Knife Thrower (3.5e Class)

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Knife Thrower[edit]

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.

Characteristics:

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[edit]

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.

Starting Age:

starting gold 10d8 X10


Table: The Knife Thrower
Hit Die: d10

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Point Blank Shot, Soulblade Weapons
2nd +2 +0 +3 +0 Quick Draw, Far Shot
3rd +3 +1 +3 +1 Evasion, Precise Shot, Blade Rotation
4th +4 +1 +4 +1 Weapon Focus (Dagger, Shuriken, Chakram), Knife Trick
5th +5 +1 +4 +1 Boomerang Throw, Dodge, Double Throw, Weaponized Allure
6th +6/+1 +2 +5 +2 Weapon Finesse, Blade Scatter 4d6
7th +7/+2 +2 +5 +2 Dexterous Dodge, Sonic Throw
8th +8/+3 +2 +6 +2 Improved Knife Trick, Chain Blade Throw
9th +9/+4 +3 +6 +3 Uncanny Dodge
10th +10/+5 +3 +7 +3 Multiple Throw
11th +11/+6/+1 +3 +7 +3 Blade Scatter 6d6, Increase Blade Rotation
12th +12/+7/+2 +4 +8 +4 Mastered Knife Trick, Blade Wind 7d6
13th +13/+8/+3 +4 +8 +4 Improved Multiple Throw, Improved Sonic Throw
14th +14/+9/+4 +4 +9 +4 Improved Precise Shot, Blade Scatter 7d8
15th +15/+10/+5 +5 +9 +5 Improved Boomerang Throw
16th +16/+11/+6/+1 +5 +10 +5 Blade Wind 7d10
17th +17/+12/+7/+2 +5 +10 +5 Masterful Enchantment, Execution Throw
18th +18/+13/+8/+3 +6 +11 +6 Sonic Blade Rotation
19th +19/+14/+9/+4 +6 +11 +6 Blade Scatter Shot , 9d10
20th +20/+15/+10/+5 +6 +12 +6 Blade Wind 8d10, Orbital Bombardment, Boomerang Sonic Throw

Class Skills (8 + Int modifier per level; ×7 at 1st level)
Balance, Bluff, Climb,concentration, Craft (any), Disable Device, Escape Artist, Hide, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope

Class Features[edit]

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

Weapon and Armor Proficiency: Knife Throwers gain proficiency with simple weapons, shuriken, chakram 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.

Soulblade Weapons When a knife thrower first picks up a weapon and throws it he inserts part of his soul into the blade. Channeling allows him to bring them back to his hands at later levels. At level 8 a knife thrower can bring any weapon he is linked with back to him as a move action. When he does so, they avoid hitting anything they would encounter as they return.

Boomerang Throw: You may throw a weapon in such a way that it cuts the enemy and then comes back to you, simply bouncing off if your attack does not pass the enemy's 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 your own weapon, taking half base weapon damage (no damage modifiers). The thrown weapon must be bladed.

Weaponized Allure The Knife Thrower adds his dexterity modifier to attack and damage rolls

Blade Rotation: Mastery of the thrown weapon of choice allows the Knife Thrower to create an orbiting field of their blades, allowing them quick access to their weapons when ever needed (this does not omit the Knife Wielder from Boomerang throw's sleight of hand check). A Knife Thrower can have a number of blades in his Blade Rotation equal to three times the number of blades he can throw in one turn (3 x Max # of throwing attacks in 1 turn)

Increased Blade Rotation The Knife Thrower's Blade Rotation gains speed, weaving a web of metal following a path only the Knife Thrower knows. The swirling blades make it difficult to land an attack on him, granting an AC bonus of +4 while active

Sonic Throw At 7th level the knife thrower can choose to increase the speed of his thrown weapons, dealing double damage on a successful hit. The force needed to throw the blades with this much power makes it impossible to use Boomerang Throw at the same time as this ability. The damage is increased to 2.5 times normal damage at level 13. This ability is mastered at level 20, unlocking the ability to use Boomerang Throw with this ability

Sonic Blade Rotation The Knife Thrower can dramatically increase the speed of his Blade Rotation, blocking all projectiles (not including spells) and dealing 3d6 damage to enemies who attack from melee range. Due to the speed of the blades, the Knife Thrower cannot makes attacks while this ability is active. Alternatively, he can use all the blades in his Blade Rotation to create a barrier that blocks projectile attacks covering one 5x5 square per weapon in his Blade Rotation. Maintaining the barrier requires a DC 25 concentration check at the start of your turn. This ability can be activated or deactivated as a free action

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.

Blade Scatter As a full attack action, the Knife Thrower can launch all blades in his Blade Rotation in a cone 15ft wide and has a length equal to the range of the weapons in his Blade Rotation. The blades then return to him and the Blade Rotation is reformed

Blade Wind As a move action the Knife Thrower's Blade Rotation bursts outward from him, damaging and knocking back everything in a 15ft area around him

Chain Blade Throw All weapons in the Knife Thrower's Blade Rotation are launched with all weapons dealing full normal damage for every hit. At 14th level he can use Knife Trick with this ability

Multiple Throw: As Double Throw, but four weapons can be thrown instead of two

Improved Boomerang Throw: When using Boomerang Throw, all thrown weapons are automatically caught upon return

Improved Multiple Throw: As Double Throw, but eight weapons can be thrown instead of four

Execution Throw The Knife Thrower takes careful aim and throws a single blade with all his might. If the attack lands, it deals 8d10 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). If the target passes, the damage is reduced by half. If the target fails then they are decapitated. Using this ability is a full attack action

Knife Trick: As a swift action, the Knife Thrower can infuse any thrown weapon with an enchantment equal to a +2 weapon enchantment. The enchantment bonus lasts until the end of the round, any effects will remain. There is no daily limit to this ability. At levels 8 and 12 the enchantment bonus increases by +1. Only elemental enchantments can be stacked when using this upgraded ability.

Lightning: Adds 1d6 lightning damage.
Acid: Adds 1d6 acid damage
Ice: Adds 1d6 ice damage. In a RP setting this can be used to make ice
Fire: Adds 1d6 fire damage. In a RP setting this can be used to start a fire
Sonic Adds 1d6 sonic damage
Seeking: Adds +3 to the attack roll and can go around partial cover such as low walls and corners
Distance: Weapon can be thrown 2 times as far
Healing: When target is hit by the weapon, they heal for the damage dealt
Blur: When throwing a weapon, it creates 3 illusionary duplicates. Target must make a DC 18 spot check or lose their Dexterity 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 for both weapons. Duplicates cannot duplicate and vanish if they miss the target
Water: Throw a weapon that creates up to 4 cubic feet of clean drinkable water upon impact.

Masterful Enchantment: As a swift action, the Knife Thrower can infuse his weapon with a high level enchantment for one turn. The selected enchantment is applied to all of his weapons. After using this ability, it cannot be used again for two rounds

Brilliant Energy The blade of the weapon creates light like a torch and ignores all non-living matter. The weapon ignores all armor AC
Vorpal Upon rolling a natural 20 and confirming the critical hit, the enemy struck is decapitated

Orbital Bombardment As a full attack action, all blades in the Knife Thrower's Blade Rotation are launched at a single target. The target is knocked into the air, and all successful hits deal 3d8 damage plus any and all bonuses



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