The Headsman class
The Headsman (Executioner)
Description: The Headsman is the ultimate killing weapon, trained killers whose services are for hire. He may be a high-ranking Noble or a lowly peasant; he may belong to one nation's armed forces or may be a mercenary. To the campaign and the adventuring party, he brings discipline, skill, and a fearsome aura that can shake even the most toughened of villains.
When first created, the Executioners’ player must decide whether his character is part of a standing army, mercenary unit, and civil authority, Nation, City, Temple or Individual Noble. If he's part of a standing army, he's employed as a soldier or officer in the army of a nation, large region, city guard, or even palace/castle guard. If he's part of a mercenary unit, he belongs to a group of freelance soldiers who hire themselves to just about anyone who can pay; or may be a personal bodyguard. The DM will have the deciding vote in what sort of Power the Executioner belongs to; if, for instance, the DM doesn't want to have an all-military campaign, he'll probably insist that the Headsman be a mercenary, currently employed by a NPC important to the current story, City authority, or Temple.
However, in the course of the campaign, the Executioner’s employment can change, once or several times. He may start out as a mercenary bodyguard; later in the campaign, he may find himself commanding a small mercenary force in an attempt to apprehend and execute a traitor. Or sent to ferret out justice to a band of monsters who have made their livelihood of the blood of others.
To be an Executioner, the character must have scores of at least 12 in Strength and Constitution.
Role: In the campaign's culture, the Executioner is a career killer. In times of upheaval, strife or war, they're heroes to the nation. In times of peace, the common folk often look on them as parasites, living off taxes but providing no useful service. Mercenaries are often looked on as bandits and predators. Regardless of the public's opinion, though, the Executioner is the hand of death, commanded by a higher Power.
Secondary Skills: If you're using the Secondary Skills rules, the Executioner may choose his Secondary Skill, but must choose it from the following list: Armorer, Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Navigator, Sailor, Scribe, Teamster/Freighter, Weaponsmith.
Weapon Proficiencies: The Headsman may spend his Weapon Proficiency slots any way he chooses.
Nonweapon Proficiencies: Bonus Proficiencies: Intimidation, Law, Fire-Building. Recommended: (General) Animal Handling, Cooking, Heraldry, Riding (Land-based), Seamanship, Swimming, Weather Sense, (Priest, double slots unless Paladin) Reading/Writing, (Rogue, double slots) Disguise, (Warrior) Armorer, Blind-Fighting, Bowyer/Fletcher, Charioteering, Endurance, Navigation, Set Snares, Survival, Tracking, Weaponsmithing, (Wizard, double slots unless Ranger) Reading/Writing.
Equipment: The Executioner may spend his starting gold on whatever sort of arms, armor, and equipment he chooses. If, when he's first created, it is agreed that he'll be part of a specific military force with specific equipment requirements, he's required to buy that equipment, but the DM must give him extra gold in the amount of half that cost.
Special Benefits: The Executioner has two advantages of note:
First, he gets a free Weapon proficiency (1 slot). He must choose it from the following group: Battle axe, two-handed sword, two-handed scimitar, Halberd, or Maul. So skilled are Executioners with these weapons that they are able to reverse direction on missed swings so as to strike again at a target. Once per round on a missed attack the Executioner may attempt to make a ‘back swing’. The attack requires a successful strength check, and a normal roll to hit, prof bonuses, magic only. If successful the weapon hits for base damage plus any magical bonuses of the weapon.
Second, the Executioner is usually in the employ of some powerful patron. The DM will have to decide what immediate benefits this grants him; they vary with the type of employer he is working for.
Special Hindrances: The Executioner is instantly recognizable by his demeanor, equipment, dress and weapon. Because he is distinctive, the Executioner is easily remembered and described by witnesses to his adventures; this makes it easier for the enemy to identify him and follow his trail if he's trying to escape or travel through dangerous territory. While on any adventure the Executioner rolls twice the normal encounter dice.
A second hindrance is his employer. Naturally, his employer makes many demands on the Exocutioner. If the Executioner is a bodyguard, he must accompany his employer just about everywhere, regardless of any personal goals or interests the Headsman has. Like wise an Executioner is answerable to civil authorities and their orders.
Executioners suffer a –1 penalty with any missile weapon.
Executioners suffer a –3 penalty to all reaction checks. Some say they stink of death or are haunted by those whom they must slay.
Wealth Options: The Executioner receives the standard 5d4x10 gp starting gold.
Races: Any