Whisperknife

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Requirements

Base Attack Bonus: +4

Skills: Balance (3 ranks), Climb (3 ranks), Hide (6 ranks), Jump (3 ranks), Move Silently (3 ranks), Tumble (3 ranks)

Feats: Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse

Special: Sneak attack +1d6, must be Size Small or smaller

Summary

Whisperknives are experts at thrown weapons, similar to the Master Thrower, however this class specializes specifically in everything to do with daggers. Especially if those daggers are returning daggers. Returning daggers are where this class does its best work. They have options for fighting in big crowds and against larger foes, a Last Resort Returning dagger in the hands of these guys would be lethal.

Role: DPS

Characteristics: A master of knife combat that excels at throwing and catching them.

Source: Races of the Wild

Game Rule Information

The Whisperknife has the following game statistics.

Abilities: Dexterity is a must! You need it for throwing your knives. Constitution for sticky situations and surviving. Intelligence is for gaining a shitload of skill points.

Alignment: Any

Hit Die: d8

Starting Gold: N/A

Class Skills

The Whisperknife's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pickpocket (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Whisperknife.

Weapon and Armor Proficiency: A Whisperknife is proficient with whatever they were already proficient with.

Rapid Shot: Whenever you are throwing light weapons, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat. Most whisperknives, true to their names, throw daggers in this way.

Uncanny Dodge Ex: You cannot be caught flat-footed and react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

If you already have uncanny dodge from another class, you instead gain improved uncanny dodge, and the levels from that class stack with your levels of whisperknife to determine the minimum level a rogue must be to flank you.

Sneak Attack Ex: Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6.

Defensive Throw Ex: At 3rd level, you learn special defensive techniques for attacking with thrown weapons. You no longer provoke attacks of opportunity for attacking with a thrown weapon (however, if you attack with a different sort of ranged weapon, such as a bow, you still provoke attacks of opportunity).

Improved Catch Ex: Also at 3rd level, you become so skilled with thrown weapons that you can take better advantage of a weapon with the returning special ability. When you make a ranged attack with a returning weapon, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.

Close Defense Ex: Beginning at 4th level, you know how to fight in a crowd of larger opponents. If you are adjacent to a Medium or larger foe, you gain a +2 dodge bonus to Armor Class against attacks from all foes adjacent to you. If the Medium or larger foe moves away or falls, you lose the benefit of close defense (although you might be able to move next to the same foe again on your next turn and reestablish it). Enemies making ranged attacks or attacks with reach weapons aren't affected by close defense.

Fast Movement Ex: At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.

Poison Use Ex: Starting at 6th level, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.

Vengeful Strike Su: Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of a sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds.

You must know the victim's name in order to make a vengeful strike; "that orc over there" is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed others.

You can use this ability once per day at 7th level and three times per day at 10th level.

Superior Catch Ex: When you reach 8th level, your improved catch ability is extended. You can use two returning weapons for two attacks each in a single round, or you can use one returning weapon for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior catch ability, but only for a single attack each turn.)

Improved Uncanny Dodge Ex: When you reach 9th level, you can no longer be flanked. See the barbarian class feature.

Ranged Flank Ex: At 9th level, you know how to flank a foe by using a ranged weapon. You must be within 10 feet of the enemy in question, and you flank as if you were wielding a reach weapon. You do not threaten the foe and may not make attacks of opportunity against the foe unless you are actually adjacent to the foe and armed with a melee weapon.

Table 1-1: Whisperknife Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +0 +2 +0 Rapid Shot, uncanny dodge
2nd +2 +0 +3 +0 Sneak attack +1d6
3rd +3 +1 +3 +1 Defensive throw, improved catch
4th +4 +1 +4 +1 Close defense
5th +5 +1 +4 +1 Sneak attack +2d6
6th +6 +2 +5 +2 Fast movement, poison use
7th +7 +2 +5 +2 Vengeful strike 1/day
8th +8 +2 +6 +2 Superior catch, sneak attack +3d6
9th +9 +3 +6 +3 Improved uncanny dodge, ranged flank
10th +10 +3 +7 +3 Vengeful strike 3/day