View Full Version : Turn your rogue into a machine gun! Fun! (PEACH for feat)

2012-03-11, 10:13 AM

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

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.

2012-03-11, 11:47 AM
Is there a formula for the DC scaling?

2012-03-11, 12:21 PM
so one uping the master thrower?

2012-03-11, 12:59 PM
Is there a formula for the DC scaling?

Sure, I guess. The first increase is 1, the second is 2, the third is 3, etc. Is it excessive? If you were to allow a 11th dagger (at -20 to hit) it would be DC 60

so one uping the master thrower?

Does it though? It takes a round to charge, so the best you can do is ten over two rounds... but if you're a rogue, and you get sneak attacks... ouches.

2012-03-11, 02:12 PM
addmitedly with a good bit of op you can make them shoot 10-12 daggers per round but... that is after a level in a prestige class.

seems really specific, how about feat,

combat juggling[general]
prerequ.:dextarity 17, base attack bonus +6, point blank shot, rapid shot.
you juggle your missles allowing for a greater rate of fire
benefit: each of your hands can "juggle" one additional thrown weapon. If they do, you can't attack in melee with the weapons in those hands as long as they are juggling, although you may make ranged attacks normaly. you may throw all weapons held in you hands as a standard action at a -4 penalty for each 2 "juggled" weapons thrown in addition to any penalties for using your off hand. for each 5 points your base attack bonus is above 6 you may "juggle" another weapon in each hand.

multi-shot for the thrower...

2012-03-11, 02:44 PM
As I envisioned it, it was tied to the sleight of hand skill (which is how you juggle, if you do it as a street performance).

Just to Browse
2012-03-11, 04:53 PM
That forces rogues to spend skill points on something very exclusive, which they will not use until they get the feat, and then probably won't use with anything besides the feat.

I'd just give them the benefit of juggling, and say that if they juggle while performing, they get a +X bonus to the check.

2012-03-12, 11:04 AM
Flavorwise, I don't think you're much of a rogue if you don't take sleight of hand... that's the 3.5 pick pockets skill. It's not terribly op, but the idea is that you have a feat that scales, and a combat use for a skill that doesn't get as much love as it should.