Knife Thrower, Variant (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Knife Thrower, Variant (3.5e)[edit]

Knife Throwers are those who have been trained to throw weapons such as knives, daggers, shurikens, and chakram. Mastering the art of throwing takes years of practice, and a slight obsession.

Making a Knfe Thrower, Variant[edit]

Knife Thrower's are a nimble support class. Able to fit well into almost any adventure.

Abilities: Having a high DEX is a must to become a master Knife Thrower. While WIS isn't a required ability for this class.

Races: Any

Alignment: Any Non-Lawful

Starting Gold: "As Rogue"

Starting Age: "As Rogue"

Table: The Knife Thrower, Variant

Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Quick Draw, Dagger Expertise
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 Combat Style (Deflect Attacks)
4th +4 +1 +4 +1 Uncanny Dodge, Sneak Attack +1d6
5th +5 +1 +4 +1 Double Throw, Soulblade Weapons (Return)
6th +6/+1 +2 +5 +2
7th +7/+2 +2 +5 +2 Combat Style (Deflect Projectiles)
8th +8/+3 +2 +6 +2 Improved Uncanny Dodge, Sneak Attack +2d6
9th +9/+4 +3 +6 +3 Quad Throw
10th +10/+5 +3 +7 +3 Dagger Mastery , Special Ability, Soulblade Weapons (Teleport)
11th +11/+6/+1 +3 +7 +3 Combat Style (Will, No-Arrow)
12th +12/+7/+2 +4 +8 +4 Sneak Attack +3d6
13th +13/+8/+3 +4 +8 +4 Camouflage, Special Ability
14th +14/+9/+4 +4 +9 +4
15th +15/+10/+5 +5 +9 +5 Soulblade Weapons (Teleport, Return)
16th +16/+11/+6/+1 +5 +10 +5 Sneak Attack +4d6, Special Ability
17th +17/+12/+7/+2 +5 +10 +5 Hide in Plain Sight
18th +18/+13/+8/+3 +6 +11 +6
19th +19/+14/+9/+4 +6 +11 +6 Special Ability
20th +20/+15/+10/+5 +6 +12 +6 Sneak Attack +5d6, Soulblade Weapons (Bombardment)

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Knife Thrower, Variant:

Weapon and Armor Proficiency: Knife Throwers gain proficiency with Daggers, Chakram, Knives, Kukri, and with light armors.

Dagger Expertise: At 1st level a knife thrower must choose one of the following weapons; Daggers, Chakram, Knives, or a Kukri. If they dual wield two of the choosen weapon they get only a -2/-2 penalty instead of -4/-8. The choosen weapon has to be their natural size. (Medium creature have to use a medium size dagger, large creatures have to use a large dagger).

Evasion: At 2nd level and higher, a knife thrower can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless knife thrower does not gain the benefit of evasion.

Combat Style (Deflect Projectiles): At level 3 a knife thrower has learned to deflect oncoming projectiles. She can gain +1 Deflect bonus (against projectiles) per 3 levels of knife thrower.

Uncanny Dodge: Starting at 4th level, a knife thrower can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a knife thrower already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 4th level (4th, 8th, 12th, 16th, and 20th). If a knife thrower gets a sneak attack bonus from another source the bonuses on damage stack.

Double Throw: At level 5 a knife thrower may throw two thrown weapons of choice at the same time with one standard attack. The thrown weapons can be aimed at different targets. This ability only works with weapons of the knife Thrower's natural size category.

Combat Style (Deflect Attack): At level 6 a knife thrower has learned to deflect on coming melee attacks. She gains a +1 deflect bonus (against melee) per 6 levels of knife thrower.

Soulblade Weapons: When a knife thrower releases her weapon she inserts part of her soul into the blade. At level 5 a knife thrower can return any weapon she has thrown back to her hand(s) as a move action. When she does so, they avoid hitting anything they would encounter as they return. At level 10 a knife thrower has learned to Teleport there weapons a short distance away. They can't materialize their weapon in a space already occupied, and it must be within eye sight. Once the blade has materialized the Knife Thrower can "throw" it from that new position. (If the blade isn't being observed by the target it counts as a sneak attack.) At level 15 a knife thrower has learned to Teleport there weapons back to there sheath(s). At level 20 a knife thrower has learned to bombard their opponents with a shower of daggers. A Knife Thrower can throw one projectile weapon per knife thrower levels, at once. The thrown weapons return to their respective sheaths after hitting their targets. When the Knife Thrower used this ability it counts as a full move action.

Improved Uncanny Dodge: A knife thrower of 8th level or higher can no longer be flanked.

This defense denies another knife thrower the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Quad Throw: At level 9 a knife thrower gains this ability. As Double Throw, but four weapons of choice can be thrown instead of two.

Dagger Mastery: At level 10 a knife thrower has mastered her weapon of choice, giving them a 0/0 penalty for duel wielding their weapons of choice.

Combat Style (Will, No-Arrow): At level 11 a knife thrower doesn't need to be observing the projectiles coming at her, however, she does need to be aware of it. Someone with 4 levels or greater can still sneak attack her. She can "shred" 1 projectile per available attack, each turn. A knife thrower who is engaged in combat, (an opponent is occupying an adjacent space) cannot use this ability.

Camouflage: A knife thrower of 13th level or higher can use the Hide skill in any sort of terrain, as long as she is within 10 feet of some sort of shadow, a knife thrower can hide herself from view in the open without having anything to actually hide behind.

Hide in Plain Sight (Su): At 17th level, a knife thrower can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a knife thrower can hide herself from view in the open without having anything to actually hide behind.

She cannot, however, hide in her own shadow.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a knife thrower gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A knife thrower with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The knife thrower can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Knife Thrower can attempt to roll with the damage. To use this ability, the Knife Thrower must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the knife thrower still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless knife thrower does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the knife thrower can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the knife thrower’s attack of opportunity for that round. Even a knife thrower with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Knife Thrower becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the knife thrower’s ability to wriggle free from magical effects that would otherwise control or compel her. If a knife thrower with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.



Epic Knife Thrower, Variant[edit]

Table: The Epic Knife Thrower, Variant

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th Execution Throw

6 + Int modifier skill points per level.

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Execution Throw The Knife Thrower takes careful aim and throws a single blade with all his might. If the attack lands, it deals 10d10 damage plus any bonuses and the target must make a Fortitude Save. The DC for this ability is the Knife Thrower's Dexterity modifier times two plus his Knife Thrower level (Dex mod x2 + Knife Thrower level). Using this ability is a full attack action

Sneak Attack: Sneak attack continues to progress every 4 levels. (24, 28, ect...)



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: