Knife Thrower (3.5e Class)
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Knife Throwers are those who have been trained to throw weapons such as knives, daggers, shurikens, and light hammers since birth. They know how to use these weapons irrelevant of race or other classes.
Adventure: Knife throwers adventure for a number of reasons. They make excellent mercenaries and are not opposed to hiring out their skills. Some simply wish to make a name for themselves.
Alignment: Any alignment is possible, with a tendency toward chaos considering the flashy nature of this style of combat, and especially if they come from an entertainment background.
Religion: Knife throwers may align themselves to any god. If they choose to worship a god, it is usually that of their mentor(s) or trainer(s).
Background: Knife throwers are trained from early childhood, so they may have been part of an entertaining troupe or circus family. Conversely, depending on the setting of your campaign, a knife thrower may also have been trained by a specialized caste of ninja.
Races: Any medium or smaller race can easily take up knife throwing. Larger races may have trouble, as it requires nimble fingers.
Other Classes: Knife throwers get along well with most classes, but they find Paladins are too careful and stuffy. They especially love bards and are enthralled by spell casters.
Role: In a party, the knife thrower is a supportive ranged fighter but can hold their own in close combat at sixth level and higher.
Game Rule Information
Knife Throwers have the following game statistics:
Abilities: Dexterity allows the knife thrower great accuracy and damage (with weapon finesse). Constitution, as always, is helpful to boost the knife thrower's HP.
Alignment: Any, with a slight tendency toward chaos.
|1st||+1||+0||+2||+0||Point Blank Shot, Sneak Attack +1d6|
|3rd||+3||+1||+3||+1||Evasion, Precise Shot, Sneak Attack +2d6|
|4th||+4||+1||+4||+1||Weapon Focus (Dagger, Shuriken), Knife Trick 1d2/encounter|
|5th||+5||+1||+4||+1||Boomerang Throw, Dodge, Sneak Attack +3d6|
|7th||+7/+2||+2||+5||+2||Uncanny Dodge, Sneak Attack +4d6|
|8th||+8/+3||+2||+6||+2||Knife Trick 2d2/encounter|
|9th||+9/+4||+3||+6||+3||Sneak Attack +5d6|
|11th||+11/+6/+1||+3||+7||+3||Sneam Attack +6d6|
|12th||+12/+7/+2||+4||+8||+4||Knife Trick 2d3/encounter|
|13th||+13/+8/+3||+4||+8||+4||Multiple Throw, Sneak Attack +7d6|
|14th||+14/+9/+4||+4||+9||+4||Improved Precise Shot|
|15th||+15/+10/+5||+5||+9||+5||Improved Boomerang Throw, Sneak Attack +8d6|
|16th||+16/+11/+6/+1||+5||+10||+5||Knife Trick 2d4/encounter|
|17th||+17/+12/+7/+2||+5||+10||+5||Multiple Knife Trick, Sneak Attack +9d6|
|18th||+18/+13/+8/+3||+6||+11||+6||Improved Multiple Throw|
|19th||+19/+14/+9/+4||+6||+11||+6||Sneak Attack +10d6|
|20th||+20/+15/+10/+5||+6||+12||+6||Knife Trick at will|
Class Skills (4 + Int modifier per level; ×4 at 1st level)
All of the following are class features of the Knife Thrower:
Weapon and Armor Proficiency: Knife Throwers gain proficiency with simple weapons, shuriken and Light Hammers, and with light armors and bucklers.
Bonus feats: The Knife Thrower receives the bonus feats mentioned in the table, even if he does not meet the prerequisites.
Boomerang throw: You may throw a weapon in a way in which it cuts the enemy and then comes back to you, it bounces off if you don't break its AC. You must make a sleight of hand check (DC 15) to catch the weapon on the way back or the hilt hits you and you take 1 point of nonlethal damage; if your roll is below 7 you get stabbed by you own weapon, taking half damage from it (no damage modifiers). The thrown weapon must be bladed.
Double Throw: You may throw two thrown weapons at the same time with one standard attack. You need both hands free to do this. Both weapons must be small size for you. The thrown weapons can be aimed at different targets.
Multiple Throw: As Double Throw, but with three weapons.
Improved Boomerang throw: You may throw a weapon in a way in which it cuts the enemy and then comes back to you, it bounces off if you don't break the AC. You always catch it.
Improved Multiple Throw: As Double Throw, but four weapons.
Knife Trick: As a swift action, the Knife Thrower can infuse a knife, a dagger or any kind of thrown weapon with an enchantment equal to a +1 weapon enchantment. This effect lasts until the end of the round, what the effect did stays. Note: these can be used an infinite number of times a day, however out side of battle you can only one once an hour outside of battle, till you gain the ability to use them at will. In battle you can only use them a number of times equal to 1d2 at level 4, and changes every 4 levels after that, until at level 20 you can use them as many times an encounter you wish.
- Returning: Weapons return to their proper place after hitting the target.
- Acid: adds 1d6 acid damage
- Ice: adds 1d6 ice damage, In a RP setting it can be used to make ice
- Fire: adds 1d6 fire damage, In a RP setting it can be used to start a fire
- Seeking: Adds +3 to attack roll and will fly after the target, it will even turn a corner if necessary.
- Distance: Weapon can be thrown 2 times as far.
- Healing: When target is hit by the weapon its damage heals the target, instead of dealing damage.
- Blur: You throw a weapon and it turns into 4, only one is real. Target must roll a spot check (DC 18) or lose it's Dex modifier to AC.
- Shadow: You throw a weapon and it turns into two (Can salvage the new weapon) , if the first one misses, you can make a second attack roll with both of them, these do not duplicate, this effect only works when you hit the target.
- Water: Throw a weapon that unleashes up with 4 cubic feet of clean drinkable water upon impact.
Multiple Knife Trick: When you use the Knife Trick in conjunction with the Multiple Throw, all weapons you throw in one action are enchanted for one use of the ability.