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Executioner Assassin Weapon Sets
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<blockquote data-quote="Neonchameleon" data-source="post: 5449523" data-attributes="member: 87792"><p>Two new weaponsets for the Executioner:</p><p> </p><p><strong>The Masked Avenger</strong></p><p> </p><p>Character seed: Zorro</p><p> </p><p>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.</p><p> </p><p><em>Signature Flourish</em></p><p>Pre-requisite: You must be wielding a light blade.</p><p>Attack: Weapon vs AC (melee)</p><p>Hit: [1w] damage and the target is marked (save ends)</p><p> </p><p><em>Cloak Swirl</em></p><p>Pre-requisite: You must be wielding a net.</p><p>Attack: Close Burst 1 (enemies in burst), weapon vs will</p><p>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</p><p> </p><p><em>Whip grab</em></p><p>Pre-requisite: You must be wielding a whip.</p><p>Attack: Melee Weapon vs Reflex</p><p>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.</p><p>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.</p><p> </p><p><strong>The Living Weapon</strong></p><p> </p><p>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.</p><p> </p><p><em>Club Smash</em></p><p>Pre-requisite: You must be wielding a greatclub</p><p>Attack: Weapon vs AC</p><p>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.</p><p> </p><p><em>Staff rush</em></p><p>Pre-requisite: You must be wielding a staff</p><p>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.</p><p>Attack: Weapon vs AC</p><p>Hit: [1W] damage</p><p> </p><p><em>Sand in the Eyes</em></p><p>Attack: Range 5, Dex vs Reflex</p><p>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.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Thoughts? Some of it might be too complicated?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5449523, member: 87792"] Two new weaponsets for the Executioner: [B]The Masked Avenger[/B] 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. [I]Signature Flourish[/I] Pre-requisite: You must be wielding a light blade. Attack: Weapon vs AC (melee) Hit: [1w] damage and the target is marked (save ends) [I]Cloak Swirl[/I] 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 [I]Whip grab[/I] 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. [B]The Living Weapon[/B] 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. [I]Club Smash[/I] 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. [I]Staff rush[/I] 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 [I]Sand in the Eyes[/I] 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? [/QUOTE]
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