Executioner
Executioner is a 2nd tier archetype.
Executioners are specialists in inflicting enduring and excruciating pain on all enemies around them, exploiting it to quickly eradicate their adversaries.
Core focus: damage-over-time effects, melee damage, negative effects, crowd control, large number of wounds.
Key Features
- Forced Repentance
- Scourging Strikes
- Where It Hurts
Available Stat Advancements
- Weapon Skill Advancement
- Strength Advancement
- Toughness Advancement
- Intelligence Advancement
Available Skill Advancements
- Medicae
- Lore (Imperium)
- Lore (Xenos)
- Athletics
Prerequisites:
Warrior, Operative or Bladedancer
Tier 3 Options:
Abilities
| Ability | AP Cost | Range | Description |
|---|---|---|---|
Where It Hurts |
0 | Self | If the target of the Executioner's next successful attack is suffering any damage-over-time effects, for each effect it must make the relevant resistance test required to remove it with a penalty equal to −(Executioner's Medicae / 10). If failed:
|
Pain Resonance |
1 | Self | All enemies suffering from damage-over-time effects in a 4-cell radius around the Executioner immediately suffer an extra instance of damage from these effects. They must also pass a resistance test with a −(Medicae / 5) penalty or suffer an additional negative effect. The effect and type of the resistance test depend on the initial damage-over-time effect. These additional effects are removed at the start of the Executioner's next turn. |
Merciless Verdict |
1 | Self | The Executioner's next ranged attack or psychic staff ability inflicts a damage-over-time effect on all targets hit. The type of this effect depends on the attack's damage type:
The level of this damage-over-time effect is equal to (minimum weapon damage / 7). This effect is only applied once per target after all other effects from the attack are applied. |
Exsanguination |
0 | 10 | The Executioner immediately inflicts bleeding (5) on an ally of their choice (including themselves). That ally gains a +(5 + Medicae / 10)% bonus to dodge and +3 additional MP until bleeding ends for any reason. |
Gift of Torment |
1 | Self | Until the start of their next turn, the Executioner gains bonuses to their parameters for each creature (enemy or ally) in combat suffering from the following damage-over-time effects: -<indent=5%>Toxin: +1 deflection per creature up to a maximum of TGH bonus.</indent> |
Reckless Abandon |
0 | Self | The Executioner replaces (30% of maximum wounds) of their wounds with the same number of temporary wounds until the end of combat. While the Executioner has temporary wounds, all of their melee attacks and damage-over-time effects deal an additional +(30% of maximum wounds)% damage. |
Terrifying Strike |
0 | Self | The Executioner's next melee attack forces all enemies hit to run away from the Executioner in a straight line for up to 3 cells.
During this movement, the targets do not provoke attacks of opportunity and leave a bloody trail on the ground, which remains until the end of combat. Movement through these bloodstained cells costs the Executioner 0 MP. |
Heroic Act / Desperate Measure
| Ability | Range | Description |
|---|---|---|
Carnival of Misery |
Weapon | The Executioner makes an attack with their primary weapon. On hit, the target suffers weapon damage and, if it is affected by any damage-over-time effects, immediately suffers 4 additional instances of damage from those effects. This does not affect the duration of those effects. |
Carnival of Misery (Desparate Measure) |
Weapon | The Executioner makes an attack with their primary weapon. On hit, the target suffers weapon damage and, if it is affected by any damage-over-time effects, immediately suffers 4 additional instances of damage from those effects. This does not affect the duration of those effects. Until the end of combat, Forced Repentance does not increase the level of inflicted damage-over-time effects. |
Carnival of Misery — Second Weapon |
Weapon | The Executioner makes an attack with their secondary weapon. On hit, the target suffers weapon damage and, if it is affected by any damage-over-time effects, immediately suffers 4 additional instances of damage from those effects. This does not affect the duration of those effects. |
Carnival of Misery — Second Weapon (Desparate Measure) |
Weapon | The Executioner makes an attack with their secondary weapon. On hit, the target suffers weapon damage and, if it is affected by any damage-over-time effects, immediately suffers 4 additional instances of damage from those effects. This does not affect the duration of those effects. Until the end of combat, Forced Repentance does not increase the level of inflicted damage-over-time effects. |
Upgrades
| Upgrade | Description |
|---|---|
| Carnival of Misery (Upgrade I) | After the Executioner uses Carnival of Misery, for any target that has suffered and will suffer damage from the Executioner this combat (both prior to and after this ability is used), their armour does not reduce damage dealt by damage-over-time effects. |
| Carnival of Misery (Upgrade II) | Whenever Carnival of Misery is used, enemies in a 6-cell radius suffering from any damage-over-time effects immediately suffer an additional instance of damage from those effects. |
| Carnival of Misery (Upgrade III) | Until the end of combat, all damage dealt to enemies by the Executioner's damage-over-time effects is increased by +100% after all other modifiers have been applied. |
| Carnival of Misery (Upgrade IV) | Until the end of combat, the Executioner is healed by damage-over-time effects instead of suffering damage. The number of wounds restored is equal to the amount of damage that would be dealt by an effect after all modifiers have been applied. |
Talents
| Talent | Description |
|---|---|
| Forced Repentance | Whenever the Executioner inflicts a damage-over-time effect on a target already suffering from an effect of the same type, that target must make the relevant resistance test required to remove that effect with a penalty equal to −(Executioner's Medicae / 10). If failed: |
| Scourging Strikes | The Executioner's melee attacks inflict (PER bonus + STR bonus) levels of bleeding on all targets hit. This effect is applied after all other effects from the attack are applied. |
| Anatomy Expert | The maximum number of wounds for the Executioner depends on their Medicae instead of Toughness. |
| Hardened Body | Whenever the Executioner or their party members are suffering from any damage-over-time effects, these effects deal only 50% of their damage. Stacks multiplicatively (50% damage if there is one Executioner with this talent in the party, 25% damage if there are two Executioners with this talent in the party, etc.) |
| Vivisection | The Executioner gains a +(Medicae / 5) bonus to Lore (Xenos). |
| Master of Torture | The Executioner deals +5% more damage to a target for each type of damage-over-time effect inflicted on that target. |
| Invigorating Screams | Whenever an enemy in a 4-cell radius around the Executioner suffers damage from a damage-over-time effect, the Executioner regains +(TGH bonus / 2) wounds. |
| Perfect Anatomy | The Executioner's armour is increased by +(5 + maximum wounds / 20)%. |
| Does it Hurt? | All damage-over-time effects inflicted by the Executioner gain a -<indent=5%>(5 + 5 × psy rating)% if the character has Sparks of the Greater Flame</indent>
-<indent=5%>20% if the character has Does it Hurt?</indent> -<indent=5%>(10 + greater of the above)% if the character has both of these talents</indent>% critical hit chance. This chance is increased by all bonuses to critical hit chance. |
| Fragile Playthings | The first instance of damage dealt by the Executioner's damage-over-time effects in a round reduces the inflicted enemy's armour by −(10 + INT bonus)% until the end of combat. This effect can be inflicted on multiple enemies per round, but only once per enemy. Stacks. |
| Racking Weakness | The damage dealt by the Executioner's damage-over-time effects is increased by +(Medicae / 20)% for every −10% penalty to armour suffered by the target from any source. |
| Sower of Distress | Enemies suffering from any damage-over-time effect inflicted by the Executioner also suffer a −(5 + Medicae / 20) penalty to their resistance tests. |
| Internal Bleeding | When pushing an enemy, the Executioner also inflicts (Medicae / 10) levels of bleeding on that enemy. |
| Acute Pain | Whenever an enemy suffers damage from a damage-over-time effect inflicted by the Executioner for the first time in combat, this damage is increased by +100%. |
| Battle of Attrition | At the start of each round, all enemies suffering from any damage-over-time effects inflicted by the Executioner have their incoming damage-over-time from any source increased by +20%. Stacks. |
| Death in the Air | Whenever an enemy suffering from toxin inflicted by the Executioner dies, all enemies in a 2-cell radius around that enemy suffer INT bonus levels of toxin. |
| Maddening Flames | At the start of their turn, an enemy suffering from burning inflicted by the Executioner must make a Willpower resistance test. If failed, burning is removed and the enemy falls prone until the start of their next turn. |
| Bloody Trail | While moving, all bleeding enemies leave a bloody trail on the ground which remains for 1 round. Moving through these bloodstained cells costs the Executioner 0 MP. |
| Tormenting Sprain | Whenever an enemy suffering from any of the Executioner's damage-over-time effects dodges the Executioner's attack, all damage-over-time effects currently inflicted on that enemy now deal an additional +10% damage. Stacks. |
| Deep Laceration | When using Scourging Strikes, the Executioner's melee critical hits inflict (2 × STR bonus + PER bonus) levels of bleeding on their targets instead of (PER bonus + STR bonus) levels. |
| Sickening Pain | Whenever a single instance of damage from any of the Executioner's damage-over-time effects deals damage equal to or more than 10% of the enemy's maximum wounds, that enemy gains +1 stack of fatigued. |
| All-Encompassing Agony | If an enemy suffering from any of the Executioner's damage-over-time effects is suffering from bleeding, burning (including the effects inflicted by a pyromancer or a Navigator), and toxin (including the effects inflicted by a biomancer) at the same time, all of these damage-over-time effects deal +30% more damage to that enemy. |
| Unbearable Presence | Targets of Terrifying Strike now make a Willpower resistance test with a −(10 + 2 × STR bonus) penalty. If failed, they provoke attacks of opportunity from the Executioner's allies during the forced movement. |
| Bleeding Stigmata | Targets of Exsanguination are also immune to toxin and burning while suffering from bleeding. |
| Everlasting Agony | The duration of negative effects inflicted by Pain Resonance is increased by +1 round, and the penalty to the corresponding resistance tests is increased to –(20 + Medicae / 5). |
| Death Warrant | The level of the damage-over-time effect inflicted by the Executioner's Merciless Verdict is increased by +(maximum weapon damage / 5). |
| Reprieve | If the Executioner used Reckless Abandon in the previous round and, by the start of their turn, still has temporary wounds, they are healed for +(15% of maximum wounds) wounds. |
| Revelling in Suffering | Each adjacent creature counts as two for the purpose of calculating the bonuses granted by Gift of Torment. |
Levels
Total Skill Selections: 4
Total Stat Selections: 7
Total Archetype Talent Selections: 7
Total Common Talent Selections: 3
Total Ability Selections: 3
| Level | Features |
|---|---|
| 1 | Forced Repentance Scourging Strikes Where It Hurts |
| 2 | Ability Selection |
| 3 | Archetype Talent Selection |
| 4 | Carnival of Misery |
| 5 | AP Increase Stat Selection |
| 6 | Stat Selection Archetype Talent Selection |
| 7 | Ability Selection |
| 8 | Archetype Talent Selection Skill Selection |
| 9 | Stat Selection Common Talent Selection |
| 10 | Archetype Talent Selection |
| 11 | Stat Selection Skill Selection |
| 12 | Heroic Ability Upgrade Selection |
| 13 | Archetype Talent Selection |
| 14 | Stat Selection Skill Selection |
| 15 | Ability Selection Common Talent Selection |
| 16 | Archetype Talent Selection |
| 17 | Stat Selection Skill Selection |
| 18 | Archetype Talent Selection |
| 19 | Stat Selection Common Talent Selection |
| 20 | Heroic Ability Upgrade Selection |
