The Glorious Executioner
Hit Die
d8
Requirements
To qualify to become the narcissistic show-stopper that is Draven, the character must fulfill all of the following criteria:
Base Attack Bonus
+6
Feats
Close-Quarters Thrower
Special
Must have a brother with the most broken ult in the game.
Class Skills
Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility) (Int), Knowledge (local) (Int), Profession (Wis), and Spot (Wis).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are features of the prestige class that represents Draven and his bounciness.
Weapon and Armor Proficiency
Draven gains no proficiency with weapons nor armor.
League of Draven (Ex)
Draven is a famously charming dude, so his loyal fanbase send him cash to aid him on his adventures. For every week he's spent away from a town (or larger) and for every day he's spent in a town (or larger) he earns ten gold pieces per class level. He can claim the amount from the mail system for whatever universe he's spread his glory.
or
Each time he catches a spinning axe during combat or kills an enemy, he gains a gold piece per class level. It just appears in his pockets. After a long fight, he may need to review his encumbrance.
Spinning Axe (Ex)
At 2nd level, Draven can spin one of his axes as a swift action. Before the end of his next turn, the next ranged attack he makes with the spinning axe will cause extra damage and bounce back toward him. If he successfully hits his target, the attack deals extra damage equal to his class level. Also, the axe will land in one of the eight squares (roll a d8) around Draven and if he moves to that square during his next turn, he will catch the axe and it will remain spinning. Draven can only use this ability twice per combat.
Blood Rush (Ex)
At 3rd level, as a swift action, Draven can activate Blood Rush to move quickly about the battlefield (which will help him catch axes) and toss out even more axes. He gains a bonus 5' movement speed per class level and an extra attack. This extra attack must be used as part of the swift action and can include a Spinning Axe. Blood Rush is useable only once per encounter, however each time he catches a Spinning Axe, he can use Blood Rush again but only during the following round.
Stand Aside (Ex)
At 4th level, Draven can use a standard action to throw both of his axes in a wide line to disrupt his opponents. The axes return automatically and he catches them at the end of the standard action. Enemies in the line must make a reflex save (DC = 10 + 1/2 Draven's HD + his dexterity modifier) or be shunted 5' perpendicularly away from the line and suffer Draven's thrown weapon damage plus an extra 5d6 precision damage. Enemies who save successfully take half damage and are not moved. Stand Aside can be used once per encounter.
Whirling Death (Su)
For the final glorius feat, Draven can huck his axes so far across the battlefield it will boggle minds. As a standard action, Draven releases his axes in a 10' wide line and projects them as far as he likes across the battlefield. The axes will carve through and damage enemies with HD equal to or weaker than three less than Draven's HD. The initial damage for Whirling Death is Draven's HD in d6 slashing damage. As each enemy is struck, the damage to the next enemy is reduced by 5.
Upon hitting an enemy with HD equal to or higher than two less than Draven's own HD, the axes begin to return to him causing more damage to enemies on the way back. The damage is reset to its initial value (Draven's HD in d6s) upon the return. Draven can will the axes to return before hitting a strong opponent at anytime. Whirling Death can only be used once per day.
| LvL | BaB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | League of Draven |
| 2 | +2 | +0 | +3 | +0 | Spinning Axe |
| 3 | +3 | +1 | +3 | +1 | Blood Rush |
| 4 | +4 | +1 | +4 | +1 | Stand Aside |
| 5 | +5 | +1 | +4 | +1 | Whirling Death |