Вы находитесь на странице: 1из 4

Master Thrower

Requirements:
To qualify to become a Master Thrower, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Sleight of Hand 4 ranks.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (any thrown weapon).

Class Information
The following information pertains to the Master Thrower advanced class.

Hit Die
The Master Thrower gains 1d8 hit points per level plus his Constitution modifier.

Action Points
The Master Thrower gains a number of action points equal to 6 + one-half his character level, rounded
down, every time he attains a new level in this class.

Class Skills
The Master Thrower's class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist
(Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Int), Sleight of Hand
(Dex), Spot (Wis), Swim (Str), Taijutsu (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.

TABLE: THE MASTER THROWER


Base
Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +0 +2 +0 Quick Draw, Thrown Weapon Trick +1 +0
2nd +2 +0 +3 +0 Snatch Arrows +2 +0
3rd +3 +1 +3 +1 Thrown Weapon Trick +2 +0
4th +4 +1 +4 +1 Bonus Feat +3 +0
5th +5 +1 +4 +1 Thrown Weapon Trick +4 +1
6th +6 +2 +5 +2 Evasion X +4 +1
7th +7 +2 +5 +2 Thrown Weapon Trick +5 +1
8th +8 +2 +6 +2 Bonus Feat +6 +1
9th +9 +3 +6 +3 Thrown Weapon Trick +6 +2
10th +10 +3 +7 +3 Return Fire +7 +2

Class Features
All of the following are class features of the master thrower advanced class.

Quick Draw:
At 1st level, a master thrower gains the Quick Draw feat. If the master thrower already has the Quick
Draw feat, she may instead choose a feat from the class Bonus Feat list.
Thrown Weapon Trick
At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown
weapon tricks. Once chosen, the trick is a permanent part of the master thrower’s repertoire and may not
be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be
used with a thrown weapon for which the character has taken Weapon Focus.

Critical Throw (Requires 3 other Thrown Weapon Tricks): The threat range for any specific type of
thrown weapon is doubled (for example, a kunai has a threat range of 17-20 instead of 19-20) when this
ability is used. The benefit of this ability does not stack with any other effect that increases threat range.

Deadeye Shot (Requires 2 other Thrown Weapon Tricks): The critical multiplier for any specific type of
thrown weapon increases by one (for example, a kunai has a critical multiplier of x3 instead of x2) when
this ability is used. The benefit of this ability does not stack with any other effect that increases critical
multipliers.

Defensive Throw: If a master thrower with this ability succeeds on a Concentration check (DC 10 +
number of threatening foes) before attempting to attack with a thrown weapon while in a threatened
square, her thrown weapon attacks don’t provoke attacks of opportunity for 1 round. If the check fails,
her opponents get attacks of opportunity as normal when she makes her attacks.

Doubletoss: A master thrower with this ability may, as a standard action, throw two weapons at one or
two targets within 30 feet. The character may apply her full Strength bonus to each weapon (instead of
one-half her Strength bonus for the off-hand weapon).

Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other
weapons), a master thrower with this ability may throw two of each weapon with a single attack roll.
Damage for each weapon is resolved separately, and each only receives half her strength modifier.

Ranged Pin (requires 3 other Thrown Weapon Tricks): A master thrower with this ability may use a
thrown weapon to make a grapple attempt against an opponent 5 feet from a solid vertical surface. The
master thrower must succeed on a ranged touch attack and then win an opposed grapple check (all
modifiers still apply, such as those from size and feats). If the master thrower succeeds on the check, the
target is considered pinned until they succeed on a Strength or Escape Artist check DC 15 + the master
thrower’s Str modifier. The master thrower may increase the DC, so long as the target has not succeeded
on the escape check, by using thrown weapons to make ranged touch attacks against the target. The DC
to escape is increased by 1 per additional weapon up to 5.

Sneaky Shot: Just before making a ranged attack, a master thrower with this ability can use a move
action to make a Sleight of Hand check opposed by her target’s Spot check. If she wins the opposed
check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Trip Shot (requires 1 other Thrown Weapon Tricks): A master thrower with this ability may use a
thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes
a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing
damage as normal, the master thrower makes a Dexterity check with a +4 bonus opposed by the
opponent’s Dexterity check or Strength check (whichever ability score has the higher modifier). Other
modifiers may apply on this opposed check (such as size and feats). If the master thrower wins the
opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefit of the
Improved Trip feat.

Tumbling Toss: When wearing light, medium, or no armor, a master thrower with this ability can hurl a
single thrown weapon at any point during a tumbling attempt as a standard action. If the result of her
Tumble check is 25 or higher, the master thrower does not provoke an attack of opportunity for making
this attack regardless of how many opponents threaten her.

Two with One Blow: A master thrower with this ability may take a -4 penalty on an attack roll to hit one
target and another in an adjacent square. The attack may hit either, both, or neither opponent depending
on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If
the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.

Weak Spot: When using a thrown weapon against a target of her size or larger, the character can make a
ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her
Strength bonus to the damage.

Snatch Arrows:
When a master thrower is targeted by a ranged attack, she may catch the weapon or ammunition without
taking any damage. Use of this ability counts as an attack of opportunity and is restricted by the amount
of attacks of opportunity the master thrower may make each round.

Evasion X:
At 6th level, a master thrower gains the evasion ability. 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 master thrower is wearing light armor or no armor. A helpless master
thrower (such as one who is unconscious or paralyzed) does not gain the benefit of the ability.
If the character already has the evasion ability, he gains improved evasion instead. Improved evasion
works like evasion, except that while the character still takes no damage on a successful Reflex saving
throw, she takes only half damage on a failed save.

Return Fire
When a master thrower catches a weapon or ammunition with her Snatch Arrows ability, she may
immediately throw it back at the attacker as a free action at her highest attack bonus. Ammunition deals
1d3 points of damage (if it was made for a medium creature, adjust appropriately for size) and deals
double damage on a natural 20.

Bonus Feats
At 4th and 8th level, the master thrower gets a bonus feat. The bonus feat must be selected from the
following list, and the master thrower must meet all prerequisites of the feat to select it.
Athletic, Bowl Over, Chuunin, Combat Reflexes, Dead Aim, Dead Eye, Defensive Martial Arts,
Deceptive, Dodge, Elusive Target, Far Shot, Focused, Heft, Genin, Improved Two-Weapon Fighting,
Iron Will, Jounin, Mobility, Nimble, Lightning Reflexes, Rapid Shot, Route, Run, Shot on the Run,
Stealthy, Talented Shinobi, Throw Anything, Two-Weapon Fighting, Unbalance Opponent, Weapon
Focus (only thrown weapons), Windup.

Bowl Over
Prerequisites: Str 15+, Heft, Rout, Windup
Benefit: Whenever you deal 10 or more points of damage to an opponent with a thrown weapon, you
may immediately make a trip attack as a free action against that target. When you make a trip attack in
this manner, you cannot be tripped in turn. The benefit of this ability does not stack with the benefit of
the Improved Trip feat.

Dead Eye
Prerequisites: Dex 13, base attack bonus +1, Point Blank Shot, Weapon Focus (any ranged weapon)
Benefit: You may add your Dexterity bonus to all damage rolls made with ranged weapons for which
you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead eye does not increase the damage dealt to creatures that are immune to critical hits.

Heft
Prerequisites: Str 15, Windup
Benefit: You may add 150% of your Strength bonus to all damage rolls for thrown weapons instead of
the strength bonus you would normally add. If you are using weapons in both hands, this feat applies
only to weapons thrown with your primary hand.

Route
Prerequisites: Str 13, Windup
Benefit: Any attack you make with a thrown weapon weighing at least 2 pounds also affects your
opponent as if you had performed a bull rush. You don’t actually move or provoke attacks of
opportunity, nor can you push your target back more than 5 feet or move along with the defender.

Throw Anything
Prerequisites: Dex 15, base attack bonus +2.
Benefit: You can throw a melee weapon you are proficient with as if it were a ranged weapon. The
range increment of weapons used in conjunction with this feat is 10 feet.
Normal: You can’t throw a melee weapon without taking a -4 penalty unless it has a range increment
(such as a hand axe or a dagger).

Windup
Prerequisites: Str 13
Benefit: On your action, before making your attack rolls for the round, you may choose to subtract a
number from all attack rolls for thrown weapons and add the same number to all damage rolls for those
weapons. This number may not exceed your base attack bonus. The penalty on attacks and bonus
damage apply until your next action.

Вам также может понравиться