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Blood_caller
2011-04-17, 03:29 AM
“If it ain't bloody you get your money back, but no complaining if sombody else loses an arm too, I don't do that subtle thingy.”
—Black and bloody Jack, human executioner, overheard in the Owl and the Lantern tavern on a dark night

Amongst the thugs and bravados who form the foot soldiers of a thieves’ guild or other criminal cartel, the executioner stands out as an elite shock troop. While other criminals may deal in stolen goods, information, or simple muggings, executioners deal in bloody death. Unlike assassins, executioners scorn finesse, poison and other subtle methods. Instead, these brutes rely on overwhelming force and their cold-blooded drive to eliminate their quarry to win the day. If an assassin is a delicate poisoned stiletto, the executioner is a heavy, leaden Sledgehammer.

Crime lords often turn to executioners when they must make a statement against a rival. A rival’s gore-spattered hideout and the hacked remains of his underlings serve as powerful statements of a crime boss’s brutality, deep pockets, and willingness to do anything to destroy his rivals. The mere presence of an known executioner in a city is often enough to quell gang wars and bring the more recalcitrant freelance thieves into line.

Executioners take the rogue’s talent for sneak attack to a whole bloody new level. By carefully aiming and powerful strikes, the executioner hacks into his opponent’s critical areas, shattering joints, chopping into bone, and bursting organs. An executioner at work is a fearsome display of powerful cuts and savage bursts of spilt blood.

Becoming an Executioner
Often fighters or rogues who have a "talent" for leaving a bloody mess finds their way into executioner training.

Entry Requirements
Alignment: Any non-good.
Skills: Bluff 4 ranks, Intimidate 8 ranks, Move Silently 4 ranks.
Feats: Power Attack, Exotic Weapon Proficiency: Executioner’s Blade
Special: +5 Base attack or +3d6 Sneak Attack.

Executioner putting in white text to have HD i good place Hit Die: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Sneak Attack +1d6

2nd|
+2|
+3|
+0|
+0|Blood and Gore

3rd|
+3|
+3|
+1|
+1|Sneak Attack +2d6, Executioner’s Training

4th|
+4|
+4|
+1|
+1|Cold-Blooded Killer

5th|
+5|
+4|
+1|
+1|Sneak Attack +3d6

6th|
+6|
+5|
+1|
+1|Deathbringer, Executioner’s Training

7th|
+7|
+5|
+2|
+2|Sneak Attack +4d6

8th|
+8|
+6|
+2|
+2|Blood Everywhere

9th|
+9|
+6|
+2|
+2|Sneak Attack +5d6, Executioner’s Training

10th|
+10|
+7|
+3|
+3|Executioner’s Strike [/table]
Class Skills (4 + Int modifier per level.)
Bluff (Cha), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis) Move Silently (Dex), Spot (Wis), Survival (Wis) and Use Magic Device (Cha)


Class Features
All the following are class features of the executioner.

Weapon and Armor Proficiency: Executioners are proficient with all simple and martial weapons, and with light and medium armor, but not with shields.

Sneak Attack (Ex): If a executioner can catch an opponent when she is unable to defend herself affectively from his attack, he can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by 1d6 points every second level (+2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, +5d6 at 9th level). For complete details on the Sneak Attack ability, see the description of the rogue in PHB. If a executioner gets sneak attack bonus from another source (such as rogue levels), the extra damage stacks.

Blood and Gore (Ex): When ever a executioner drops a opponent, the blood and gore is all over the executioner, he receives a bloody bonus to intimidate equal to his level in executioner, for the next 10 minutes.

Executioner’s Training (Ex): As the executioner becomes better at his job, he learns that the key is to make his weapon a extension of his body, so much of his free time goes into mastering the executioners blade, for purpose of learning weapon related feats for executioners blade all levels in executioner counts as fighter, also every time the executioner’s training ability is gained the executioner gains a feat, which can only be used for feats were you have to specefy a weapon and that weapon must be executioner's blade, you must still meet all prequists of the feat to take it.

Cold-Blooded Killer (Ex): Having seen so much blood and death, the executioner becomes emotional cold, this means that people have a hard time reading him but it also puts them a little off, from now on the executioner gets a bloody bonus to bluff equal to his level in executioner and a equal minus to his diplomacy skill.

Deathbringer (Ex): When a executioner drops a opponent its such a fearsome display that he can instill the fear of death in his next target, when a opponent drops the executioner can as a free action make a intimidate against a enemy who saw it, if the executioner wins the opponent becomes panicked if it have less HD then the executioner, if same or higher HD it just becomes frightened.

Blood Everywhere (Ex): The executioner have mastered the ability to use the blood spray to conceal his next attack, when ever the executioner deals sneak attack damage he can try to feint the opponent who he wounded as a free action.

Executioner’s Strike (Ex): Killing is the executioner’s business, and he loathes to leave enemies behind to survive his attacks. Once per round, the executioner may make a coup de grace attack as a free action that provokes an attack of opportunity.

---
Executioner’s Blade

Exotic Two-Handed Melee

Cost: 200 gp
Damage (Small): 1d10
Damage (Medium) 1: 2d6
Critical: 19-20/x3
Weight2: 10 lbs
Type3: Slashing
HP4: 10
Hardness: 10
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

The executioner’s blade is a heavy greatsword without a pointy end and along the sharp edges are fine rills that makes wounds harder to heal.

lord of kobolds
2011-04-17, 04:47 PM
Just a few minor nitpicks. First, I didn't see the hit dice listed anywhere. d10? d8? In addition, Cold-Blooded Killer should give a bonus to intimidate as well. Other than that, it seems like an interesting class, I might want to use it at some point.

Blood_caller
2011-04-18, 03:38 AM
a) 1d8 have put in now :smallredface:

b) like your idea about Cold-Blooded Killer should give a bonus to intimidate, do you think that there should be another skill that was penatlysed to then, might be handle animals?