Weapon Thrower (3.5e Class)
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The city guard looked about uneasily. Was he seeing things or did a stealthy figure just duck behind that pillar? Suddenly, a dart like object hit the guard in the throat and even as he fell, a figure slipped through the entrance into the treasure room
Making a Weapon Thrower
Weapon Throwers excel at dealing damage enemies at a distance. They can also take on the job of a rogue if they have to.
Abilities: Dexterity is the most important ability for Weapon Throwers as it gives them a bonus to thrown attack rolls and damage, gives them better AC, and improves a lot their class skills. Next would be intelligence for extra skill points and improves their other class skills
Races: Halflings are by far the most common race to take this class as they are trained in the use of thrown weapons from when they are young. Humans and Elves may also take on this class.
Alignment: Any but most Weapon Throwers are chaotic.
Starting Gold: 3d4×10 gp (75 gp).
|1st||+0||+0||+2||+0||Throwing expert, throwing finesse, sneak attack 1d6|
|3rd||+1||+1||+3||+1||Fast acting +1|
|4th||+2||+1||+4||+1||Uncanny dodge, sneak attack 2d6, trapsense +1|
|5th||+2||+1||+4||+2||Fast acting +2|
|7th||+3||+2||+5||+2||Fast acting +3, sneak attack 3d6|
|8th||+4||+2||+6||+3||Improved uncanny dodge, trapsense +2|
|9th||+4||+3||+6||+||Fast acting +4|
|10th||+5||+3||+7||+3||Sneak attack 4d6, special ability|
|13th||+6/+1||+4||+8||+4||Sneak attack 5d6, trapsense +3|
|17th||+8/+3||+5||+10||+5||Sneak attack 6d6|
|20th||+10/+5||+6||+12||+6||Sneak attack 7d6, special ability|
All of the following are class features of the Weapon Thrower.
Weapon and Armor Proficiency: Weapon Throwers are proficient with all simple weapons plus the throwing axe, light hammer, trident, sai, bolas, and net. Weapon throwers are proficient with light armor but no shields.
Throwing expert: At level 1 and higher, a Weapon Thrower uses the Fast base attack bonus chart instead of the Slow base attack bonus when throwing a weapon.
Throwing finesse: As the weapon finesse feat except you may use your Dex modifier instead of your Str modifier on damage rolls of thrown attacks only.
Sneak attack: If a Weapon Thrower can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Weapon Thrower’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Weapon Thrower levels thereafter. Should the Weapon Thrower score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Weapon Thrower can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Weapon Thrower can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Weapon Thrower must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex): At 2nd level and higher, a Weapon Thrower 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 Weapon Thrower is wearing light armor or no armor. A helpless Weapon Thrower does not gain the benefit of evasion.
Fast Acting: At level 3, the Weapon Thrower gains the ability to enter a fight quicker than normal and gains a +1 bonus to initiative. This bonus rises to +2 at 5th, +3 at level 7th and +4 at level 9th level.
Uncanny Dodge (Ex): Starting at 4th level, a Weapon Thrower can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Trap Sense (Ex): At 4rd level, a Weapon Throwers gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Weapon Thrower reaches 8th level, to +3 when she reaches 13th level, and to +4 when she reaches 18th level.
Improved Uncanny Dodge (Ex): A Weapon Thrower of 8th level or higher can no longer be flanked.
This defense denies another Weapon Thrower/Rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Weapon Thrower/Rogue levels than the target does.
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 rogue level required to flank the character.
Special Ability: At 6th level and every 4 levels after, Weapon Throwers can chose one of the following special abilities:
Improved Evasion (Ex): This ability works like evasion, except that while the Weapon Thrower still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Weapon Thrower does not gain the benefit of improved evasion.
Defensive Roll (Ex): The Weapon Thrower can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Weapon Thrower can attempt to roll with the damage. To use this ability, the Weapon Thrower must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Weapon Thrower’s evasion ability does not apply to the defensive roll.
Extra Training: With this special ability, Weapon Throwers add a +1 to damage rolls made with throwing weapons. This may be selected more than once and it's benefits stack.
Bonus Feat: A weapon thrower may select an extra feat with this special ability. This may be selected more than once
Epic Weapon Thrower
|23rd||Sneak attack 8d6|
|26th||Sneak attack 9d6|
|29th||Sneak attack 10d6|
6 + Int modifier skill points per level.
Sneak attack: This ability increases normally gaining 1d6 every five levels.
Special Ability: The Weapon Thrower gains one more special ability every four levels as normal.
Halfling Weapon Thrower Starting Package
Weapons: 10 Darts, Dagger
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: Quick Draw
Gear: Leather Armor, Flint and Steal, Hooded Lantern, 1 Pint Oil, Backpack, Waterskin
Playing a Weapon Thrower
Religion: Weapon Throwers follow any religion that is not law focused.
Other Classes: Weapon Throwers like to hang around Rogues and but dislike paladins unless the paladin has proven his worth to the Weapon Thrower.
Combat: Weapon Throwers tend to stay just behind the fighters and clerics and hit their opponents from their. If there is not strong person to hide behind, they will try to hide and sneak attack their opponents from the shadows.
Weapon Throwers in the World
|“||It's not fair! That one Weapon Thrower stole the treasure from the citadel in 5 minutes while the rest of fighters have been trying to get in for a week!||”|
|—Nagle, Dwarf Fighter|
Daily Life: Weapon Throwers are like any other adventures in their daily life as they hunt for treasure and fame.
Notables: The Bloody Blade (3.5e NPC): Leader of the Flying Knives.
Organizations: All Weapon Throwers are a part of a guild called the Flying Knives. They have a guild hall somewhere in a metropolis and about 400 members. They are lead by a council of 10 who hold there position till another Weapon Thrower takes their place by force. Above them is The Bloody Blade and he has the final say on guild actions.
Weapon Thrower Lore
Characters with ranks in Knowledge (History) skill can research Weapon Throwers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Weapon Throwers battle with thrown weapons.|
|10||Weapon Throwers are a part of a guild called the Flying Knives.|
|15||The Weapon Throwers are lead by a man known as The Red Blade.|
|20||The Flying Knives is a part of a conspiracy. (GM can decide what the conspiracy is)|