· Adventures · · Core Classes · · Feats · · Magic Items · · Miscellaneous · · Prestige Classes · · Spells ·

The Knifer

by
Thomas N. Baumbach

Requirements
B.A. +3
Reflex +4
Weapon Finesse
Quick Draw
Weapon Focus: any light throwing weapon
Class Description goes here.
Level Advancement: Knifer
Level
B.A.
Fort
Ref
Will
Bonus Range
Special Abilities
1st
+0
+0
+2
+0
+10 ft
knife hand 1, knife trick
2nd
+1
+0
+3
+0
+15 ft
sneak attack +1d6, knife trick
3rd
+2
+1
+3
+1
+20 ft
bladestorm, knife trick
4th
+4
+1
+4
+1
+25 ft
sneak attack +1d6, knife trick
5th
+3
+2
+4
+2
+30 ft
knife hand 2, knife trick
Hit Dice: d8

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex). Ranks per level: 4+ Int modifier.

Weapon and Armor Proficiency: Knifers gain no weapon or shield proficiencies. Knifers are proficient with all light armors.

Knife Hand: At 1st level, a knifer wielding two light throwing weapons and wearing light or no armor is treated as having both Two-Weapon Fighting and Rapid Throw (Rapid Shot) feats. At 5th level the knifer gains Improved Two-Weapon Fighting and Improved Rapid Shot.

Sneak Attack: his works exactly like, and stacks with, the rogue’s sneak attack ability. (At the DM’s option, you can replace this ability with a skirmish ability that is identical to, and stacks with, the scout ability of the same name.)

Knife Trick: As a knifer grows more adept at knife fighting he learns a number of tricks that aid him and harass his foes. A knifer cannot select a trick more than once. In addition to the tricks listed below, a knifer can select any rogue talent in place of a knifer talent.
Ranged Pin (Ex): You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must make a successful ranged touch attack with a -4 penalty to the attack. If successful, the target cannot move on his/her turn, but is otherwise unaffected. To break free, the target must succeed a DC 15 Strength or Escape Artist check as a standard action.
Ranged Disarm (Ex): You can make a disarm attempt with light throwing weapons against targets within 30 feet. You suffer any normal penalties for range increment against targets farther away then your range increment bonus.
Far Throw: You suffer a -1 penalty per range increment, rather than -2.
Just Knicked 'Em: When you miss on a ranged attack with a light throwing weapon, check to see if the attack would hit the target’s touch AC. If it would, the target takes the base weapon damage from the attack, unmodified by Str, magic enhancement, sneak attack damage, or any additional damaging effect. The lone exception to this is weapons coated with poison, but the target receives a +2 to the save to resist the poison.
Dead Eye: You may add your Dexterity modifier to damage with light throwing weapons instead of your Strength modifier.
Threaten Range: You threaten more squares as though you had reach. The range of squares you threaten is determined by the base range increment of the weapon you are wielding, not your knifer class bonus to range increment.
Flick of the Wrist (Ex): If you draw a light weapon and make an attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this trick only once per round, and a target is only susceptible to this trick once per encounter.

Bladestorm (Ex): As a full-round action you may make a ranged attack against every foe within 30 feet. The number of targets cannot exceed your Dexterity modifier, and you must have enough ammunition to use against each target. To use this ability, make a single attack roll and add all relevant modifiers, then compare the result to the individual Armor Classes of all the targets.