Meteor Thrower: A Juggling PrC! [Archive] - Wizards Community

Post/Author/DateTimePost
Traverse

06-24-07, 07:10 PM
P.E.A.C.H., please. I don't know if I could ever find a chance to use this, but I like to know it was working well if I could. :)
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Meteor throwers have worked long on their abilities to juggle weaponry, and can throw weapons with great power while juggling.

Becoming a Meteor Thrower
To qualify to become a meteor thrower, a character must fulfill all the following criteria.

Base Attack Bonus: +8
Skills: Concentration 4 ranks, Sleight of Hand 8 ranks.
Feats: Quick Draw, Throw Anything.

Game Rule Information
Meteor throwers have the following game statistics.

Abilities: Strength and Dexterity are the most important abilities for a meteor thrower.
Alignment: Any.
Hit Die: D8

Class Skills
The meteor thrower’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Tumble (Dex).

Skill Points per Level: 6 + Int modifier

Level BAB Fort Reflex Will Special
1st +0 0 2 0 Throwing, Meteor Defense I
2nd +1 0 3 0 Path of the Thrown I
3rd +2 1 3 1 Meteor Defense II
4th +3 1 4 1 Path of the Thrown II
5th +3 1 4 1 Second Path I
6th +4 2 5 2 Path of the Thrown III
7th +5 2 5 2 Second Path II
8th +6 2 6 2 Path of the Thrown IV
9th +6 3 6 3 Second Path III
10th +7 3 7 3 Path of the Thrown V

Class Features
All of the following are class features of the meteor thrower.

Weapon and Armor Proficiency: Meteor throwers gain no proficiency with any weapon or armor.

Throwing: Meteor throwers can make a sleight of hand check as a move action to decide how many weapons they begin juggling. The DCs are as follows:

Base DC 6
Light Weapons +2 Per Weapon
One-handed Weapons +4 Per Weapon
Two-handed Weapons +8 Per Weapon
Double the DC if throwing weapons sized larger than you can wield normally,
halve it for any weapons sized smaller. Penalties from wind effects are applied
to the roll.

Meteor throwers can only juggle one type and size of weapons at a time, but as many as they can roll the DC for. As a move action in a later turn they can make a sleight of hand check to add any weapons to what is currently being thrown. The DC is 10 + modifiers for the weapons you want to add. These weapons must be of the same size and type. Anytime the meteor thrower throws all juggled items in a single turn she must use the throwing ability to begin juggling again. While throwing the meteor thrower can at only move up to half her speed. Throwing can be used only if the meteor thrower is wearing light armor or no armor.

Attacking while throwing light or one-handed weapons is a standard action, while attacking with a two-handed weapon is a full-round action. Full attacks can be made as normal while throwing with light and one-handed weapons.

Any time the meteor thrower is successfully hit while throwing she must succeed on a concentration check against the amount of damage she takes. The meteor thrower's class levels are added to this roll. If she fails this check throwing ends and can be resumed on the meteor thrower's next turn.

Clearance: Meteor throwers can only use their abilities when the area above them is clear. For every 6 light, 4 one-handed, or 2 two-handed weapons they throw a meteor thrower needs five feet of clearance above them. Double the amount of space needed if throwing weapons sized larger than you can wield normally, halve it for any weapons sized smaller.

Meteor Defense: Meteor throwers gain a deflection bonus to AC while throwing. They gain a +1 to AC for every 6 light, 4 1-hand, or 2 2-hand weapons they throw.

In addition, meteor throwers gain a +3 dodge bonus against attacks of opportunity while throwing. This bonus improves by 3 at 3rd level.

Path of the Thrown: At 2nd level a meteor thrower begins to show her throwing specialization.

At fifth level the meteor thrower picks up a second path, showing her skill and versatility.

Light: This path allows the meteor thrower to surround themselves with weapons, surprising their foes from behind a screen of flashing blades. At the first step of this path a meteor thrower gains a +4 competence bonus to sleight of hand when throwing light weapons.

1st: Flurry of Blades (Ex) A meteor thrower can attack with an extra light weapon at highest BAB during a full attack while throwing. All attacks made while using this ability suffer a -2 to attack rolls.
2nd: Cover of Blades (Ex) The meteor thrower can use ability to literally surround their body with blades. For as many rounds as she levels in meteor thrower she gains concealment at the cost of -4 to all attack rolls. She can use this ability once per day and gains an extra use with every advancement along the Light path. If she must stop throwing before this ability ends it is still expended. This ability can only be used when benefiting from the deflection bonus of meteor defense.
3rd: At the 3rd step the penalty for using Flurry of Blades is reduced to -1.
4th: Wall of Blades (Ex) As with Cover of Blades the meteor thrower again surrounds herself with weapons. For as many rounds as she levels in meteor thrower she gains total concealment at the cost of -10 to all attack rolls. She can use this ability once per day and gains an extra use with every advancement along the Light path. If she must stop throwing before this ability ends it is still expended. This ability can only be used when benefiting from the deflection bonus of meteor defense.
5th: At the fifth step the penalty for using Flurry of Blades is Removed.

Heavy: Meteor Throwers who choose this path favor movement, sacrificing accuracy for mobility. At the first step of this path a meteor thrower gains a +4 competence bonus to sleight of hand when throwing one-handed weapons. At the 3rd step this bonus improves by 4.

1st: Quick Throw (Ex) As a standard action, the meteor thrower may throw two one-handed weapons at a single opponent within 20 feet. Both weapons use the same attack roll (with a -4 penalty) to determine success and deal damage normally. Regardless of the number of weapons thrown, precision-based damage is applied only once. If she scores a critical hit, only the first weapon thrown deals critical damage; the other deals regular damage.
2nd: At the second step a meteor thrower can begin moving at 3/4 full speed while throwing.
3rd: At the the third step the meteor thrower improves on her quick throw ability, and can attack with three weapons with a -6 penalty as a standard action.
4th: At the fourth step the meteor thrower can move at full speed while throwing.
5th: At the the fifth step the meteor thrower improves on her quick throw ability again, and can attack with four weapons with a -8 penalty as a standard action.

Powerful: Followers of this path love danger and amaze their foes by hurling very large weapons with great speed. At the first step of this path a meteor thrower gains a +4 competence bonus to sleight of hand when throwing two-handed items. At the 3rd and 5th steps this bonus improves by 4.

1st: At the first step the meteor thrower gains the extraordinary ability to throw a two-handed weapon as a standard action while throwing.
2nd: Ranged Threat (Ex) When throwing a meteor thrower threatens every square within 10 feet. This ability can only be used once per round.
3rd: At the third step the meteor thrower improves on her two-hand throwing ability, gaining two attacks within a full attack. The second attack is at full BAB - 5. No abilities or spells can give her an extra attack during this full attack.
4th: At the fourth step the meteor thrower gains a second attack of opportunity per round with Ranged Threat. This can only apply if she has the Combat Reflexes feat and the DEX bonus to use it.
5th: At the fifth step the meteor thrower improves more on her two-hand throwing ability, gaining three attacks within a full attack. The second and third attacks are made at full BAB -5/-10. No abilities or spells can give her an extra attack during this full attack.

Appendix A
Not even meteor throwers can juggle every kind of weapon. Some weapons simply don't lend themselves to juggling. Ranged weapons, reach weapons, and any weapons that have malleable parts or have hinges simply can't be juggled.

End!
Some great flavor and use feats for this prestige class are: Precise Shot, Combat Reflexes, Point Blank Shot, Defensive Archery, Power Attack, Brutal Throw, and Power Throw.

Scout would make a good entrance class, but fighter or rogue would be fine too. If your character was large, Hulking Hurler as an entrance PrC would be killer. Seriously.

I got the idea for this two days ago and went crazy making it.