Neonchameleon
Legend
Two new weaponsets for the Executioner:
The Masked Avenger
Character seed: Zorro
A Masked Avenger gains proficiency with the whip and the net. They may also treat a cloak as a net with the exception that Cloaks are light thrown rather than heavy thrown weapons.
Signature Flourish
Pre-requisite: You must be wielding a light blade.
Attack: Weapon vs AC (melee)
Hit: [1w] damage and the target is marked (save ends)
Cloak Swirl
Pre-requisite: You must be wielding a net.
Attack: Close Burst 1 (enemies in burst), weapon vs will
Hit: Dexterity modifier damage and the target may not make opportunity attacks against you until the end of your next turn. In addition you may hide from the target if you have either cover or concealment
Whip grab
Pre-requisite: You must be wielding a whip.
Attack: Melee Weapon vs Reflex
Hit: [1w] Damage and the target is grabbed. If the target is two squares away it may, as a move action, shift one square to a square adjacent to you - this movement does not break the grab.
Special: While you have a target that is large or larger grabbed (inanimate objects must be capable of bearing your weight to qualify) you may make athletics checks to jump or climb at +5 and are treated as having a running start if applicable.
The Living Weapon
In the hands of a Living Weapon, anything is a weapon from hairpins to playing cards. As such, they may treat improvised sharp weapons as daggers, improvised one handed blunt ones as clubs, and improvised two handed blunt ones as greatclubs. In addition they may use staffs and greatclubs with Weapon Finesse. Further, from level 11 onwards they may treat completely impractical improvised weapons like decks of playing cards and toothpicks as weapons.
Club Smash
Pre-requisite: You must be wielding a greatclub
Attack: Weapon vs AC
Hit: [1w] + dex modifier damage and the target is knocked prone. In addition you break your greatclub so you now count as unarmed and may not use this improvised weapon again and your turn ends.
Staff rush
Pre-requisite: You must be wielding a staff
Effect: You move your speed, making one, two, or three attacks along the way, no more than one against any target. Any target you hit with one of these attacks may not make subsequent opportunity attacks against you. In addition, you may make an athletics check as part of this move and gain five foot of distance for free.
Attack: Weapon vs AC
Hit: [1W] damage
Sand in the Eyes
Attack: Range 5, Dex vs Reflex
Hit: [Dex] damage, and the target grants combat advantage and -2 to attack rolls until the end of your next turn. In addition you may hide from this foe with cover or concealment.
Thoughts? Some of it might be too complicated?
The Masked Avenger
Character seed: Zorro
A Masked Avenger gains proficiency with the whip and the net. They may also treat a cloak as a net with the exception that Cloaks are light thrown rather than heavy thrown weapons.
Signature Flourish
Pre-requisite: You must be wielding a light blade.
Attack: Weapon vs AC (melee)
Hit: [1w] damage and the target is marked (save ends)
Cloak Swirl
Pre-requisite: You must be wielding a net.
Attack: Close Burst 1 (enemies in burst), weapon vs will
Hit: Dexterity modifier damage and the target may not make opportunity attacks against you until the end of your next turn. In addition you may hide from the target if you have either cover or concealment
Whip grab
Pre-requisite: You must be wielding a whip.
Attack: Melee Weapon vs Reflex
Hit: [1w] Damage and the target is grabbed. If the target is two squares away it may, as a move action, shift one square to a square adjacent to you - this movement does not break the grab.
Special: While you have a target that is large or larger grabbed (inanimate objects must be capable of bearing your weight to qualify) you may make athletics checks to jump or climb at +5 and are treated as having a running start if applicable.
The Living Weapon
In the hands of a Living Weapon, anything is a weapon from hairpins to playing cards. As such, they may treat improvised sharp weapons as daggers, improvised one handed blunt ones as clubs, and improvised two handed blunt ones as greatclubs. In addition they may use staffs and greatclubs with Weapon Finesse. Further, from level 11 onwards they may treat completely impractical improvised weapons like decks of playing cards and toothpicks as weapons.
Club Smash
Pre-requisite: You must be wielding a greatclub
Attack: Weapon vs AC
Hit: [1w] + dex modifier damage and the target is knocked prone. In addition you break your greatclub so you now count as unarmed and may not use this improvised weapon again and your turn ends.
Staff rush
Pre-requisite: You must be wielding a staff
Effect: You move your speed, making one, two, or three attacks along the way, no more than one against any target. Any target you hit with one of these attacks may not make subsequent opportunity attacks against you. In addition, you may make an athletics check as part of this move and gain five foot of distance for free.
Attack: Weapon vs AC
Hit: [1W] damage
Sand in the Eyes
Attack: Range 5, Dex vs Reflex
Hit: [Dex] damage, and the target grants combat advantage and -2 to attack rolls until the end of your next turn. In addition you may hide from this foe with cover or concealment.
Thoughts? Some of it might be too complicated?