Bulls Eye! The Master Thrower
Posted: Tue May 08, 2007 9:06 pm
Master Thrower
You've got gaps in your scales, monster. I can make you bleed.
Some people stab things in the face, some go for the kidneys. Others have figured out that
stabbing something in the face means that you're close enough for your target to stab back;
which is not cool, so they stab things in the face. At a distance. Master Throwers combine
talent and training to be able to out-toss others that dabble in the use of thrown weapons.
Calling themselves experts of the "far stab", they make fools of those that think that a
person who throws away their weapon is now helpless.
[Note: this is a PrC designed for use in my campaign and uses Races of War Material]
Prerequisites:
Base Attack Bonus:+4
Skills:Sleight of Hand 8 ranks
Feats:Point Blank Shot, Sniper, Subtle Cut
Special: Must be taught by an existing master thrower.
Hit Die: d6
Class Skills: The Master Thrower's class skills (and the key ability for each skill)
are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex),
Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex),
Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1),Saves: Fort: Poor, Reflex: Good ; Will: Poor
Level, Abilities:
1 Code of Conduct, Thrown Weapon Trick,
2 Lighting Reflexes,
3 Elusive Target, Thrown Weapon Trick,
4 Insightful Strike, Pupil, Faster Subtle Cut
5 Weak Spot, Thrown Weapon Trick
Weapon and Armor Proficiency: The Master Thrower gains proficiency with no armour or weapons;
they do however count as knowing all martial weapons with regards to training with a martial or exotic
thrown weapon that they have never necountered before. Meaning that they only need to take a week
(followed by a successful DC 10 Int check) to learn a new thrown weapon, instead of training over the
course of a whole level.
Thrown Weapon Trick (Ex):
At first, third and fifht level the Master Thrower gains one of the following Thrown Weapon Tricks.
The trick can be used with any thrown weapon with which you do not take non-proficiency penalties with.
Deadeye Shot – The critical multiplier for the weapon increases by 1. Weapons that normally Crit on only
a 20, have their critical range doubled instead.
Defensive Throw – You may make a ranged attack with a thrown weapon upon any creature that tries
to attack in melee or attempts to enter an other creatures square (to attempt a grapple, trip, bull rush etc.).
This may be used on any creature within the range of the thrown weapon that you use and counts as one of
your attacks of opportunity for that round.
If you successfully hit and deal damage, the creature must immediately make a Fortitude save equal to
10 + 1/2 Character levels + Dexterity modifier or their action is cancelled.
Palm Throw – If you only make attacks with little thrown weapons (i.e., daggers, shuriken, & darts) in your
round, you may make two attacks for every one that you normally can make. This does not grant you additional
attacks of opportunity.
Sneaky Shot – Just before a ranged throw attack, make a Sleight of Hand check opposed by your opponent’s
Spot check to deny your opponent of his/her Dexterity to their AC for that attack. This does not take an action.
Spinning Weapon - All thrown weapons that you use are affected as by the spell Keen Edges or
Weapon of Impact; this is an insight bonus that doubles the weapons critical threar range. This bonus
stacks with any other bonus that increases critical threat ranges.
Trick Shot – On a successful thrown weapon attack, you can make a Bull Rush, Disarm or Trip Attack in
addition to the damage dealt. Make a the appropriate check with a +4 bonus opposed by your the opponent’s
Strength or Dexterity check (whichever is better); you may opt to use your dexterity modifier instead of your
strength modifier. Advantages such as ‘Stability’ apply. Any feats or effects that normally would improve your
ability to trip (Improved Trip, Juggernaut etc.) do not apply to this check.
Tumbling Tornado – At any point in a Tumble move, you may make thrown weapon attacks, up to your
maximum attacks per round.
Seven killed with One Throw – You may cast the spell Whirling Blade as a standard action, the weapon
used in this manner does not return, unless it can already do so.
Lighting Reflexes: At 2nd level the Master Thrower gains the benefit of the Lighting Reflexes
feat; if they already have this feat they may select an other [Combat] feat
Faster Subtle Cut: At 4th level, the Master Thrower may use the abilities of their Subtle Cut [Combat]
feat faster than normal. They may use any Subtle Cut [Combat] ability that takes a standard action an additional time,
this takes up an immediate action. This additional use of Subtle Cut does not deal any sort of damage aside from the
effect that the chosen ability of the Sublte Cut feat that is used. The movement damage ability allows the Master
Thrower to roll damage to see how much movement damage is dealt, but the damage rolled is not applied to the
targeted creature.
Elusive Target: At 3rd level the Master Thrower gains the benefit of the Elusive Target
feat; if they already have this feat they may select an other [Combat] feat
Pupil: At 4th level, if the Master Thrower has not trained at least one new student in the
art of the "far stab", then either their former teacher or an other Master Thrower that can't teach
more than one person at a time fobs off a fresh, eager pupil on the character. The Pupil is generally
a character that already has most of the pre-requisites to enter the prestige class, yet has still to
fulfill their tutelage under an established Master Thrower.
Such Pupils usually have a CR of the character's CR - 4 and have picked up the feats needed to eventually
become as Master Thrower. Usually these Pupils do their best to avoid combat while with their
teachers.
Insightful Strike: At 4th level the Master Thrower gains the benefit of the Insightful Strike
feat; the benefits of this feat also apply to thrown weapons and you may choose to use your Intelligence Modifier in
place of your Wisdom modifier when using this feat. If they already have this feat they may select an other [Combat]
feat, you still gain the extra benefits that this ability grants (can be used with thrown weapons and you can substitute
Int for Wisdom)
Weak Spot (Ex): At 5th level, the Master Thrower has learned how to strike his foes regardless of how much
armour they wear or how many scales coat their bodies. When attacking an opponent of your size or larger, you may
make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier
to the damage.
Feats gained:
Lightning Reflexes [Combat]
You are fasty McFastFast. It helps keep you alive.
Benefits: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion, that stacks to Improved Evasion.
+6: You may make a Balance Check in place of your Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your level to your AC.
Elusive Target [Combat]
You are very hard to hit when you want to be.
Benefits: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature
in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.
Insightful Strike [Combat]
You Hack people down with inherent awesomeness.
Benefits: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls.
+1: Your attacks have The Edge against an opponent who has a lower Wisdom and
Dexterity than your own Wisdom, regardless of relative BAB.
+6: Your melee attacks have a doubled critical threat range.
+11: You make horribly telling blows. The extra critical multiplier of your melee attacks is doubled
(x2 becomes x3, x3 becomes x5, and x4 becomes x7).
+16: Any Melee attack you make is considered to be made with a magic weapon that has an
enhancement bonus equal to your Wisdom Modifier (if positive).
==========
Feats Needed to enter this class:
Subtle Cut [Combat]
You cut people so bad they have to ask you about it later.
Benefits: Any time you damage an opponent, that damage is increased by 1.
+1: As a standard action, you can make a weapon attack that also reduces a
creature's movement rate. For every 5 points of damage this attack does, reduce the creature's movement by 5'.
This penalties lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts as if the weapon had the wounding property.
+16: As a standard action, you may make an attack that dazes your opponent. This effect lasts one
round, and has a DC of 10 + half your level + your Intelligence bonus.
Point Blank Shot [Combat]
You are crazy good using a ranged weapon in close quarters.
Benefits: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
+1: You add your base attack bonus to damage with any ranged attack within the first range increment.
+6: You do not provoke an attack of opportunity when you make a ranged attack.
+11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who
provoke them within 30' of you. Movement within this area does not provoke an attack of opportunity.
+16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the
first range increment of your weapon. You gain no additional attacks for having a high BAB. Make a single attack
roll for the entire round, and compare to the armor class of each opponent within range.
Sniper [Combat]
Your shooting is precise and dangerous.
Benefits: Your range increments are 50% longer than they would ordinarily be. Any benefit of being
within 30' of an opponent is retained out to 60'.
+1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit
an unintended target in close combats or grapples.
+6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
+11: Opponents struck by your ranged attacks do not automatically know what square your attack came
from, and must attempt to find you normally.
+16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon
already had a 19-20 threat range, increase its critical multiplier by 1.
You've got gaps in your scales, monster. I can make you bleed.
Some people stab things in the face, some go for the kidneys. Others have figured out that
stabbing something in the face means that you're close enough for your target to stab back;
which is not cool, so they stab things in the face. At a distance. Master Throwers combine
talent and training to be able to out-toss others that dabble in the use of thrown weapons.
Calling themselves experts of the "far stab", they make fools of those that think that a
person who throws away their weapon is now helpless.
[Note: this is a PrC designed for use in my campaign and uses Races of War Material]
Prerequisites:
Base Attack Bonus:+4
Skills:Sleight of Hand 8 ranks
Feats:Point Blank Shot, Sniper, Subtle Cut
Special: Must be taught by an existing master thrower.
Hit Die: d6
Class Skills: The Master Thrower's class skills (and the key ability for each skill)
are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex),
Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex),
Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1),Saves: Fort: Poor, Reflex: Good ; Will: Poor
Level, Abilities:
1 Code of Conduct, Thrown Weapon Trick,
2 Lighting Reflexes,
3 Elusive Target, Thrown Weapon Trick,
4 Insightful Strike, Pupil, Faster Subtle Cut
5 Weak Spot, Thrown Weapon Trick
Weapon and Armor Proficiency: The Master Thrower gains proficiency with no armour or weapons;
they do however count as knowing all martial weapons with regards to training with a martial or exotic
thrown weapon that they have never necountered before. Meaning that they only need to take a week
(followed by a successful DC 10 Int check) to learn a new thrown weapon, instead of training over the
course of a whole level.
Thrown Weapon Trick (Ex):
At first, third and fifht level the Master Thrower gains one of the following Thrown Weapon Tricks.
The trick can be used with any thrown weapon with which you do not take non-proficiency penalties with.
Deadeye Shot – The critical multiplier for the weapon increases by 1. Weapons that normally Crit on only
a 20, have their critical range doubled instead.
Defensive Throw – You may make a ranged attack with a thrown weapon upon any creature that tries
to attack in melee or attempts to enter an other creatures square (to attempt a grapple, trip, bull rush etc.).
This may be used on any creature within the range of the thrown weapon that you use and counts as one of
your attacks of opportunity for that round.
If you successfully hit and deal damage, the creature must immediately make a Fortitude save equal to
10 + 1/2 Character levels + Dexterity modifier or their action is cancelled.
Palm Throw – If you only make attacks with little thrown weapons (i.e., daggers, shuriken, & darts) in your
round, you may make two attacks for every one that you normally can make. This does not grant you additional
attacks of opportunity.
Sneaky Shot – Just before a ranged throw attack, make a Sleight of Hand check opposed by your opponent’s
Spot check to deny your opponent of his/her Dexterity to their AC for that attack. This does not take an action.
Spinning Weapon - All thrown weapons that you use are affected as by the spell Keen Edges or
Weapon of Impact; this is an insight bonus that doubles the weapons critical threar range. This bonus
stacks with any other bonus that increases critical threat ranges.
Trick Shot – On a successful thrown weapon attack, you can make a Bull Rush, Disarm or Trip Attack in
addition to the damage dealt. Make a the appropriate check with a +4 bonus opposed by your the opponent’s
Strength or Dexterity check (whichever is better); you may opt to use your dexterity modifier instead of your
strength modifier. Advantages such as ‘Stability’ apply. Any feats or effects that normally would improve your
ability to trip (Improved Trip, Juggernaut etc.) do not apply to this check.
Tumbling Tornado – At any point in a Tumble move, you may make thrown weapon attacks, up to your
maximum attacks per round.
Seven killed with One Throw – You may cast the spell Whirling Blade as a standard action, the weapon
used in this manner does not return, unless it can already do so.
Lighting Reflexes: At 2nd level the Master Thrower gains the benefit of the Lighting Reflexes
feat; if they already have this feat they may select an other [Combat] feat
Faster Subtle Cut: At 4th level, the Master Thrower may use the abilities of their Subtle Cut [Combat]
feat faster than normal. They may use any Subtle Cut [Combat] ability that takes a standard action an additional time,
this takes up an immediate action. This additional use of Subtle Cut does not deal any sort of damage aside from the
effect that the chosen ability of the Sublte Cut feat that is used. The movement damage ability allows the Master
Thrower to roll damage to see how much movement damage is dealt, but the damage rolled is not applied to the
targeted creature.
Elusive Target: At 3rd level the Master Thrower gains the benefit of the Elusive Target
feat; if they already have this feat they may select an other [Combat] feat
Pupil: At 4th level, if the Master Thrower has not trained at least one new student in the
art of the "far stab", then either their former teacher or an other Master Thrower that can't teach
more than one person at a time fobs off a fresh, eager pupil on the character. The Pupil is generally
a character that already has most of the pre-requisites to enter the prestige class, yet has still to
fulfill their tutelage under an established Master Thrower.
Such Pupils usually have a CR of the character's CR - 4 and have picked up the feats needed to eventually
become as Master Thrower. Usually these Pupils do their best to avoid combat while with their
teachers.
Insightful Strike: At 4th level the Master Thrower gains the benefit of the Insightful Strike
feat; the benefits of this feat also apply to thrown weapons and you may choose to use your Intelligence Modifier in
place of your Wisdom modifier when using this feat. If they already have this feat they may select an other [Combat]
feat, you still gain the extra benefits that this ability grants (can be used with thrown weapons and you can substitute
Int for Wisdom)
Weak Spot (Ex): At 5th level, the Master Thrower has learned how to strike his foes regardless of how much
armour they wear or how many scales coat their bodies. When attacking an opponent of your size or larger, you may
make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier
to the damage.
Feats gained:
Lightning Reflexes [Combat]
You are fasty McFastFast. It helps keep you alive.
Benefits: You gain a +3 bonus to your Reflex saves.
+1: You gain Evasion, if you already have Evasion, that stacks to Improved Evasion.
+6: You may make a Balance Check in place of your Reflex save.
+11: You gain a +3 bonus to your Initiative.
+16: When you take the Full Defense Action, add your level to your AC.
Elusive Target [Combat]
You are very hard to hit when you want to be.
Benefits: You gain a +2 Dodge bonus to AC.
+1: Your opponents do not gain flanking or higher ground bonuses against you.
+6: Your opponents do not inflict extra damage from the Power Attack option.
+11: Diverting Defense - As an immediate action, you may redirect an attack against you to any creature
in your threatened range, friend or foe. You may not redirect an attack to the creature making the attack.
+16: As an immediate action, you may make an attack that would normally hit you miss instead.
Insightful Strike [Combat]
You Hack people down with inherent awesomeness.
Benefits: You may use your Wisdom Modifier in place of your Strength Modifier for your melee attack rolls.
+1: Your attacks have The Edge against an opponent who has a lower Wisdom and
Dexterity than your own Wisdom, regardless of relative BAB.
+6: Your melee attacks have a doubled critical threat range.
+11: You make horribly telling blows. The extra critical multiplier of your melee attacks is doubled
(x2 becomes x3, x3 becomes x5, and x4 becomes x7).
+16: Any Melee attack you make is considered to be made with a magic weapon that has an
enhancement bonus equal to your Wisdom Modifier (if positive).
==========
Feats Needed to enter this class:
Subtle Cut [Combat]
You cut people so bad they have to ask you about it later.
Benefits: Any time you damage an opponent, that damage is increased by 1.
+1: As a standard action, you can make a weapon attack that also reduces a
creature's movement rate. For every 5 points of damage this attack does, reduce the creature's movement by 5'.
This penalties lasts until the damage is healed.
+6: As a standard action, you may make a weapon attack that also does 2d4 points of Dexterity damage.
+11: Any weapon attack that you make at this level acts as if the weapon had the wounding property.
+16: As a standard action, you may make an attack that dazes your opponent. This effect lasts one
round, and has a DC of 10 + half your level + your Intelligence bonus.
Point Blank Shot [Combat]
You are crazy good using a ranged weapon in close quarters.
Benefits: When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
+1: You add your base attack bonus to damage with any ranged attack within the first range increment.
+6: You do not provoke an attack of opportunity when you make a ranged attack.
+11: When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who
provoke them within 30' of you. Movement within this area does not provoke an attack of opportunity.
+16: With a Full Attack action, you may fire a ranged weapon once at every single opponent within the
first range increment of your weapon. You gain no additional attacks for having a high BAB. Make a single attack
roll for the entire round, and compare to the armor class of each opponent within range.
Sniper [Combat]
Your shooting is precise and dangerous.
Benefits: Your range increments are 50% longer than they would ordinarily be. Any benefit of being
within 30' of an opponent is retained out to 60'.
+1: Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit
an unintended target in close combats or grapples.
+6: Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
+11: Opponents struck by your ranged attacks do not automatically know what square your attack came
from, and must attempt to find you normally.
+16: Any time you hit an opponent with a ranged weapon, it is counted as a critical threat. If your weapon
already had a 19-20 threat range, increase its critical multiplier by 1.