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Base assault Bonus: +5

Skills:Sleight the Hand4 ranks

Feats:Point empty Shot,Precise Shot,Weapon Focus(Any Thrown Weapon)

Class Features

Weapon and also Armor Proficiency: understand throwers get no ability with any weapon or armor.

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Quick Draw: At first level, a grasp thrower benefit the Quick attract feat.

Thrown Weapon trick (Ex): At first level and also every 2 levels thereafter, a understand thrower chooses among the following thrown weapon tricks. As soon as chosen, the cheat is a permanent component of the understand thrower's repertoire and may not be exchanged. A grasp thrower cannot select the very same trick an ext than once. Every trick might only be used with a thrown weapon for which the character has actually taken Weapon Focus.

Deadeye Shot: The critical multiplier for any type of specific kind of thrown weapon rises by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) once this capability is used. The advantage of this capacity does not stack with any kind of other result that increases critical multipliers.

Defensive Throw: If a understand thrower v this ability succeeds on a Concentration examine (DC 10 + number of threatening foes) prior to attempting to strike with a thrown weapon if in a intimidated square, she thrown weapon strikes don't provoke attacks of chance for 1 round. If the examine fails, her adversaries get attacks of opportunity as normal as soon as she renders her attacks.

Doubletoss: A grasp thrower through this capacity may, together a standardaction, throw 2 weapons in ~ one or 2 targets in ~ 30 feet. The character may apply her full Strength bonus to every weapon (instead that one-half her toughness bonus because that the off-hand weapon). The normal penalties because that fighting through two weapons apply (see page 160 of the Player's Handbook).

Palm Throw: as soon as using tiny thrown tools (darts, shuriken, and also daggers; the DM may enable other weapons), a understand thrower with this capability may throw two of every weapon through a solitary attack roll. Damages for each weapon is resolved separately, however the master thrower go not apply her toughness bonus come either damages roll.

Sneaky Shot: Just prior to making a ranged attack, a master thrower through this capability can use a move activity to do a Sleight that Hand check opposed by she target's point out check. If she wins the protest check, her enemy is refuse his Dexterity bonus come Armor Class versus the attack.

Trip Shot: A understand thrower through this ability may usage a thrown weapon to make a pilgrimage attempt versus an foe farther 보다 5 feet away. The character provides a common attack against the foe with a thrown weapon. If the strike succeeds, in addition to doing damage as normal, the master thrower renders a Dexterity check with a +4 bonus protest by the opponent's Dexterity inspect or Strength check (whichever capacity score has the greater modifi er). Other modifiers may apply on this opposed inspect (see page 158 the the Player's Handbook). If the grasp thrower wins the protest check, the foe is tripped. The advantage of this capacity does no stack v the benefi t that the enhanced Trip feat.

Tumbling Toss: as soon as wearing light, medium, or no armor, a understand thrower through this capacity can hurl a single thrown weapon in ~ any allude during a tumbling attempt together a typical action. If the result of her Tumble check is 25 or higher, the master thrower does no provoke an attack of chance for do this attack regardless of how numerous opponents threaten her.

Two with One Blow: If a grasp thrower v this capability uses a thrown weapon to attack two opponents nearby to each other, she may take a —4 punish on the assault roll and also attempt come hit both opponents at once. The attack may fight either, both, or no opponent depending on the roll and the Armor course of every opponent. Damage for each adversary is resolved separately. If the strike roll outcomes in the threat of a vital hit, role to check each critical hit separately.

Weak Spot: A master thrower can gain this capability only after reaching 5th level. When using a thrown weapon against a target of her dimension or larger, the character deserve to make a ranged touch strike instead of a normal attack. If the attack hits, the understand thrower does not use her toughness bonus to the damage.

Evasion (Ex): At 2nd level, a master thrower benefit the evasion ability. If she makes a successful Reflex conserving throw against an strike that usually deals fifty percent damage on a effective save, she instead takes no damage. Evasion can be supplied only if the grasp thrower is wearing irradiate armor or no armor. A helpless grasp thrower (such together one who is unconscious or paralyzed) does not get the benefit of the ability.

If the character already has the evasion ability, that gains enhanced evasion instead. Enhanced evasion works choose evasion, other than that while the personality still bring away no damages on a effective Refl ex conserving throw, she takes only half damage top top a failure save.

Snatch Arrows: A grasp thrower gains the benefit of the Snatch Arrows feat at 4th level, even if she go not meet the prerequisites.

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Critical litter (Ex): At 5th level, a grasp thrower gains the Improved an essential feat for any thrown weapon through which she has Weapon Focus.


1st +1 +0 +2 +0 quick Draw, thrown weapon trick
second +2 +0 +3 +0 Evasion
third +3 +1 +3 +1 Thrown weapon trick
4th +4 +1 +4 +1 Snatch Arrows
5th +5 +1 +4 +1 an important throw, thrown weapon trick