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.


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
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, chainblade 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 pick up a weapon and throws it he inserts part of his soul into the blade channeling it so it can come back to him at later levels at level 8 a knife thrower can bring any weapon he is linked to back to him as a move action to bring all of them to him they avoid anything it would encounter to come back.

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.

Weaponized allure adds dex modifier to attack and damage roll's

Blade rotation: Master over the thrown weapon of choice allows the Knife Thrower to have an orbiting field of 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) Blade rotation can have three times the amount of weapons rotating around the knife wielder as he can throw

Increase Blade rotation the blades increase speed to help protect the knife thrower the increase speed of the blades make it harder the knife thrower granting them +4 AC.

sonic throw at the 7th level the knife thrower can increase the blade rotation as it is thrown causing it do deal 2x total damage dealt from normal throw however because of the increased speed it cant boomerang back this damage increases to 2.5x at the 13th level and gains mastery to have it boomerang back at the 20th level.

sonic blade rotation the blade rotate around the knife thrower at sonic speed stopping incoming projectiles, none including spells. and causing 3d6 damage for melee attacking the knife thrower free action to turn off and on while on user can't attack alternative usage creation a barrier to block in coming projectiles as a 5x5 space per blade used in the barrier to keep barrier up this requires a concentration check of dc25

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 sends all blades currently in your rotation out in a cone 15 feet wide cone. Distance equal to range weapons range then returns this is a full attack .

blade wind rotates the blades around you having them go out 15 feet from the user spinning out hitting and knocking back everything in the area dealing damage this is counts as your move action for the turn.

chain blade throw unleashes all the blades he has in his blade rotation around him in a devastating attack dealing base damage + knife thrower bonus such as weaponized allure these can not be enchanted with knife trick untill the 14th level.

Multiple Throw: As Double Throw, but with four 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 Eight weapons.

execution throw the knife thrower throws a single blade with all his might as full attack this blade does 8d10 +any bonuses this has a chance to decapitate the target the target must make a fortitude save dc check Dex2 + knife throwers level if he makes the save then the blade deals half damage and if he fails then he will looses his head..

Knife Trick: As a swift action, the Knife Thrower can infuse a Blade any kind of thrown weapon with an enchantment equal to a +2 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, with upgrading the ability at level 8 and 12 you can add +1 enchantment to each weapon on throw per upgrade you can only stack the elemental enchantments

Lightening: adds 1d6 lightening damage.
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
Sonic adds 1d6 burst of sonic damage. functions as thunder stone
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.

masterful enchantment: as a swift action, the knife thrower can infuse his weapons to have a high level enchantment untill the end of the turn if you pick one it is on all weapons and last till the end of the turn this has a two turn cool down .

brilliant energy makes the blade shine bright like a torch and it ignores none living matter ignoring armor bonus ac.
vorpal upon rolling a nat 20 and you confirm the crit it severs the head from the body.

orbital bombardment this is a single target full attack unleashing all blades knocking target in the air and cutting into the target target each blade used deal's 3d8 plus knife trick bonuses and any other bonuses.

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