Starknife Combatant (Pathfinder Feat)
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Starknife Combatant [General feat]
You can use your highest mental ability score instead of DEX in order to satisfy any feat prerequisite. You can take this feat three times. If you take it a second time you can add half of mental ability score(your choice, but not charisma since you add it already with Way of the Shooting Star) to damage with starknives (to a maximum of 5) and the weapon damage die increases to 1d8, also you may choose to make your starknives crit 19-20 x 2 (you can modify this choice at the start of each turn, it doesn't require an action) If you take this feat a third time the weapon damage die increases to 1d10; moreover your range increment with starknives doubles, finally you gain the benefits of improved far shot (your first range increment is now 60 ft.)
If your starknife has the returning weapon special property (or you have the Returning Star Investigator Talent) you can full attack with it by having it return as a free action. If it doesn't it gains the returning weapon special property. If you take this feat a second time you can always full attack with it by having it return as a free action even if your starknife has no special properties.
By taking this feat for the third time your starknife follows you even when you move after your attack.It is intended to make viable thrown weapons for classes such as Investigator or Oracle which have no bonus feats. This feat might be restricted (subject to GM approval) if the player takes more than 3 levels in the Warpriest class or in any other class that is not listed in any of the prerequisites.
Talk to your GM, thrown weapon is a combat style that is extremely weak and feat intensive in Pathfinder, this feat helps by taking it on the same level as the archery combat style. It is not intended to make thrown weapons overpowered
OPTIONAL RULE - DRAWBACKS: You don't receive any feat at 13th level. Moreover the feats you select at 11th and 15th level must NOT be combat feats. The GM may rule you take a -1 penalty at Perception checks and a -1 penalty on melee attack rolls made in areas of bright light. If the GM wishes so you may receive a -2 penalty on saving throws against spells with the light descriptor and an additional -1 penalty on attack rolls (this time both melee and ranged) in areas of EXTREMELY bright light.
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