Executioner/Hitman

The Quintessential Rogue
Author Michael Mearls
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002
Amongst the thugs and bravos
who form the foot soldiers of a thieve’s guild or other criminal cartel, the executioner stands as an elite shock troop. While other thieves may deal in stolen goods, information or simple muggings, executioners deal in murder.
Unlike assassins, executioners scorn stealth, poison and other subtle methods. Instead, these brutes rely on overwhelming force and their cold-blooded drive to eliminate their quarry to gather 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 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 attacks to a whole new, specialised level. By carefully timing and aiming his strikes, the executioner hacks into his opponent’s critical areas, shattering joints, chopping into bones, and piercing organs. An executioner at work is a fearsome display of slow, steady strikes and savage bursts of spilt blood.
Hit Die: d8
Requirements
To qualify to become an executioner, a character must fulfil all the following criteria.
Base Attack Bonus: +7 or higher.
Feats: Cleave, Power
Attack, Sunder.
Skills: Intimidate 6 ranks, Spot 6 ranks.
Alignment: Any non-good.
The Executioner | |||||
Class Level | Base Attack | Fort Save | Ref Save | Will Save | Special |
1 | +1 | +2 | +0 | +0 | Executioner’s Strike +1d6 |
2 | +2 | +3 | +0 | +0 | Cold Blooded Killer |
3 | +3 | +3 | +1 | +1 | Executioner’s Strike +2d6 |
4 | +4 | +4 | +1 | +1 | Executioner’s Song |
5 | +5 | +4 | +1 | +1 | Executioner’s Strike +3d6 |
Class Skills
The executioner’s class skills (and the key ability for each skill) are Concentration (Constitution), Disguise (Charisma), Escape Artist (Dexterity), and Heal (Wisdom).
Skill points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the executioner class.
Weapon and Armour Proficiency: The executioner gains proficiency with light and medium armour, shields, and all simple and martial weapons. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.
Executioner’s Strike: The executioner learns to focus his attention on his foe’s critical points, waiting for that single moment when his guard drops to unleash a devastating strike that cleaves bones and crushes organs. When using the full-attack action, the execution may opt to make a Spot check before each strike he is entitled to as part of that action. The DC of this check equals his opponent’s Armour Class. On a success, the executioner deals an extra 1d6 points of damage on a hit at first level, 2d6 at third level, and 3d6 at fifth level. If the executioner fails this check, he gains no bonus damage and takes a -4 circumstance penalty to his attack, as he fails to strike the critical area he aimed at.
For example, an executioner who gains three attacks in a single round may make a Spot check before each of them to deal extra damage. While using this ability, the executioner must let his guard down in order to line up his attacks. Thus, he receives a -2 AC penalty after using this ability until his next action.
On a critical hit, do not multiply the bonus damage granted by this ability. The executioner may use this ability with missile weapons, but his target must be no more than 30 ft. away. At longer ranges, the executioner cannot strike with the pinpoint accuracy needed to gain the benefits of this ability. In addition, an executioner gains the ability to sneak attack using the total bonus damage granted by this ability. Thus, a first level executioner may sneak attack for +1d6 damage, a third level one gains +2d6 damage and a fifth level executioner sneak attacks for 3d6 additional damage. When sneak attacking (and only when using sneak attack, never when using executioner’s strike), the executioner stacks bonus damage granted from other classes with this damage.
Cold Blooded Killer: An executioner in battle is a fearsome sight to behold. Each blow smashes through his enemies and draws massive gushes of blood and leaves a pile of hacked limbs and shattered bones. Starting the round after dropping an opponent with a successful use of his Executioner’s Strike ability, the executioner gains a +4 circumstance bonus to Intimidate checks. This bonus persists for five rounds.
Executioner’s Song: 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 does not draw an attack of opportunity.