sengmeng
2012-03-11, 10:13 AM
FEAT
Dread Juggler
Prerequisites: Sleight of Hand 8 ranks, Quick draw, Weapon Focus Dagger
Benefit: As a standard action, you may draw up to ten daggers and begin juggling them. This may be used as a way to make money on the street and counts as a check two points higher for every dagger successfully juggled or it can be put to deadly combat use. The following round, all the daggers you successfully juggled may be thrown at a target within one range increment. The first is at your highest base attack bonus and each successive dagger takes a -2 penalty. This feat is not affected by Rapid Shot, Two-weapon Fighting, or your iterative attacks. It is a full-round action.
To juggle the daggers, you must succeed on a Sleight of Hand check with a scaling DC based on how many daggers you will attempt to throw.
{table]Number of Daggers|DC|effective Perform check
3|24|+6
4|25|+8
5|27|+10
6|30|+12
7|34|+14
8|39|+16
9|45|+18
10|52|+20
[/table]
Before you begin juggling, you must declare how many daggers you are attempting to juggle, and beat that corresponding DC. If you fail, you drop all the daggers to the ground. If you fail by ten or more, you deal 1d4 damage to yourself.
If you decide to maintain the juggle for a round, you must succeed at a check of half the original DC. If you move in that time, the DC increases by 5.
At the Dm's discretion, other throwing weapons could be used. Throwing hammers and axes should be possible; javelins and tridents, probably not.
Dread Juggler
Prerequisites: Sleight of Hand 8 ranks, Quick draw, Weapon Focus Dagger
Benefit: As a standard action, you may draw up to ten daggers and begin juggling them. This may be used as a way to make money on the street and counts as a check two points higher for every dagger successfully juggled or it can be put to deadly combat use. The following round, all the daggers you successfully juggled may be thrown at a target within one range increment. The first is at your highest base attack bonus and each successive dagger takes a -2 penalty. This feat is not affected by Rapid Shot, Two-weapon Fighting, or your iterative attacks. It is a full-round action.
To juggle the daggers, you must succeed on a Sleight of Hand check with a scaling DC based on how many daggers you will attempt to throw.
{table]Number of Daggers|DC|effective Perform check
3|24|+6
4|25|+8
5|27|+10
6|30|+12
7|34|+14
8|39|+16
9|45|+18
10|52|+20
[/table]
Before you begin juggling, you must declare how many daggers you are attempting to juggle, and beat that corresponding DC. If you fail, you drop all the daggers to the ground. If you fail by ten or more, you deal 1d4 damage to yourself.
If you decide to maintain the juggle for a round, you must succeed at a check of half the original DC. If you move in that time, the DC increases by 5.
At the Dm's discretion, other throwing weapons could be used. Throwing hammers and axes should be possible; javelins and tridents, probably not.