View Full Version : Dagger Throwing Class

2014-10-15, 02:12 AM
So this is a class I thought up, I was inspired by thinking about a super-cool knife throwing killer who can whips multiple knives at multiple targets. I kinda went by rule of cool, but I want to know if you think it's balanced.

Any insight would be appreciated, especially if you take your time to read it all.


p.s. I apologize for grammar mistakes and unclear rules.

Alignment: Any.
Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str)

Skill Ranks Per Level: 6 + Int modifier.

Flurry of Blades -

At level 1 a dagger dancer gains one extra attack at his highest base attack bonus for that round of combat when all of his attacks that round are ranged throwing weapons. He also gains a morale bonus to his dodge AC, reflex save, CMD, equal to the amount of enemies struck for 2 rounds. A dagger dancer can use Flurry of Blades equal to 1 + Ĺ Dagger Dancer lvl per day. A dagger dancer cannot use Flurry of Blades while wearing anything heavier than light armor.

At level 5 Flurry of Blades attacks demoralize opponents struck by them. Every opponent struck by an attack during Flurry of Blades suffers Ĺ the amount of the total targets hit, minimum one, to their next attack roll.

At level 10 Flurry of Blades attacks automatically confirm critical threats. Also, at this point the Dagger Dancer has gained such an affinity for his blades that during Flurry of Blades he can channel whatever enchantment the first weapon thrown has, to all subsequently thrown weapons that round. This replaces the other blades abilities, if any.

At level 15 Flurry of Blades cause all of the targets hit to become shaken with a will save of 10 + the amount of targets struck + (dagger dancer level -15). A creature that is shaken from flurry of blades or succeeds on its will save, is immune to being shaken from another flurry for 24 hours.

Quick Draw -
At level 1 the Dagger Dancer receives the Quick Draw feat. If he already has the Quick Draw feat, he does not get another feat.

Dagger Affinity -
Starting at 2nd level, a dagger dancer is so familiar with her blades that the first 15 small thrown weapons carried do not count towards carrying capacity.

Two Weapon Fighting -
At 3rd level, a dagger dancer gains the feat Two Weapon Fighting even if she does not meet the prerequisites. If she already has Two Weapon Fighting, she may select any other feat.

Cutthroat -
Starting at 4th level a dagger dancer becomes even more deadly with daggers in melee and at a distance. When using a dagger in combat she rolls 1 die increment higher for damage (e.g. if a d4 were to be rolled a d6 would be instead; 1d8 would become 2d6.)

At level 14, the dagger dancer increases the damage die of daggers in melee by 3, and ranged by 2.

Uncanny Dodge -
Starting at 6th level, a dagger dancer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a dagger dancer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Two Weapon Fighting -
At 6th level, a dagger dancer gains the feat Improved Two Weapon Fighting even if she does not meet the prerequisites. If she already has Improved Two Weapon Fighting, she may select any other feat.

Throwing Power -
Beginning at 7th level, a dagger dancer does not take any penalty for throwing into the second range increment of a thrown weapon.

At 11th levpel, her range extends into the 3rd increment.

At 17th level, it extends into the 4th increment.

Precise Strike -
Beginning at 8th level a dagger dancer may focus intensely on her next strike, making 1 thrown ranged attack at her highest base attack bonus + 1.5X her dex modifier (as opposed to 1X the dex modifier). This attack rolls twice the damage dice, add 1.5 times the strength modifier, and the critical damage modifier is increase by 1. A precise strike ALWAYS invokes attacks of opportunity, no matter the enchantment, skill, or anything else of that sort.

At level 12, a dagger dancerís precise strike causes the target to bleed for 1d8 damage/round for 1d3 rounds. Fort Save DC 10 + Dex modifier for half bleed damage. 1 target can be affected by bleed damage only once per 24 hours.

At level 16, a dagger dancerís precise strike can be used to attempt a disarm. If used this way it deals only 1d6 damage on a hit. A regular precise strike now deals 2d8 bleed damage for 1d4 rounds.

Sneaky Throw -

At level 9, if a dagger dancer throws a light ranged weapon in a sneak attack round she automatically threatens and confirms a critical hit FOR HER FIRST ATTACK ONLY. A dagger dancer cannot use Precise Strike and Sneaky Throw in conjunction.

At level 13, the dagger dancer automatically THREATENS a critical on her SECOND attack.

At level 18, the dagger dancer automatically CONFIRMS a critical on her SECOND attack and automatically THREATENS a critical on her third.

Whirlwind of Death -
Once per day at level 20, dagger dancer can take in all of her surroundings, judging every target. One round before executing Whirlwind of Death the dagger dancer gains a +10 dodge bonus to her AC, a +15 bonus to acrobatics skill checks, and can move at double her speed. Then, with inhuman speed she spins her body becoming a whirlwind of steel blades throwing daggers outward in up to a 15 foot radius circle. She may throw up to 15 daggers at her highest base attack bonus, she gains an AC bonus for 1 round equal to every target struck. Any confirmed criticals deal an extra multiplier of damage. The dagger dancer treats all daggers thrown as any type of +5 equivalent weapon, up to 3 varieties.