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The Planes Through Illumus:OOC(CALLING Nephtys) Looking for 1 alt.
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<blockquote data-quote="Endovior" data-source="post: 2687941" data-attributes="member: 33321"><p>Just to clarify, the Master Thrower is chiefly an attempt to make thrown weapons worth using. Otherwise, there's not much point... magic thrown weapons are as expensive as everyone else's, but you need a lot more of them to keep up a full attack pattern... not to mention the possibility of losing them while they're stuck in your foe. What it lets you do is choose among a series of "Thrown Weapon Tricks", which are analagous to other weapon feats. Specifically, I'm looking at Palm Throw (which is somewhat similar to Manyshot for thrown weapons), and Sneaky Throw, (which closely mimics Improved Feint). The combination DOES allow a fair amount of damage against an inattentive opponent (what Rogues are for!)... but it's in line with that done by, say, an Archery-type Rogue.</p><p></p><p>Additional Info:</p><p></p><p>Master Thrower requirements:</p><p>BaB +5, Sleight of Hand 4, Point Blank Shot, Precise Shot, Weapon Focus (any Thrown Weapon)</p><p></p><p>Master Thrower benefits:</p><p>Full BaB progression, Good Reflex saves, d8 Hit dice, 4+Int skill points per level.</p><p>1st: Quick Draw, Thrown Weapon Trick</p><p>2nd: Evasion</p><p>3rd: Thrown Weapon Trick</p><p>4th: Snatch Arrows</p><p>5th: Critical Throw, Thrown Weapon Trick</p><p></p><p>Thrown Weapon Tricks: (there are more then shown here, but I'm only displaying the ones relevant to me)</p><p>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 them with a single attack roll. Damage for each weapon is resolved seperately, but the Master Thrower does not apply his Strength bonus to either damage roll.</p><p>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, the target is denied his Dexterity bonus to the attack.</p><p>Deadeye Shot (to be taken after leveling up twice, if I live that long): The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical modifier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other ability that increases critical modifiers.</p><p></p><p>Critical Throw simply grants Improved Critical for any weapons you have Weapon Focus for.</p><p></p><p>The only broken thing about the class is a specific Thrown Weapon trick, Weak Spot, which allows you to make thrown weapon attacks as ranged touch attacks against targets your size or larger... I think it's broken, so I'm not taking that particular trick. That being said, the rest of the class is fine, IMO. I await your approval.</p><p></p><p>One other thing... how do we calculate HP?</p></blockquote><p></p>
[QUOTE="Endovior, post: 2687941, member: 33321"] Just to clarify, the Master Thrower is chiefly an attempt to make thrown weapons worth using. Otherwise, there's not much point... magic thrown weapons are as expensive as everyone else's, but you need a lot more of them to keep up a full attack pattern... not to mention the possibility of losing them while they're stuck in your foe. What it lets you do is choose among a series of "Thrown Weapon Tricks", which are analagous to other weapon feats. Specifically, I'm looking at Palm Throw (which is somewhat similar to Manyshot for thrown weapons), and Sneaky Throw, (which closely mimics Improved Feint). The combination DOES allow a fair amount of damage against an inattentive opponent (what Rogues are for!)... but it's in line with that done by, say, an Archery-type Rogue. Additional Info: Master Thrower requirements: BaB +5, Sleight of Hand 4, Point Blank Shot, Precise Shot, Weapon Focus (any Thrown Weapon) Master Thrower benefits: Full BaB progression, Good Reflex saves, d8 Hit dice, 4+Int skill points per level. 1st: Quick Draw, Thrown Weapon Trick 2nd: Evasion 3rd: Thrown Weapon Trick 4th: Snatch Arrows 5th: Critical Throw, Thrown Weapon Trick Thrown Weapon Tricks: (there are more then shown here, but I'm only displaying the ones relevant to me) 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 them with a single attack roll. Damage for each weapon is resolved seperately, but the Master Thrower does not apply his 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, the target is denied his Dexterity bonus to the attack. Deadeye Shot (to be taken after leveling up twice, if I live that long): The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical modifier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other ability that increases critical modifiers. Critical Throw simply grants Improved Critical for any weapons you have Weapon Focus for. The only broken thing about the class is a specific Thrown Weapon trick, Weak Spot, which allows you to make thrown weapon attacks as ranged touch attacks against targets your size or larger... I think it's broken, so I'm not taking that particular trick. That being said, the rest of the class is fine, IMO. I await your approval. One other thing... how do we calculate HP? [/QUOTE]
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