CHRIS
Sorcerer:
The Executioner Bloodline
Your mystical powers are
fundamentally lethal, sadistic and efficient. The karmic consequence of a
family connection to legal execution resulted in a sorcerer-child with a morbid
outlook and grim powers. The children of judicial executioners, judges and
others involved in the business of legally sanctioned murder sometimes manifest
terrifying Executioner bloodline powers, as do the survivors left behind after
a criminal’s execution.
Executioner
sorcerers are serious, somber and don’t usually look like they sleep well.
Their words are rare and as well chosen and precise as the terminology in a
death row appeal. They dress in dark colors, in styles with a faux judicial or
military flair. Weapons are second nature, and many move like veteran soldiers.
Class Skill: Craft
(chemical) (INT), Knowledge (civics) (INT)
Bonus Spells: Corrosive Touch (3rd), Sniper Child (5th), Gun Personified (7th), Body Poison (9th), Cloudkill (11th), Sadistic Dissection (13th), Dying World (15th), Horrid Wilting (17th), Transmute Blood to Acid (19th)
Bonus Spells: Corrosive Touch (3rd), Sniper Child (5th), Gun Personified (7th), Body Poison (9th), Cloudkill (11th), Sadistic Dissection (13th), Dying World (15th), Horrid Wilting (17th), Transmute Blood to Acid (19th)
Bonus Feats: Executioner
sorcerers can choose Bleeding Critical, Bloody Assault, Deadly Aim, Enforcer,
Focused Shot, Greater Spell Focus (necromancy), Sickening Critical, Spell Focus
(necromancy) or Weapon Focus (any firearm) as a bloodline feat.
Bloodline Arcana Whenever
you cast a spell with the death descriptor, your target or targets must roll
two saving throws and take the worse of two results.
Bloodline Powers
Death Sentence (SU)
Starting at
first level, any manufactured melee weapon or firearm (or energy weapon, in
high tech settings) you wield gains the deadly
weapon property. Weapons wielded by you are sheathed in glistening purple
and crimson energy.
Lethal Injection (EX)
At 3rd level, you
become superhumanly adept at using poison. You no longer risk poisoning
yourself when applying poison to a weapon and increase the FORT Save DC of any
poison you brew yourself with Craft (chemical) by +1. At 9th level,
you add two rounds to the duration of any poison you brew yourself. At 15th
level, you add the initial effect of death to any poison you craft yourself; if
the victim succeeds on their initial FORT
Save, they are affected by the
poison normally.
Electrocutioner (SP)
At 9th level, you may
use a modified lightning bolt as a
spell-like ability. If the first target creature within the line created by the
lightning bolt fails its saving throw
(and would thus, suffer full damage), you may choose to stop the line there, as
a free action. No other targets are affected by your modified lightning bolt,
but the initial target is immobilized for one round and suffers the lightning
bolt’s damage on your turn on the following round (FORT Save half). A burning
electric chair, made of fire and lightning, appears and holds the target in
place.
You may use
this ability once per day at 9th level, and twice per day at 17th
level.
Restrained and Executed (SU)
At 15th level, you
become lethally efficient at working with a team of trained killers to strap
down and euthanize a victim. When an opponent within 300 ft of you, who you can
clearly see gains the grappled, pinned or helpless conditions as a result of an
ally’s direct actions, you may cast a single target spell with the death
descriptor against that opponent. This counts against your limit of a single
quickened spell per round. You may use this ability a number of times per day
equal to your CHA modifier.
No Appeal (SU)
At 20th level, when casting any spell with the death descriptor, you can increase the spell’s casting time to a full-round action. Phantasmal judge’s robes and a British-style barrister’s wig appears around you as you cast the spell. Casting the spell in this manner prevents the target or targets from making a saving throw against the effect; they are automatically considered to have failed their saving throw. When using No Appeal, you may affect corporeal undead as if they were humanoid creatures.
At 20th level, when casting any spell with the death descriptor, you can increase the spell’s casting time to a full-round action. Phantasmal judge’s robes and a British-style barrister’s wig appears around you as you cast the spell. Casting the spell in this manner prevents the target or targets from making a saving throw against the effect; they are automatically considered to have failed their saving throw. When using No Appeal, you may affect corporeal undead as if they were humanoid creatures.
You may use
No Appeal once per day.
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