Knife Juggler (3.5e Class)

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Knife Juggler[edit]

Knife Jugglers are orphans, children left to the streets of the big cities, sometimes they are slaves, servants of lords, waiting for the opportunity to run away and live a better life. Some seek the adventures of the stories, some of them are just loocking for some coin.

Making a Knife Juggler[edit]

A Knife Juggler is a class that is able to support the party by entering fights and taking out certain enemies. A Knife Juggler is characterized by her high mobility.

Abilities: Dexterity and Strength are the key abilities for a Knife Juggler. Thrown weapons make use of strength but Dexterity is the more important attribute as a Knife Juggler tipically doesn't wear armor.

Races: Any race can be a Knife Juggler.

Alignment: any non-lawful.

Starting Gold: 2d6 x 10 gp (~70 gp).

Starting Age: As rogue (simple).

Table: The knife juggler

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Dashing Leap,Quick Draw
2nd +1 +0 +3 +0 Evasion,
3rd +2 +1 +3 +1 Fast Movement +5, Double Tap
4th +3 +1 +4 +1 Seeker's Mark +1d6
5th +3 +1 +4 +1 Uncanny Dodge
6th +4 +2 +5 +2 Fast Movement +10,
7th +5 +2 +5 +2 Knife Recovery
8th +6/+1 +2 +6 +2 Seeker's Mark +2d6
9th +6/+1 +3 +6 +3 Fast Movement +15, Uncanny Dodge,
10th +7/+2 +3 +7 +3 Improved Dashing Leap
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Fast Movement +20,
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Fast Movement +25,
16th +12/+7/+2 +5 +10 +5 Seeker's Mark +4d6
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Fast Movement +30,
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Seeker's Mark +5d6, Greater Dashing Leap

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),Concentration (Con), Escape Artist (Dex),Gather Information (Cha) Hide (Dex),Jump (Str), Move Silently (Dex),Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Knife Juggler.

Weapon and Armor Proficiency: Knife Jugglers are proficient with all simple weapons, with Light armor and with the following thrown weapons: Dagger, Shurikens, Throwing Axe and Shortspears.

Quick Draw: At 1st level, a Knife Juggler gains the Quick Draw feat as a Bonus Feat. A Knife Juggler may now draw a weapon as a free action instead of as a move action.

Dashing Leap (Ex):A Knife Juggler is able to seamlessly dash at an incredibly high speed for half her total speed in any direction(even almost vertically) using her movement action as long as she has solid ground both at the starting point and the arrival point, any momentum she had before dashing is nullyfied. Dashing Leap can be used only if the Knife Juggler is wearing no armor. A helpless Knife Juggler cannot use Dashing Leap. Dashing Leap can be used a number of times a day equal to her level+her (Dexterity Mod)

Improved Dashing Leap (Ex): Starting at 10th level a Knife Juggler has become so fast that a creature to see her while she is using Improved Dashing Leap has to succeed a dc 10 + her level spot check. Improved Dashing Leap allows the Knife Juggler to carry one willing creature with a size of medium or lower and whose weight isn't higher than the Knife Juggler's. Before using Improved Dashing Leap a knife juggler can decide if she wants to avoid attacks of opportunity, she can do this only once a day.

Greater Dashing Leap (Ex): Upon reaching 20th Dashing Leap is now almost instantaneous and Creatures cannot see a Knife Juggler using Dashing Leap. Dashing Leap can now be used as a bonus action and unwilling creatures can be carried as long as they are being grappled by the Knife Juggler. To avoid attacks of opportunity Greater Dashing Leap is used as a movement action, and this can be used two times a day.

Evasion (Ex): At 2th level and higher, a Knife Juggler 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 Adventurer is wearing light armor or no armor. A helpless Knife Juggler does not gain the benefit of evasion.

Fast Movement: At third level a Knife Juggler gains Fast Movement as a monk would, increasing their movement speed by five feet every three levels.

Double Tap:A Knife Juggler can equip a throwing weapon she is proficient with in each hand and throw both of them as one attack once per round.

Seeker's Mark:When a Knife Juggler hits a creature with a melee attack she can decide to apply a mark to it. Any attack with a melee weapon or a ranged weapon on a marked creature deals bonus damage of the same type of the rest of the damage, if there are more types of damage involved then the bonus damage is the same type as the most damaging type. A Knife Juggler can mark only one creature at the time and the mark expires after 3 hours or after a number of rounds equal to the Knife Juggler's level/2.

Uncanny Dodge (Ex): At 5th level, a Knife Juggler retains his Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Knife Juggler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 9th level and higher, an adventurer can no longer be flanked. This defense denies a rogue the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more rogue levels than the target has adventurer levels. 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 a rogue must be to flank the character.

Knife Recovery:A Knife Juggler when she reaches level 7 she starts to remember where she threw her Throwing Weapons and has no problem recovering them even in battle. a Knife Juggler with this ability can recover every knife near her by using a free action.

Campaign Information[edit]

Playing a Knife Juggler[edit]

Religion: A Knife Juggler is not restricted to any religion but they usually tend to not believe in gods, or to have lost faith in them.

Other Classes: A Knife Juggler doesn't dislike any class in particular but might feel in competition against rouges and other rouge-like homebrew classes, on the other side a knife juggler admires paladins and clerics as she wishes herself to be able to put her life in service of something greater.

Combat: A Knife Juggler usually has the task to eliminate enemy casters, ranged enemies or any weaker enemies in order to alleviate pressure on the front line fighters but when a single enemy is present she is able to boost the damage on that creature by using the mark

Knife Jugglers in the World[edit]

"Now i have to pick up all my stupid knifes!"
—Any Knife Juggler Ever

Knife Jugglers are usually found in the slums of big cities, but are always ready to jump at the chance to improve their situation

Organizations: A Knife Juggler works mostly alone, but sometimes they will take children, either by force or from orphanages, and train them to be Knife Jugglers.

NPC Reactions: Most people a Knife Juggler encounters see her as just another bandit, but someone that comes from where the Knife Juggler has grown has a slight chance of recognising them.

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