Glorious Executioner (3.5e Class)

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Glorious Executioner
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Editing: Constructive edits welcome

Contents

[edit] Glorious Executioner

Rejecting the solemn, black uniforms of executioners donning bright outfits and developing flashy signature moves to distinguish themselves. The Glorious Executioner's are a force to be reckoned with, using highly dangerous spinning axes they can carve the battlefield like a turkey.

[edit] Making a Glorious Executioner

Mainly Cleaning up fights and finishing enemies quickly.

Abilities: Str is necessary for damage dealing,Dex is necessary for maintaining abilities, and Con is for survivability.

Races: Any.

Alignment: Any.

Starting Gold: 160 Starting Age: As Rogue.

Table: The Glorious Executioner

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +2 +2 +2 +0 Wicked Blades, Spinning Axe, Bonus Feat
2nd +3 +3 +3 +0 Bloodrush
3rd +4 +3 +3 +1 Stand Aside, Bonus Feat
4th +5 +4 +4 +1 Spinning Axe
5th +6/+1 +4 +4 +1 Bloodrush, Bonus Feat
6th +7/+2 +5 +5 +2 Whirling Death
7th +8/+3 +5 +5 +2 Stand Aside, Bonus Feat
8th +9/+4 +6 +6 +2 Spinning Axe
9th +10/+5 +6 +6 +3 Bloodrush, Bonus Feat
10th +11/+6/+1 +7 +7 +3 Stand Aside
11th +12/+7/+2 +7 +7 +3 Whirling Death, Bonus Feat
12th +13/+8/+3 +8 +8 +4 Spinning Axe
13th +14/+9/+4 +8 +8 +4 Bloodrush, Bonus Feat
14th +15/+10/+5 +9 +9 +4 Stand Aside
15th +16/+11/+6/+1 +9 +9 +5 Spinning Axe, Bonus Feat
16th +17/+12/+7/+2 +10 +10 +5 Whirling Death
17th +18/+13/+8/+3 +10 +10 +5 Bloodrush
18th +19/+14/+9/+4 +11 +11 +6 Stand Aside
19th +20/+15/+10/+5 +11 +11 +6 Whirling Death
20th +21/+16/+11/+6/+1 +12 +12 +6 Hangman's Chain

Class Skills 5 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex). .

[edit] Class Features

All of the following are class features of the Glorious Executioner.

Weapon and Armor Proficiency: This class has proficiency with light armor, no shields, and has Exotic Weapon Proficiency ( Whirling Axes).

Wicked Blades (Ex): When you score a critical hit, you deal 1d8 ongoing damage for 1d4 turns.

Spinning Axes (Ex): You may make your next attack deal extra bonus damage, This axe will ricochet off the target high up into the air. When you catch it you may use Spinning Axe as an immediate Action, Spinning Axe will keep applying until you fail. It is a DC 10 Tumble Check the DC increases equal to the distance it lands from you on a successful Tumble you move to space it lands in. It may land up to 10 feet in a random direction centered on your current position while stationary, While moving(If you have made a move action this turn) it will land in 5 feet in the direction he was moving. A DC 18 Dexterity Check to catch a Spinning Axe is required, if Catch Fails he still re-gains his axe, but cannot re-use that Spinning Axe for this Turn. He can make other attacks while Spinning Axe(s) are active, even adding more Spinning Axe(s). You can have a total number of Spinning Axes equal to the amount of Attacks your BaB Allows. This Ability will end when you fail a check required or miss, but it will not affect any other Spinning Axes that are active.

This Ability Increases as you level up.

Level 1: 1d8 Bonus Damage + Str mod

Level 4: 2d8 Bonus Damage + Str mod

Level 8: 3d8 Bonus Damage + Str mod

Level 12: 4d8 Bonus Damage + Str mod

Level 15: 5d8 Bonus Damage + Str mod

Bloodrush (Ex): When he Successfully use Spinning Axes 3 times consecutively, he Gains Bonus Damage, extra attacks at his highest BaB, and a bonus to attack rolls for 1d4 turns. Every 3 Successful Spinnning Axes Consecutively refreshes this.

This Ability increases as you level up.

Level 2: 1d8 bonus Damage, 1 Extra Attack(s), and a +1 to attack rolls

Level 5: 2d8 bonus Damage, 2 Extra Attack(s), and a +2 to attack rolls

Level 9: 3d8 bonus Damage, 3 Extra Attack(s), and a +3 to attack rolls

Level 13: 4d8 bonus Damage, 4 Extra Attack(s), and a +4 to attack rolls

Level 17: 5d8 bonus Damage, 5 Extra Attack(s), and a +5 to attack rolls

Stand Aside (Ex): You Throw two of your axes in a 40 foot cone as a standard action, all enemies hit take damage and are pushed outside the cone. Enemies are Knocked prone as well if they were pushed into a Square that is occupied by something.

This Ability increases as you level up.

Level 3: 1d8 Damage

Level 7: 2d8 Damage

Level 10: 3d8 Damage, and enemies are knocked prone.

Level 14: 4d8 Damage, and enemies are knocked prone.

Level 18: 5d8 Damage, and enemies are knocked prone, and stunned.

Whirling Death (Ex): As a Standard Action you hurl two massive axes to deal physical damage to each unit struck in it's path, after being propelled it's maximum range Whirling Death slowly reverses direction and returns to your current postion dealing physical damage to each unit struck in it's path.

This Ability increases as you level up.

Level 6: 120 feet max range, and 3d10 damage

Level 11: 240 feet max range, and 6d10 damage

Level 16: 360 feet max range, and 9d10 damage

Level 19: 480 feet max range, and 12d10 damage

Hangman's Chain (Ex): You may as a standard action throw a a large chained pike with a hooklike barb a max distance of up to 240 feet, at a target enemy dealing 6d10 damage, this attack will spread to another enemy closest to the original target up to 10 feet away from target hit(this spreads from target to target). Enemies that are hooked by this are slowed by 20 feet, cannot move out of the maximum range of this ability, and take 2d10 ongoing damage whenever they move(This Counts with forced movements). as another standard action you may pull all hooked enemies adjacent to your current position and they take 8d10 damage, and enemies are knocked prone.

[edit] Epic Glorious Executioner

Table: The Epic Glorious Executioner

Hit Die: d12

Level Special
21st Bonus Feat
22nd Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Bonus Feat
26th Bonus Feat
27th Bonus Feat
28th Bonus Feat
29th Bonus Feat
30th Bonus Feat

6 + Int modifier skill points per level.


[edit] Human Glorious Executioner Starting Package

Weapons: 4 Whirling Axes.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Tumble 4 Dex "—"
Perform 4 Cha "—"
Intimidate 4 Cha "—"
Balance 4 Dex "—"
Jump 4 Str "—"
Swim 4 Str "—"
Climb 4 Str "—"

Feat: Ambidextrous.

Gear: Studded Leather Armor, Backpack with Waterskin, one week's Trail rations, bedroll sack, flint and steel.

Gold: 4d4 gp.

[edit] Playing a Glorious Executioner

Religion: They tend not to worship any deity, but are also known to worship the shadow.

Other Classes: This Class tends to get along with everyone, except if they steal his kills.

Combat: Tends to clean up and finish fights.


[edit] Glorious Executioners in the World

"Welcome to the League of Draven"
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] Glorious Executioner Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] Glorious Executioner in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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