The Demented One
2007-03-16, 08:52 PM
Crimson Executioner
http://www.toddlockwood.com/resources/images/galleries/new_art/01/demonstone_det01.jpg
The Crimson Executioners are an elite band of warriors, renowned both for their cold, heartless expertise and their savage, unrelenting bloodlust. The Executioners all draw their martial techniques from an ancient manuscript of warfare known as the Crimson Protocol, and there is a certain sense of brotherhood among them–but that is all. There is no guild, organization, or hierarchy amongst the Executioners. They are utterly free agents, putting their swords and skills to whatever causes they see fit. A noble champion, a stern lawman, a self-serving mercenary, an evil assassin: a Crimson Executioner could be any of them.
d10 HD
Requirements
To qualify to become a Crimson Executioner, you must fulfill all the following criteria.
BAB: +7
Feats: Death Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Death_Blow,CAd), Improved Initiative, Power Attack
Special: Must acquire a copy of the Crimson Protocol, and spend at least a month studying it.
Class Skills
The Crimson Executioner’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Crimson Slash
2nd|
+2
|
+3
|
+0
|
+0
|Improved Death Blow
3rd|
+3
|
+3
|
+1
|
+1
|Bonus Feat
4th|
+4
|
+4
|
+1
|
+1
|Mettle
5th|
+5
|
+4
|
+1
|
+1
|Terrifying Execution
6th|
+6
|
+5
|
+2
|
+2
|Bonus Feat
7th|
+7
|
+5
|
+2
|
+2
|Improved Mettle
8th|
+8
|
+6
|
+2
|
+2
|Crimson Razor
9th|
+9
|
+6
|
+3
|
+3
|Bonus Feat
10th|
+10
|
+7
|
+3
|
+3
|Sudden Death[/table]
Class Features
All the following are class features of the Crimson Executioner prestige class.
Weapon and Armor Proficiency
You gain proficiency with all light and martial weapons, as well as the bastard sword. In addition, you gain proficiency with all armor and shields, except tower shields.
Crimson Slash (Ex)
At 1st level, you gain the ability to maim foes with your blade. Once per day, you may declare one melee attack a crimson slash. You must do so before you make the attack roll; if the attack misses, you still lose that use. A creature hit by a crimson slash takes 1d4 points of Str damage. A critical hit does not affect the amount of ability damage dealt. At each odd level, you gain an additional daily use of the crimson slash ability. At 5th level, the ability damage dealt by the crimson slash ability increases to 1d6. At 9th level, you may deal Con damage, rather than Str damage with the crimson slash ability.
Improved Death Blow (Ex)
At 2nd level, you become skilled at dispatching already wounded foes. You may make a coup de grace attack against a helpless defender as a swift action. In addition, as a full round action, you may make a single coup de grace attack against all helpless defenders within your reach.
Bonus Feat (Ex)
At 3rd, 6th, and 9th levels, you gain a bonus feat, drawn from the list of Fighter bonus feats. You must still meet all the prerequisites of that feat.
Mettle (Ex)
At 4th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Terrifying Execution (Ex)
At 5th level, the bloody violence you are capable of can shake the hearts of lesser foes. Whenever you kill a creature with a melee attack, all enemies within 30 ft. of you that both saw the killing and have an amount of HD less than or equal to that of the killed creature are intimidated by your skill. They must make a Will save, DC 10 + your class level + your Strength modifier, or be panicked for as long as they remain within 30 ft. of you. Even if they save, they are shaken for one round. At 7th level, the range affected by this ability increases to 60 ft. Once a creature successfully saves against this ability, it is immune to it for 24 hours. This is a mind-affecting, fear effect.
Improved Mettle (Ex)
At 7th level, your mind and body are impervious to harm. Even if you fail a Fortitude or Will save against an effect that allows a save for half or partial effect, you still only suffer the reduced effect.
Crimson Razor (Ex)
At 8th level, you gain the ability to unerringly strike at the vitals of your foes. Once per day, you may declare one melee attack a crimson razor. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, than it is automatically a critical hit. You cannot declare an attack both a crimson slash and a crimson razor. You gain an additional daily use of the crimson razor ability at each subsequent level.
Sudden Death (Ex)
At 10th level, you gain the ability to slay a foe before they even realize you’ve struck them. Once per day, you may declare one melee attack a sudden death attack. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, then the enemy you struck is automatically dazed for 1d4 rounds. At the end of those 1d4 rounds, it must make a Fortitude save, DC 10 + your class level + your Strength modifier. If it fails, then its hit points fall to -10, and it dies. Even creatures immune to dazing are subject to the latter part of this ability.
http://www.toddlockwood.com/resources/images/galleries/new_art/01/demonstone_det01.jpg
The Crimson Executioners are an elite band of warriors, renowned both for their cold, heartless expertise and their savage, unrelenting bloodlust. The Executioners all draw their martial techniques from an ancient manuscript of warfare known as the Crimson Protocol, and there is a certain sense of brotherhood among them–but that is all. There is no guild, organization, or hierarchy amongst the Executioners. They are utterly free agents, putting their swords and skills to whatever causes they see fit. A noble champion, a stern lawman, a self-serving mercenary, an evil assassin: a Crimson Executioner could be any of them.
d10 HD
Requirements
To qualify to become a Crimson Executioner, you must fulfill all the following criteria.
BAB: +7
Feats: Death Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Death_Blow,CAd), Improved Initiative, Power Attack
Special: Must acquire a copy of the Crimson Protocol, and spend at least a month studying it.
Class Skills
The Crimson Executioner’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Crimson Slash
2nd|
+2
|
+3
|
+0
|
+0
|Improved Death Blow
3rd|
+3
|
+3
|
+1
|
+1
|Bonus Feat
4th|
+4
|
+4
|
+1
|
+1
|Mettle
5th|
+5
|
+4
|
+1
|
+1
|Terrifying Execution
6th|
+6
|
+5
|
+2
|
+2
|Bonus Feat
7th|
+7
|
+5
|
+2
|
+2
|Improved Mettle
8th|
+8
|
+6
|
+2
|
+2
|Crimson Razor
9th|
+9
|
+6
|
+3
|
+3
|Bonus Feat
10th|
+10
|
+7
|
+3
|
+3
|Sudden Death[/table]
Class Features
All the following are class features of the Crimson Executioner prestige class.
Weapon and Armor Proficiency
You gain proficiency with all light and martial weapons, as well as the bastard sword. In addition, you gain proficiency with all armor and shields, except tower shields.
Crimson Slash (Ex)
At 1st level, you gain the ability to maim foes with your blade. Once per day, you may declare one melee attack a crimson slash. You must do so before you make the attack roll; if the attack misses, you still lose that use. A creature hit by a crimson slash takes 1d4 points of Str damage. A critical hit does not affect the amount of ability damage dealt. At each odd level, you gain an additional daily use of the crimson slash ability. At 5th level, the ability damage dealt by the crimson slash ability increases to 1d6. At 9th level, you may deal Con damage, rather than Str damage with the crimson slash ability.
Improved Death Blow (Ex)
At 2nd level, you become skilled at dispatching already wounded foes. You may make a coup de grace attack against a helpless defender as a swift action. In addition, as a full round action, you may make a single coup de grace attack against all helpless defenders within your reach.
Bonus Feat (Ex)
At 3rd, 6th, and 9th levels, you gain a bonus feat, drawn from the list of Fighter bonus feats. You must still meet all the prerequisites of that feat.
Mettle (Ex)
At 4th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Terrifying Execution (Ex)
At 5th level, the bloody violence you are capable of can shake the hearts of lesser foes. Whenever you kill a creature with a melee attack, all enemies within 30 ft. of you that both saw the killing and have an amount of HD less than or equal to that of the killed creature are intimidated by your skill. They must make a Will save, DC 10 + your class level + your Strength modifier, or be panicked for as long as they remain within 30 ft. of you. Even if they save, they are shaken for one round. At 7th level, the range affected by this ability increases to 60 ft. Once a creature successfully saves against this ability, it is immune to it for 24 hours. This is a mind-affecting, fear effect.
Improved Mettle (Ex)
At 7th level, your mind and body are impervious to harm. Even if you fail a Fortitude or Will save against an effect that allows a save for half or partial effect, you still only suffer the reduced effect.
Crimson Razor (Ex)
At 8th level, you gain the ability to unerringly strike at the vitals of your foes. Once per day, you may declare one melee attack a crimson razor. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, than it is automatically a critical hit. You cannot declare an attack both a crimson slash and a crimson razor. You gain an additional daily use of the crimson razor ability at each subsequent level.
Sudden Death (Ex)
At 10th level, you gain the ability to slay a foe before they even realize you’ve struck them. Once per day, you may declare one melee attack a sudden death attack. You must do so before you make the attack roll; if the attack misses, you still lose that use. If the attack is successful, then the enemy you struck is automatically dazed for 1d4 rounds. At the end of those 1d4 rounds, it must make a Fortitude save, DC 10 + your class level + your Strength modifier. If it fails, then its hit points fall to -10, and it dies. Even creatures immune to dazing are subject to the latter part of this ability.