From Compendium of Worldly Lore
Requirements
Base Attack Bonus: +5
Skills: Pickpocket 4 ranks
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Any Thrown Weapon)
Summary
Only a master thrower would invent a new style of fighting that involves cleverly disarming herself. That's how many more traditional weapon masters think of master throwers. Indeed, many master throwers see those who dabble in thrown weapons the same way. If a character tosses away a hand axe, javelin, or dagger, he may end up facing his foe with bare hands. Unless one is a monk, one should avoid that situation at all reasonable costs. Master throwers depend on quick reflexes, good planning, and, of course, deadly aim to survive in a world that values brute strength over clever tactics. Members of this prestige class establish a camaraderie that often overshadows alignment or cultural differences. This camaraderie won't prevent two master throwers from fighting each other if the need arises, but it does give those individuals an incentive to find peaceful - or at least non-lethal - ways of settling their differences.
Role: DPS
Characteristics: Experts of tactically disarming themselves to devastating effect
Source: Complete Warrior
Game Rule Information
The Master Thrower has the following game statistics.
Abilities: Dexterity is needed to finesse your thrown weapons where you want them. Strength for plunging deep into your enemies flesh, and Constitution for supplementing your moderately bulky d8
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Master Thrower's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Perform (Cha), Pickpocket (Dex), Profession (Int), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Master Thrower.
Weapon and Armor Proficiency: A Master Thrower is proficient with whatever they were already proficient with prior to taking levels in this class.
Quick Draw Ex: 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 x4 instead of x3) 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 so each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting with two weapons apply (see Two weapons).
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 Pickpocket 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 (which ever ability score has the higher modifier). Other modifiers may apply on this opposed check (see Trip). 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 as any point during a tumbling attempt as a standard action. If she 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 Ex: 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.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
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 |