ROGUE-ASSASSIN KIT Executioner Description: The Executioner is the most directly and brutally violent sort of Assassin. While other Assassins tend to favor subtlety, infiltration, deception, and trickery, an Executioner is a bundle of incipient menace just waiting to be unleashed. An Executioner uses his or her skill at stealth and dealing out death to make horrible and messy examples out of those who cross someone with the power, wealth, or connections to retain an Executioner to wreak their vengeance. At lower levels, Executioners often act as intimidators, street toughs, or simply common thugs--the muscle called in when an Assassins' Guild, Thieves' Guild, or similar group wants to shake down a business or merchant that has been late paying its 'protection' money or to fight out turf wars with a rival group. At higher levels, they can command high fees as murderers for hire, people who don't mind 'getting their hands dirty' or taking on challenging 'wet work'. Those who hire them are best advised to keep any contracts they make, however, as Executioners do not take kindly to being double-crossed, and more than one Executioner (particularly non-evil Executioners) has been known to take 'jobs' based entirely on matters of principle and conscience and never for monetary reward (though they sometimes receive rewards for such action after the fact). Requirements: An Executioner needs to be very physically imposing and therefore must have Strength of at least 15 and a Constitution score of at least 12. Unlike other Assassins, a Thug has no minimum Wisdom or Charisma requirement. Executioners are usually evil, though rare individuals may be neutrally aligned. An Executioner cannot be of good alignment. Note that Half-Ogres are capable of becoming Executioners--this is the only Assassin kit available to them. Weapons & Armor: Executioners share the standard Assassin weapon and armor restrictions. In addition, Executioners tend to favor two-handed weapons for their massive damage potential, and at least half their slots must be spent on weapons that can be used two-handed. Thief Abilities and Modifiers: Climb Walls, Detect Noise, Escape Bonds, Find/Remove Traps, Hide in Shadows, Move Silently Special Benefits: Executioners are expert combatants, being equally proficient at fighting with weapons or mixing it up with their bare hands. Executioners love nothing better than being elbow-deep in the blood of their enemies, and their Backstab is just as nastily effective as that of a common Assassin. In addition, an Executioner gains the following special abilities: Intimidation: An Executioner exudes such a palpable aura of menace that they gain a +1 bonus to their Intimidation proficiency score for every three levels of experience. In addition, an Executioner of 6th level or above can cause fear in all creatures with 1 hit die or less (save vs. breath weapon allowed to resist) that he or she meets--the Executioner must be in plain sight within 10 yards. Any character struck by fear will flee from the Executioner or surrender to him or her, begging for their life, depending on the circumstances, and if possible will seek to avoid any confrontation with the Executioner for the rest of that day. If forced into combat and/or unable to flee at least 30' away from the Executioner, the creature suffers a -2 penalty to initiative, attack rolls, saving throws, and ability checks. These penalties apply to a 1 HD or lower creature even if the save is successful. At 11th level, this ability improves to include creatures with 4 or fewer hit dice/levels. In addition, though creatures with 4+1 or greater hit dice/levels cannot be made to flee in panic, they must save vs. breath weapon or suffer the above penalties if they are close to the Executioner. Creatures with 4+1 or greater hit dice who save suffer no ill effects. The Executioner can choose when to use this ability, turning it on and off (as it were) at will. A creature that makes its saving throw vs. this power is immune to the fear effect for the duration of that encounter with the Executioner but must save again if they meet the Executioner again later and the fear power is again invoked. Note that this ability generally affects only humanoid creatures--animals and most non-humanoid monsters cannot be affected. Executioners themselves are unaffected by attempts at Intimidation regardless of their level, and in fact an Executioner's unshakable self-confidence grants a +1 bonus per three levels (rounding up) to saves vs. fear, and he or she can attempt an unmodified save vs. breath weapon to resist fear effects that normally allow no save. Knockout: If an Executioner is wielding a blunt weapon, he or she can attempt a knockout blow against a target not more than twice his or her own height. The Executioner must make a called shot to the head, applying a -8 penalty on the to hit roll (note that an unarmored head is only AC 10). If the Thief scores a hit, the blow inflicts half normal damage and half temporary damage (temporary damage is regained with a full turn of uninterrupted rest) and the victim must save vs. petrification or be rendered unconscious for 2d8 rounds. The victim's saving throw should be modified (positively or negatively) by the difference between the his or her level and the Executioner's level. Street Fighting: Executioners are experts in all manner of fisticuffs and unarmed combat. They are able to ignore the 'weapons in defense' rule, suffering no penalty when attacking an armed opponent when they are themselves unarmed. In addition, an Executioner begins play with free Skilled Specialization in either Punching or Wrestling (player's choice). As an Executioner advances in level, he or she can spend further weapon proficiency slots to improve this specialization (or to gain specialization in the option not selected at 1st level). In addition to this general facility at unarmed combat, an Executioner learns an assortment of dirty tricks and unorthodox and unexpected combat maneuvers in the course of their careers, which they may attempt in the course of a combat. Only one such maneuver (regardless of which type is selected) can be attempted per combat encounter. Such an attack need not be made with a weapon, depending on how the attack is described by the player--such as pulling the rug out from under an enemy's feet, whipping his or her cloak around an enemy's weapon arm, or even putting a bag over the target's head. Regardless of whether a weapon is used or not, the Executioner must describe how he or she will attempt the attack in order to achieve one of the following results: - Blind (the target's vision is blocked, though a new save can be attempted each round to shake off the effects) - Disarm (the target's weapon is either trapped and cannot be freed without a successful Open Doors roll) - Immobilize (the target is entangled and cannot get free without a successful Open Doors roll) - Stun (the target is stunned, though a new save can be attempted each round to shake off the effects) - Trip (the target must save at -4, and failure results in the target ending up prone on the ground, damage may occur if the target was moving faster than 12) A Street Fighting special maneuver requires an attack roll by the Executioner, though the attack is made against AC 10, modified only by magical and Dexterity bonuses (e.g., a fighter in plate mail +2 with no shield but a 15 Dexterity would be AC 7 vs. Street Fighting, rather than AC 0). If the attack roll indicates a hit, the target must save vs. petrification, modified by his or her Dexterity bonus (unless surprised, in which case the Dexterity bonus is lost and an additional -2 penalty applies) and positively or negatively by the difference between the Executioner's level and the target's level. Other modifiers may apply at the DM's option, based on how well the described attack form could plausibly work; the save is automatic if the method of attack is completely inadequate for the situation (e.g., trying to Blind a giant or dragon by throwing a bowl of oatmeal into its eyes--unless, of course, the Executioner can reach the creature's face, in which case it might work). Street Fighting counts as a 'free action' for an Executioner if it succeeds; if the attempt fails (either because of a failed attack roll or a successful saving throw), Street Fighting counts as an action for the Executioner that round. Special Hindrances: Since they spend most of their career learning about the many and varied brutal methods of killing others, Executioners neglect the more subtle arts of Assassination and Masquerade that characterize other Assassins. In addition, their focus on direct combat and intimidation leaves them little time for the study of poisons, and as a result their Poison Mastery ability operates as an Assassin two levels lower than their actual level (i.e., manufacture of poisons is not learned until 4th level, but new poisons are learned at the normal rate thereafter, with a -2 penalty to the random die roll to determine new poisons learned). Executioners are probably the most despised of Assassins, suffering an additional -2 reaction penalty over and above normal Assassin penalties. In addition, because of their particular special skills and brutal methods, Executioners tend to develop a reputation for their cruelty (real or imagined) and become notorious for their 'crimes against society.' As a result, there is a base chance of 10% + 2% per level of the Executioner in any given situation that someone will be able to recognize the Executioner (assuming that he or she is not in disguise). The results of someone recognizing the Executioner depend entirely on the situation, ranging from offering a reward to offering a job or simply buying him or her a drink (assuming they have a reason to be positively inclined toward the Executioner), or perhaps to trying to slip poison into his or her drink or selling the Executioner out to his or her enemies (including friends, allies, or relatives of people taken in by the Executioner). Required Proficiencies: Anatomy, Herbalism, Display Weapon Prowess, Intimidation Preferred Proficiencies: Alertness, Ambush, Blind-fighting, Close-quarter Fighting, Drinking, Endurance, Immovability, Instant Stand, Night Vision, Prone Fighting, Torture, Trailing, Weapon Improvisation