Master Thrower

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ENTRY REQUIREMENTS

Class Information

Hit Die
Master Throwers gain 1d8 hit points per level. The character's Constitution modifier applies.

Level BAB Fort Ref Will Class Features
1st +1 +0 +2 +0 Quick Draw, thrown weapon trick
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 thrown weapon trick
4th +4 +1 +4 +1 Snatch Arrows
5th +5 +1 +4 +1 Critical throw, thrown weapon trick

Class Features

Weapon and Armor Proficiency: Master throwers gain no proficiency with any weapon or armor.

Quick Draw

At 1st level, a master thrower gains the Quick Draw feat.

Thrown Weapon Trick (Ex)

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.

Deadeye Shot

The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) 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). The normal penalties for fighting with two weapons apply (see page 160 of the Player’s Handbook).

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, but the master thrower does not apply her Strength bonus to either damage roll.

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

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 (see page 158 of the Player’s Handbook). 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

If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a –4 penalty on the attack roll and attempt to hit both opponents at once. 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

A master thrower can gain this ability only after reaching 5th level. 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.

Evasion (Ex)

At 2nd 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.

Snatch Arrows

A master thrower gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.

Critical Throw (Ex)

At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.