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Knife Master {Prestige Class}

Two men are fighting in an alley and their knives are flying faster than the eye can see. Before long, both men are bleeding heavily, but only one is standing.

These are the Knife Masters. They are fast, agile, and can use a knife with so much proficiency it becomes more than just a kitchen utensil.

Hit Die: d6

Suggested Class: Rogue

Career

Qualifications

To qualify to become a Knife Master the character must fulfill the following requirements:

Jump:  6 Ranks

Tumble: 6 Ranks

Feats: Combat Reflexes, Simple Weapon Proficiency (knife), Quick Draw, Weapon Finesse (knife)

Alignment: Chaotic Good, Neutral Good, Lawful Good, Lawful Neutral, Neutral, or Lawful Evil.

Class Skills

The knife master’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4: Skills in the Player’s handbook for skill descriptions.

Skill Points at Each Level: 8 + Int modifier.

Career Progression

Class LevelBABFort SaveRef SaveWill SaveSpecial Abilities
1+0+0+2+0Rapid Strike (6), Uncanny Dodge (Dex Bonus to AC), Sneak Attack+1d6, Knife Block, Flip
2+1+0+3+0Knife Flip 1, Moroden’s Trusty Knives
3+2+1+3+1Evasion
4+3+1+4+1Knife Flip 2, Moroden’s Trusty Knives
5+3+1+4+1Rapid Strike (9), Uncanny Dodge (Can’t Be Flanked), Sneak Attack +2d6, Flip
6+4+2+5+2Knife Flip 3, Moroden’s Trusty Knives
7+5+2+5+2Improved Critical (knife), Weapon Focus (knife)
8+6+2+6+2Knife Flip 4, Moroden’s Trusty Knives
9+6+3+6+3Knife of the Master, Knife Focus
10+7+3+7+3Rapid Strike (12), Uncanny Dodge (+1 against Traps), Sneak Attack +3d6, Flip, Knife Flip 5, Moroden’s Trusty Knives

Class Features

All of the following are class features of the knife master.

Weapon and Armor Proficiency: Knife Masters are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Knife Masters are proficient with light armor, but not with shields as well as any weapons and armor they did before taking the class.

Sneak Attack: If a knife master can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the knife master’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the knife master flanks her target.

Ranged attacks can count as sneak attacks only if the target is within 30 feet. A knife master can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a knife master can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146 in the Player’s Handbook.)

A knife master can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The knife master must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A knife master cannot sneak attack while striking a creature with concealment (see page 152 in the Player’s Handbook) or striking the limbs of a creature whose vitals are beyond reach.

Uncanny Dodge (Ex): Starting at 4th level, a knife master can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a knife master already has uncanny dodge from a different class (a knife master with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A knife master of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another knife master the ability to sneak attack the character by flanking her, unless the attacker has at least four more knife master levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum knife master level required to flank the character.

Rapid Strike (ex): Starting at first level, a knife master can do more attacks with a knife than a normal character. At first level she can do 6 attacks in a round with her maximum attack bonus. This number increases by three every five levels (9 at fifth, 12 at tenth).

Knife Block (ex): Starting at first level, a knife master can use her knife as a piece of armor. If she does not use sneak attack, rapid strike, or flip attacks she can gain a +2 Synergy Bonus to AC.

Flip (ex): A knife master can make a jump check (DC: 16 + 1 per difference in size category, for example: a small knife master flipping over a large creature = DC: 18) and then an attack (creature is flanked and, if critical damage is dealt, flat–footed) then a tumble check (determining damage). If she fails the jump check, she stays in the same space and falls prone. If she fails the tumble check she takes damage from her fall normally. At Fifth level, the DC for the jump check is reduced to 10 + 1 per difference in size category. At Tenth, the opponent is automatically caught flat–footed.

Knife Flip (ex): Starting at second level, a knife master can switch the knife’s grip direction or hand once a round giving a +1 luck bonus to attack. Every two levels after (4, 6, 8, and 10) the bonus and the amount of times increase by 1.

Moroden’s Trusty Knives (sp): as the spell.

Evasion (ex): At 3rd level and higher, a knife master can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the knife master is wearing light armor or no armor. A helpless knife master (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Feats: At 7th level a knife master receives the feats Weapon Focus, and Improved Critical both for the knife. They do not stack if the knife master already has those feats.

Knife of the Master (sp): At 9th level, a knife master can imbue her knife with a +1 enhancement bonus and either Flaming, Frost, or Shock.

Knife Focus (ex): At 9th level, a knife master can get Weapon Specialization as a feat. Also, a knife master cannot be ganged up on. Too, a knife master can add both Dexterity and Strength to attack rolls with a knife

Type
Athlete

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