Hello everyone, let me first introduce myself since I am new to this community... Hey, nickname's Questions.
Now that we are done that, let me start with a little disclaimer and warning...
1) I realize this warning is probably unnecessary, but still... All of my ideas/names of have copyrighted, so anyone who steals them and uses them for the purpose of publication and profit will be subject to the penalties for breaking copy write laws.
2) This class was created for the purpose of a campaign setting that my friend and I are currently writing, and it currently needs play testing for balance. We are doing some play testing of our own, but any help/input from the community is welcome.
Note: I have placed only game play information, as everything else is campaign specific. Also if any of you DM’s out there like my class, feel free to integrate it into your own campaigns… just as long as you don’t try and sell my class
I hope you enjoy people.
KNIFE FIGHTER
GAME RULE INFORMATION
Knife fighters have the following statistics.
Abilities:
Strength and Dexterity are the primary knife fighter attributes. Strength adds damage to a knife fighters attacks, and dexterity aids a knife fighters defensive capabilities. Intelligence is also important as it aids a knife fighter with his abilities to stun his opponents, and aids in his ability to advance within his skills.
Alignment:
Any.
Hit Die: d8
CLASS SKILLS
The knife fighters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Jump (Str), Pickpocket (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level 2 + Int modifier.
CLASS FEATURES
All the following are class features of the fighter.
Weapon and Armor Proficiency:
The knife fighter is proficient in the use of light armor. The knife fighter is not proficient in any type of shield. The knife fighter is also proficient in the use of all forms of knives and throwing knives. The full list includes dagger, dagger punching, kukri, and tanto.
Note: Any new types of daggers, and only daggers, added to the campaign may also be added to the knife fighter’s list of proficiencies. Combined weapons such as chain daggers may not be added to the knife fighter’s list of proficiencies however as they use not only techniques the knife fighter is familiar with, but also techniques that are completely alien to his fighting style.
Note: that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Bonus Feats:
At 1st level, the knife fighter gets a bonus feat in addition to the feat that any 1st level character get and a bonus feat granted to humans. The knife fighter gains an additional bonus feat at 4th level and ever two levels thereafter (6th, 8th, 10th, etc.), with the exception of the 14th and 20th levels if the knife fighter chooses to take a special ability instead of a feat on those levels. These bonus feats must be drawn from the following list: Ambidexterity (Off-Hand Parry$), Arterial Strike+, Blind-Fight, Combat Reflexes (Expert Tactician+), Dodge (Mobility, Spring Attack), Expertise (Chink in the Armor, Improved Disarm, Improved Trip, Whirlwind Attack),Hamstring+, Improved Critical*, Improved Initiative, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw (Flick of the Wrist+),Quicker then the Eye+, Two-Weapon fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting$), Weapon Finesse*, Weapon Specialization*.
Some of the bonus feats available to a knife fighter cannot be acquired until the knife fighter has gained one or more prerequisite feats: these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be in a different weapon each time. Also all feats marked with an asterisk (*) may only be chosen if the weapon picked is some sort of knife or dagger. A knife fighter must meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Important: These feats are in addition to the feat that a character of any class gets every three levels. The knife fighter is not limited to the list given here when choosing those feats.
Note: Feats marked with + may be found in the Song and the Silence and feats marked with $ may be found in Masters of the Wild, all other feats may be found within the Players Handbook.
Sneak Attack:
Starting at 2nd level if a knife fighter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the knife fighter’s target would be denied his Dexterity bonus to AC (weather he actually has a Dexterity bonus or not), or when the knife fighter flanks the target, the knife fighter’s attack deals extra damage. The extra damage is 1d6 at 2nd level and an additional 1d6 every two levels thereafter. Should the knife fighter score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attack can only count as sneak attacks if the target is within 30 feet. The knife fighter can’t strike with deadly accuracy from beyond that range.
A knife fighter can only sneak attack a living creature with a discernible anatomy: undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The knife fighter must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The knife fighter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Stunning Slash:
A knife fighter has the ability to stun a creature damaged by his knives. The knife fighter can use this ability once per round, but no more then once per level per day. The knife fighter must declare that he is using a stun attack before making the attack roll (thus, a missed attack ruins the attempt). A foe struck by the knife fighter is forced to make a fortitude saving throw (DC 10 + one half the knife fighter’s level + Intelligence modifier), in addition to receiving normal damage, if the saving throw fails, the opponent is stunned for 1 round. A stunned character can’t act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the knife fighters stunning attack.
Weapon Specialization:
On Achieving 4th level or higher, as a feat the knife fighter may take Weapon Specialization with any form of knife. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with the knife to take Weapon Specialization. If the weapon is a throwing knife of some sort then the damage bonus only applies if the target is within 30 feet, because only at that range can the knife fighter strike precisely enough to hit more effectively. The knife fighter may take this feat as a bonus feat or as a regular one.
Uncanny Dodge:
Starting at 5th level, the knife fighter gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At fifth level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 8th level, the knife fighter can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues and other knife fighters the ability to use flank attacks to sneak attack him. The except to this defense is a rogue or knife fighter of at least four levels higher then the character can flank him (and thus sneak attack him).
At 13th level the knife fighter gains an intuitive sense that alerts him to danger from traps giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 16th level, these bonuses rise to a +2. At 19th level these bonuses rise to a +3.
Special Abilities:
On achieving 14th and 20th levels the knife fighter may gain a special ability of his choice instead of a feat from the following list.
Crippling Strike: A knife fighter with this extraordinary ability can sneak attack opponents with such precision that her blows weaken and hamper them. When the knife fighter damages an opponent with a sneak attack, that character also takes 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
Opportunist: Once per round, the knife fighter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the knife fighter’s attacks of opportunity for that round. Even a knife fighter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Note: If the knife fighter chooses to take a feat instead of a special ability then he must pick his feat from his list of bonus feats.
Base Attack Bonus: Same as fighter
Strong Saves: Fort and Reflex
Knife fighter at epic levels…. Still to come…
Now that we are done that, let me start with a little disclaimer and warning...
1) I realize this warning is probably unnecessary, but still... All of my ideas/names of have copyrighted, so anyone who steals them and uses them for the purpose of publication and profit will be subject to the penalties for breaking copy write laws.
2) This class was created for the purpose of a campaign setting that my friend and I are currently writing, and it currently needs play testing for balance. We are doing some play testing of our own, but any help/input from the community is welcome.
Note: I have placed only game play information, as everything else is campaign specific. Also if any of you DM’s out there like my class, feel free to integrate it into your own campaigns… just as long as you don’t try and sell my class

I hope you enjoy people.
KNIFE FIGHTER
GAME RULE INFORMATION
Knife fighters have the following statistics.
Abilities:
Strength and Dexterity are the primary knife fighter attributes. Strength adds damage to a knife fighters attacks, and dexterity aids a knife fighters defensive capabilities. Intelligence is also important as it aids a knife fighter with his abilities to stun his opponents, and aids in his ability to advance within his skills.
Alignment:
Any.
Hit Die: d8
CLASS SKILLS
The knife fighters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Jump (Str), Pickpocket (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level 2 + Int modifier.
CLASS FEATURES
All the following are class features of the fighter.
Weapon and Armor Proficiency:
The knife fighter is proficient in the use of light armor. The knife fighter is not proficient in any type of shield. The knife fighter is also proficient in the use of all forms of knives and throwing knives. The full list includes dagger, dagger punching, kukri, and tanto.
Note: Any new types of daggers, and only daggers, added to the campaign may also be added to the knife fighter’s list of proficiencies. Combined weapons such as chain daggers may not be added to the knife fighter’s list of proficiencies however as they use not only techniques the knife fighter is familiar with, but also techniques that are completely alien to his fighting style.
Note: that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Bonus Feats:
At 1st level, the knife fighter gets a bonus feat in addition to the feat that any 1st level character get and a bonus feat granted to humans. The knife fighter gains an additional bonus feat at 4th level and ever two levels thereafter (6th, 8th, 10th, etc.), with the exception of the 14th and 20th levels if the knife fighter chooses to take a special ability instead of a feat on those levels. These bonus feats must be drawn from the following list: Ambidexterity (Off-Hand Parry$), Arterial Strike+, Blind-Fight, Combat Reflexes (Expert Tactician+), Dodge (Mobility, Spring Attack), Expertise (Chink in the Armor, Improved Disarm, Improved Trip, Whirlwind Attack),Hamstring+, Improved Critical*, Improved Initiative, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw (Flick of the Wrist+),Quicker then the Eye+, Two-Weapon fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting$), Weapon Finesse*, Weapon Specialization*.
Some of the bonus feats available to a knife fighter cannot be acquired until the knife fighter has gained one or more prerequisite feats: these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be in a different weapon each time. Also all feats marked with an asterisk (*) may only be chosen if the weapon picked is some sort of knife or dagger. A knife fighter must meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Important: These feats are in addition to the feat that a character of any class gets every three levels. The knife fighter is not limited to the list given here when choosing those feats.
Note: Feats marked with + may be found in the Song and the Silence and feats marked with $ may be found in Masters of the Wild, all other feats may be found within the Players Handbook.
Sneak Attack:
Starting at 2nd level if a knife fighter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the knife fighter’s target would be denied his Dexterity bonus to AC (weather he actually has a Dexterity bonus or not), or when the knife fighter flanks the target, the knife fighter’s attack deals extra damage. The extra damage is 1d6 at 2nd level and an additional 1d6 every two levels thereafter. Should the knife fighter score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attack can only count as sneak attacks if the target is within 30 feet. The knife fighter can’t strike with deadly accuracy from beyond that range.
A knife fighter can only sneak attack a living creature with a discernible anatomy: undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The knife fighter must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The knife fighter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Stunning Slash:
A knife fighter has the ability to stun a creature damaged by his knives. The knife fighter can use this ability once per round, but no more then once per level per day. The knife fighter must declare that he is using a stun attack before making the attack roll (thus, a missed attack ruins the attempt). A foe struck by the knife fighter is forced to make a fortitude saving throw (DC 10 + one half the knife fighter’s level + Intelligence modifier), in addition to receiving normal damage, if the saving throw fails, the opponent is stunned for 1 round. A stunned character can’t act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the knife fighters stunning attack.
Weapon Specialization:
On Achieving 4th level or higher, as a feat the knife fighter may take Weapon Specialization with any form of knife. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with the knife to take Weapon Specialization. If the weapon is a throwing knife of some sort then the damage bonus only applies if the target is within 30 feet, because only at that range can the knife fighter strike precisely enough to hit more effectively. The knife fighter may take this feat as a bonus feat or as a regular one.
Uncanny Dodge:
Starting at 5th level, the knife fighter gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At fifth level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 8th level, the knife fighter can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues and other knife fighters the ability to use flank attacks to sneak attack him. The except to this defense is a rogue or knife fighter of at least four levels higher then the character can flank him (and thus sneak attack him).
At 13th level the knife fighter gains an intuitive sense that alerts him to danger from traps giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 16th level, these bonuses rise to a +2. At 19th level these bonuses rise to a +3.
Special Abilities:
On achieving 14th and 20th levels the knife fighter may gain a special ability of his choice instead of a feat from the following list.
Crippling Strike: A knife fighter with this extraordinary ability can sneak attack opponents with such precision that her blows weaken and hamper them. When the knife fighter damages an opponent with a sneak attack, that character also takes 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
Opportunist: Once per round, the knife fighter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the knife fighter’s attacks of opportunity for that round. Even a knife fighter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Note: If the knife fighter chooses to take a feat instead of a special ability then he must pick his feat from his list of bonus feats.
Base Attack Bonus: Same as fighter
Strong Saves: Fort and Reflex
Knife fighter at epic levels…. Still to come…
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