against that target for the rest of the encounter and attacks of opportunity made against the target do not count against their allowed AoOs per round.
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.
The executioner can use this ability even against targets that are immune to coup de grace.
Practiced Swing
The Executioner can make a coup de grace against a non helpless opponent (sacrificing all attacks for just one attack in a round), however the result of a failed save is that the attack deals double critical confirmation damage (double any weapon's normal critical multiplier that the executioner uses) instead of instant death and the creature is dazed for the rest of the round. A successful save versus the coup simply auto confirms a critical strike.
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.
The victim of an executioner's stare must also make a will save (DC 10 + Executioner's Intimidate modifier + Executioner's level) once each round that they are within line of sight of the executioner or be checked - if prone while checked, the opponent is also helpless. Forcing the opponent to save requires no action for the executioner.
Execute
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 melee attack that he makes against any other target. This single attack also automatically confirms a critical hit. The Executioner can use this ability once each time after he makes a coup de grace in one day.
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.
Additionally, a target that is successfully observed is vulnerable to coup de graces, which can be made as normal attacks against the target at no additional penalty.
A coup de grace made in this way automatically critically confirms, with a failed save causing the opponent to be dazed for the rest of the round. The opponent cannot be slain on a failed fortitude save by a coup de grace made in this way unless helpless.
Creatures that are normally invulnerable to this type of additional damage (undead, constructs, etc.) will suffer this additional damage, and a failed fortitude save will cause them to suffer executioner's weapon damage die in strength damage (so, ie., a greatsword would deal 1d12 strength damage to a construct that failed their save against it).
The executioner cannot affect objects in the above way, however.
Fervor of the Deed
At fifth level, the Executioner no longer needs to roll fortitude saves in order to remain conscious or stable when at negative hp. He may remain conscious until at -10 hp. If Executioner's Stare is active, he no longer takes damage from opponents he is blind to when in negative hp, unless line of sight with his target is removed.
He is also immune to being knocked unconscious - if non-lethal damage he suffered were equal to his total hp, any non-lethal damage beyond that point becomes a form of untyped lethal damage that the executioner has 50% resistance to.
If he readies an action to attack an opponent and the action triggers after his turn, he may move up to twice his base speed - ignoring terrain movement penalties, boundaries of elevation equal to half his height or less and even the lack of horizontal two dimensional surfaces (but not vertical surfaces more than half his height apart from one another) - to arrive at a suitable space from which he can reach that opponent with his weapon.
This sort of movement is effectively part of the triggered standard action to attack with the weapon the executioner is holding at the time.
If, upon the trigger of the executioner's readied action, the weapon he is holding cannot reach said opponent with such movement as detailed above, the executioner cannot make such movement.
Fluff!
PLAYING AN EXECUTIONER
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 dirty if it serves their purpose or is more 'efficient'.
EXECUTIONERS IN THE WORLD
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 morals, let alone bravery, to commit to such a deed.
Organizations: Executioners can belong to any group or organisation. Governments may typically keep them under wraps. The mere concept of hooded men that appear to slide as they walk in the manner of some corporeal wraith-like creature of such trappings doesn't make for good public relations; particularly when the public learns that there is more than one of them.
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, having their own philosophy 'unhindered' by the civilized thought, but not necessarily insane. Executioners usually work alone.
NPC Reaction
Many people don't recognize the presence of an executioner until they are in combat, considering they may often keep to themselves. Those that know of them are enamored in fear. Tough guys boast about confronting these pasty individuals but when they do, they'll more likely back down or get bisected. Few, truly wise NPCs may recognize the necessity of a monster such as the Executioner - they are of the sort that can be hired to commit to morally questionable deeds so that others don't have to. The sort of work that poses great small scale trouble and more than annoyance, but that paladins would generally say no to upon discovering the deed requires too much evil necessities that truly get rid of.
Executioners ask no questions, they will commit to any deed that involves a big, questionable problem that needs getting rid of, but they aren't your stereotypical mercenary in it for the money. They will pull off hits from time to time, but when too up to their shoulders, may neglect true loyalty to any one organization for it may limit their clientel and reach at solving the more morally reprensible issues.
Races
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?
http://black-chapter.com/rankandfile/dark/images/Frank_frazetta_executioner_WEB.gif
Humans get arrested. Dogs get put down.
- Rorschach, Watchmen
BECOMING AN EXECUTIONER
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
ENTRY REQUIREMENTS
Feats: Must have Power Attack and Monkey Grip.
Proficiencies: Must be proficient with at least one martial two handed melee weapon
BAB: +4
Skills: Knowledge (Martial Lore) 8 ranks, Knowledge (Local) 4 ranks
Alignment: Any Non-good
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
1st|
+1|
+2|
+0|
+2| Executioner's Stare
2nd|
+2|
+3|
+1|
+3| Follow Through, Observe
3rd|
+3|
+3|
+1|
+3| Nothing out of the Ordinary
4th|
+4|
+4|
+2|
+4| Butcherize, Executioner's Fulfillment
5th|
+5|
+4|
+2|
+4| Execute, Fervor of the Deed
[/table]
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 10 + the target's HD + the target's constitution modifier or 10 + the target's AC, whichever is higher. The Executioner can use this ability as many times as he likes, and it is at will. Coup de grace still requires a target to at least be helpless and vulnerable to damage to their vital areas.
An executioner's observe automatically allows them to bypasses any qualities of a creature and equipment that save against critical confirmation and other precision damage, such as light/heavy fortification and redundant organs.
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 at the end of their turn. Note that the Executioner must also threaten that space.
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 an auto-confirmed 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 (below).
Careful Cuts
After choosing one target and spending a full action to make one attack that provokes attacks of opportunity, the executioner can take 20 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 part of their swift and move actions against that target for the rest of the encounter and attacks of opportunity made against the target do not count against their allowed AoOs per round.
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.
The executioner can use this ability even against targets that are immune to coup de grace.
Practiced Swing
The Executioner can make a coup de grace against a non helpless opponent (sacrificing all attacks for just one attack in a round), however the result of a failed save is that the attack deals double critical confirmation damage (double any weapon's normal critical multiplier that the executioner uses) instead of instant death and the creature is dazed for the rest of the round. A successful save versus the coup simply auto confirms a critical strike.
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.
The victim of an executioner's stare must also make a will save (DC 10 + Executioner's Intimidate modifier + Executioner's level) once each round that they are within line of sight of the executioner or be checked - if prone while checked, the opponent is also helpless. Forcing the opponent to save requires no action for the executioner.
Execute
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 melee attack that he makes against any other target. This single attack also automatically confirms a critical hit. The Executioner can use this ability once each time after he makes a coup de grace in one day.
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.
Additionally, a target that is successfully observed is vulnerable to coup de graces, which can be made as normal attacks against the target at no additional penalty.
A coup de grace made in this way automatically critically confirms, with a failed save causing the opponent to be dazed for the rest of the round. The opponent cannot be slain on a failed fortitude save by a coup de grace made in this way unless helpless.
Creatures that are normally invulnerable to this type of additional damage (undead, constructs, etc.) will suffer this additional damage, and a failed fortitude save will cause them to suffer executioner's weapon damage die in strength damage (so, ie., a greatsword would deal 1d12 strength damage to a construct that failed their save against it).
The executioner cannot affect objects in the above way, however.
Fervor of the Deed
At fifth level, the Executioner no longer needs to roll fortitude saves in order to remain conscious or stable when at negative hp. He may remain conscious until at -10 hp. If Executioner's Stare is active, he no longer takes damage from opponents he is blind to when in negative hp, unless line of sight with his target is removed.
He is also immune to being knocked unconscious - if non-lethal damage he suffered were equal to his total hp, any non-lethal damage beyond that point becomes a form of untyped lethal damage that the executioner has 50% resistance to.
If he readies an action to attack an opponent and the action triggers after his turn, he may move up to twice his base speed - ignoring terrain movement penalties, boundaries of elevation equal to half his height or less and even the lack of horizontal two dimensional surfaces (but not vertical surfaces more than half his height apart from one another) - to arrive at a suitable space from which he can reach that opponent with his weapon.
This sort of movement is effectively part of the triggered standard action to attack with the weapon the executioner is holding at the time.
If, upon the trigger of the executioner's readied action, the weapon he is holding cannot reach said opponent with such movement as detailed above, the executioner cannot make such movement.
Fluff!
PLAYING AN EXECUTIONER
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 dirty if it serves their purpose or is more 'efficient'.
EXECUTIONERS IN THE WORLD
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 morals, let alone bravery, to commit to such a deed.
Organizations: Executioners can belong to any group or organisation. Governments may typically keep them under wraps. The mere concept of hooded men that appear to slide as they walk in the manner of some corporeal wraith-like creature of such trappings doesn't make for good public relations; particularly when the public learns that there is more than one of them.
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, having their own philosophy 'unhindered' by the civilized thought, but not necessarily insane. Executioners usually work alone.
NPC Reaction
Many people don't recognize the presence of an executioner until they are in combat, considering they may often keep to themselves. Those that know of them are enamored in fear. Tough guys boast about confronting these pasty individuals but when they do, they'll more likely back down or get bisected. Few, truly wise NPCs may recognize the necessity of a monster such as the Executioner - they are of the sort that can be hired to commit to morally questionable deeds so that others don't have to. The sort of work that poses great small scale trouble and more than annoyance, but that paladins would generally say no to upon discovering the deed requires too much evil necessities that truly get rid of.
Executioners ask no questions, they will commit to any deed that involves a big, questionable problem that needs getting rid of, but they aren't your stereotypical mercenary in it for the money. They will pull off hits from time to time, but when too up to their shoulders, may neglect true loyalty to any one organization for it may limit their clientel and reach at solving the more morally reprensible issues.
Races
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?