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View Full Version : Pathfinder First homebrew class - The Knifesage (WIP)



Fynch
2016-03-11, 11:48 AM
As the title says, this is a work in progress and my first attempt at a homebrew PF class, advice is always welcome ^_^

Knifesage

HD - d10
Starting Wealth – 5d6 x10
Class Skills – Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Locale) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
4+ Int modifier.


Level
Bab
Fort
Ref
Will
Features
Thrown damage


1
+1
+0
+2
+0
Knife Trick, Bonus Feat, Trick Pool
1d4


2
+2
+0
+3
+0

1d4


3
+3
+1
+3
+1
Knife Trick, Bonus Feat
1d4


4
+4
+1
+4
+1

1d4


5
+5
+1
+4
+1
Knife Trick, Bonus Feat



6
+6/+1
+2
+5
+2

1d6


7
+7/+2
+2
+5
+2
Knife Trick
1d6


8
+8/+3
+2
+6
+2

1d6


9
+9/+4
+3
+6
+3
Knife Trick
1d6


10
+10/+5
+3
+7
+3
Mastred Trick, Bonus Feat
1d6


11
+11/+6/1
+3
+7
+3
Knife Trick
1d6


12
+12/+7/+2
+4
+8
+4

1d8


13
+13/+8/+3
+4
+8
+4
Knife Trick
1d8


14
+14/+9/+4
+4
+9
+4

1d8


15
+15/+10/+5
+5
+9
+5
Mastred Trick, Knife Trick, Bonus Feat
1d8


16
+16/+11/+6/+1
+5
+10
+5

1d8


17
+17/+12/+7/+2
+5
+10
+5
Knife Trick
1d8


18
+18/+13/+8/+3
+6
+11
+6

1d8


19
+19/+14/+9/+4
+6
+11
+6
Knife Trick, Bonus Feat
1d10


20
+20/+15/+10/+5
+6
+12
+6
Grand Trick, Master of Many Blades
1d10




Weapon and Armour Proficiency -
Knifesages are proficient in the use of simple weapons, and all thrown weapons as well as light armour but not shields.

Thrown Damage -
As the Knifesage grows in skill, so does her ability to make the most of even the smallest thrown weapons. She may use her base weapon damage or her thrown damage, whichever is higher. This does not function with Shuriken or similar weapons unless only one is thrown.

Bonus Feat -
At level 1, 5, 10, 15 and 19 the Knifesage gains a new feat of her choice, so long as it effects her ranged combat ability, this otherwise functions as the Fighter ability, and her Knifesage levels count as fighter levels for the purpose of feats.

Trick Pool – The Knifesage begins play with a pool of Trick Points equal to half her knifesage level plus her dexterity modifier, these points are spent on her Knife Tricks and return after 8 hours rest.

Knife Trick -
The knifesage has access to a host of quasi-magical abilities connected to her throwing weapons, marking per prowess as more then just skill. The knifesage begins play with two Tricks, and gains a new one every odd level.

Blade Bounce -
If a thrown weapon attack misses, it ricochets back to the Knifesage.
Master - All weapons return, as if having the Returning property, regardless of successful attacks.

Carnival Toss -
As a standard action, the knifesage can pin a target to a solid surface with a successful touch attack, cost 1.The target must make strength check to unpin themselves on their next turn.
Master – Up to 4 targets in a 10ft square, no cost.

Double Flurry -
During a full attack, the knifesage can choose to throw two weapons for each attack, only rolling once to hit, if this is a critical, both weapons deal critical damage. Cost 2. The Knifesage must be level 5 to learn this trick.
Master - Attacks may be split among multiple targets in 30ft cone, cost 2.

Impale -
As a full attack action, the Knifesage may place all her trust on a single blade. When she does this, she hurls the blade at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the knifesage's single attack is considered to have hit. For each additional successful attack roll beyond the first, the knifesage increases the damage of the shot by the base damage dice of the knife, or her thrown damage.
Cost 1, the knifesage must be level 7 to learn this trick.
Master - Critical hits are automatically confirmed.

Precision -
The knifesage may add her Dexterity modifier to damage with all thrown weapons
Master - When attacking within the first natural increment of her weapon, she attacks against touch AC, for example a knifesage using a dagger would threaten touch in 10ft.

Sonic Screech -
As a standard action, the knifesage can hurl two slashing or bludgeoning weapons in an arc, causing them to collide, and dealing 1d6 sonic damage, increased by 1d6 every 4 levels, to each enemy in the 15ft burst, cost 2. Reflex save half, 10 + half CL + Dex mod. The knifesage must be level 3 to learn this skill.
Master – 20ft burst, 1d8 damage, no save.

Mastered Tricks -
The knifesage eventually learns the secrets to her select favourite tricks and is able to unlock the advanced form, at level 10 and 15, she may select 3 tricks to Master.

Grand Trick -
The pinnacle of her skill, the Grand Trick, is the knifesages primary goal, upon reaching level 20 she may select one of the following Tricks and add it to her reportoire.

Crimson Tempest - The Knifesage learns an ancient technique passed down through generations of masters. With this trick, she is able to make a full attack against every target within the range of her thrown weapons, provided she has the ammunition or returning weapons. Cost 8.

Master of Many Blades –
Any thrown weapon in the hands of a master knifesage is exceptionally deadly, all critical multipliers are treated as one higher and all threats automatically confirm, in addition, the effective range of all thrown weapons is tripled.