Gypsy knife-thrower

Whisperknife from Races of the Wild, as mentioned above, is a tailor-made PrC for throwers.

If you have the Complete Scoundrel and don't mind using a feat, picking up Daring Outlaw is good for: bumping up your BAB, getting Weapon Finesse for free, and improving Fortitude saves, as well as picking up Insightful Strike, all while maintaining sneak attack progression (which is typically 2d6 more, plus the incidental Grace and Dodge bonus). Also works well with Invisible Blade to make a single stat do some heavy lifting, and ensures your attacks won't completely suck after the 1st round is over. Also works with Palm Throw insidiously well.

Master Thrower is also worth staying in until level 5 for Weak Spot, to counteract the TWF Thrower attack bonus problems. Let's face it, most of the daggers are going to be non-magical, and you'll faceplant against the dreaded high AC target numbers (TWFs are infamous for missing a lot, especially on the irrative attacks, let alone TWFs that throw things). Besides, if you decide to use Palm Throw, you might as well get another really powerful ability that uses the exact same mechanical drawback, which is no drawback at all.

Theoretical build: Rogue4/Swashbuckler3/Master Thrower5/Inivisible Blade5/Ninja1 w/ Daring Outlaw. Not neccessarily in that order. Possibly replace Invisible Blade with more Swashbuckler, if you want to entertain the idea of using throwing weapons besides daggers (everyone loves their Naruto). Ninja is there because of Wis to AC at very high levels, working with no-armor Int bonus to AC. Very replaceable.

PS. Remember Weak Spot works only against creatures your size or larger, favoring Halflings... although you'll always want Reduce Person in combat anyways, which means it really doesn't matter that much. Many builds are possible, the best build for this one is... negotiable.
 

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Solarious said:
Whisperknife from Races of the Wild, as mentioned above, is a tailor-made PrC for throwers.

If you have the Complete Scoundrel and don't mind using a feat, picking up Daring Outlaw is good for: bumping up your BAB, getting Weapon Finesse for free, and improving Fortitude saves, as well as picking up Insightful Strike, all while maintaining sneak attack progression (which is typically 2d6 more, plus the incidental Grace and Dodge bonus).
Whisperknife and Daring Outlaw are both recommended, and in fact part of a build I was discussing just a week or two ago here.
 

Solarious said:
Whisperknife from Races of the Wild, as mentioned above, is a tailor-made PrC for throwers.

If you have the Complete Scoundrel and don't mind using a feat, picking up Daring Outlaw is good for: bumping up your BAB, getting Weapon Finesse for free, and improving Fortitude saves, as well as picking up Insightful Strike, all while maintaining sneak attack progression (which is typically 2d6 more, plus the incidental Grace and Dodge bonus).
Whisperknife and Daring Outlaw are both recommended, and in fact part of a build I was discussing just a week or two ago here.

The big problem with knife-throwing I encountered was that there is no way to carry enough daggers, much less magical ones, without making up some new magic item.
 

Nifft said:
Have you considered Warblade or similar? Can be very good with thrown weapons or in melee.
Of course, warblades are all-around superior. But dude, she said no "start with girallon" builds. :lol:
 

Felon said:
Of course, warblades are all-around superior. But dude, she said no "start with girallon" builds. :lol:

That would have been Swordsage... ;)

Seriously, a Warblade dagger-thrower would be all kinds of cool, IMHO. Especially once you got Time Stands Still... mua-ha-ha-ha-ha!!! I did a bit of looking and there are actually a bunch of stances & maneuvers which work well with ranged combat. Possibly an errata will change this "feature", but until then, it's possible to make a ranged Warblade (who isn't scared of melee).

Cheers, -- N
 

Dirigible said:
Does belonging to two different thieves guilds fit within the letter and spirit of the rules? :)

letter: yes

spirit of the rules: I'm not sure how this goes against the sprite of the rules, unless it says in the flavor text that they are at war with other guilds. He could be a double agent and still be within that sprite of the rules though.

i think violating the spirit of the rules is more akin to saying karmatic strike works even if your not hit and take damage because attacks of opportunity come before what prevoked it. Even though the first sentence says thats not apart of the rules mentions needing to be hit.
 
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Ok, so, having looked at the errata, I'm dropping Invisible Blade.

Right now, I'm thinking:

1. Rogue -- Two Weapon Fighting, Craven
2. Rogue
3. Rogue -- Persuasive
4. Swashbuckler
5. Swashbuckler
6. Swashbuckler -- Daring Outlaw (this allows the rogue to obtain Uncanny Dodge without sacrificing sneak attack progression)
7. Rogue
8. Shadow Thief of Amn
9. Shadow Thief of Amn -- Improved Two Weapon Fighting; AmnFeat: Weapon-Focus Rapier
10. Shadow Thief of Amn
11. Shadow Thief of Amn -- AmnFeat: Blindfight
12. Shadow Thief of Amn -- Improved Initiative
13. Nightsong Enforcer
14. Add rogue to 10 or Swashbuckler to flavor.
15.

I know it's not quite the knife-thrower I wanted. But it seems solid, gives good ranged and direct combat abilities, great sneak attack progression.

Of course, maybe I should just go Rogue 3 / Swash 7, NS Enf. 1, Daring Outlaw, and then pick only the feats I want:

1. Craven, Two Weapon Fighting

3. Improved Initiative

6. Daring Outlaw

9. Imp. Two-weapon Fighting

12. Greater Two-Weapon Fighting

Thoughts?
 

Just as a side note, if you consider the XPH & Dragon Magazine as fair game, then you might want to consider:

1) A few levels of Soulknife. Coupled with the Mind Daggers Feat from Dragon #341, which lets a Soulknife form multiple daggers from his Mindblade, you'd have a thrower who couldn't be disarmed of her "magic" throwing daggers.

2) Take levels in PsiWar (or the Wild Talent Feat) and get access to the Psionic Feats- one chain of which lets you treat ranged attacks as touch attacks, another chain lets you do things like run up walls...

3) If you have access to psionics via a class or Wild Talent, take levels in one of the Kineticist classes (the Pyro is in the XPH- the other energy variants are available in the Minds Eye
http://www.wizards.com/default.asp?x=dnd/psm/20030328b and http://www.wizards.com/default.asp?x=dnd/psm/20040625e). Just take enough levels to get the Weapon Afire...or Energy Bolt powers (2-4 lvls).

4) The Lurk, from CompPsi, combines stealth & psionics in a way you might find useful.

5) As I recall, the DMG's Shadowdancer PrCl also has some abilities similar to the Soulknife, Lurk or Pyrokineticist, as in the class lets you create "shadow daggers," as well as do things like "jump" (teleport) from shadow to shadow- a good way to flank your opponents...
 
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Check out one of these feats from Dragonmagic that turns your sneak attack damage into elemental energy damage.

Get shuriken and wands of Flame Arrow, Flame Arrow (cold, acid, lightning, sonic... substituted)
 

Felon said:
Whisperknife and Daring Outlaw are both recommended, and in fact part of a build I was discussing just a week or two ago here.

The big problem with knife-throwing I encountered was that there is no way to carry enough daggers, much less magical ones, without making up some new magic item.

While not perfect (it still takes a swift action, so only one per round), this will go a long way towards solving for that issue:

Gauntlet of Infinite Blades (Magic Item Compendium Pg. 101).
Price (Item Level): 6,500 gp (10th)
Body Slot: Hands
Caster Level: 12th
Aura: Strong (DC 21) conjuration, divination
Activation: Swift (mental)
Weight: 1 lb.

A gauntlet of infinite blades allows you to produce a weapon at a moment's notice. When activated, a dagger appears in the hand wearing the gauntlet. This ability functions as often as needed, though the dagger disappears 3 rounds after it is created.

In addition, the gauntlet has 5 charges, which are renewed each day at dawn. Spending 1 or more charges creates a more potent dagger than normal, as described below.

1 charge: +3 dagger
3 charges: +3 dagger of seeking
5 charges: +3 bane dagger of seeking (choose the creature type and subtype, if needed, when activating the gauntlet).

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, greater magic weapon, major creation, summon monster I, true seeing.

Cost to create: 3,250 gp, 260 XP, 7 days.
 

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