Master of Knives

"The first time I ever had to use one was defending my life from a mugger. All I could find was this shard of glass in the dirt. It cut my hand deep, but it cut his heart out deeper.."
——Los, classically trained Master of Knives

The Master of Knives is just one of several names given to those who specialize in the use of small bladed weapons, for this training, unlike many other forms of specialized combat, is largely informal. The methods taught to a prospective "student" are taught through viscous back alley fights, prison assaults, robberies and murder. It is no wonder that there are not many full-fledged students of this fighting art, for most practitioners tend to end their training at the tip of someone else's blade.

The master of knives is a three-tier talent focusing on speed and accuracy with small bladed weapons. This style is heavily favored by rogues, but some warriors have been known to utilize this fighting talent as well.

Master of Knives I

It is ideal for a Master of Knives to be slight of build and quick with their feet and hands, to compensate for the lack of range and power provided by their weapon of choice, as well as to be small enough to slip inside an enemy's guard. A skilled student will also overcome these limitations by mastering thrown blades as well, so when a hand to hand opening is not present, they can attack from afar, much to the surprise of their victims. Indeed, many Masters of Knives are known to carry dozens of small blades on their person for this very reason.

Prerequisites

Features

♦ Knives on the Wind
Double the Thrown Range of all Daggers you wield. When you wield a dagger that does not normally have a Thrown quality, it gains Light Thrown Weapon (20 ft) (already takes doubling into account).
♦ Deep Cuts
When you wield a Dagger that has a Weapon Die of 1d4, increase it to 1d6. When you wield a Dagger with a Weapon Die of 1d6, increase it to 1d8.
♦ Concealed Knives
When you conceal a dagger on your person (i.e. in a boot, up a shirt sleeve, etc), gain a bonus to your Disguise check to hide the weapon equal to [2 x Martial Rank].
♦ Knives from Nowhere
Gain the power Knives from Nowhere.
Knives from Nowhere
Master of Knives Class Feature
Free Action
Cost: 3 Resolve
Requirement: You must be wielding a dagger
Limitation: Once per round
Trigger: During your movement, you enter and exit an area adjacent to a creature.
Target: Creature you moved adjacent to that triggered this attack.
Effect: You lash out quickly as you move past your target. Make a Melee Basic Attack against the target.
Master Augment, Knives from Afar
[Master of Knives II]
Cost: 1 Resolve
Effect: You may now utilize this action with a thrown dagger. At any time during you movement, make a Ranged Basic Attack on a creature within range. You no longer need to move adjacent to a creature to trigger the attack.
Master Augment, Knives Unaware
[Master of Knives III]
Cost: 2 Resolve
Effect: If it is your first time attacking the target this encounter, gain an Advantage for the attack.

Master of Knives II

In the second stage of training, a Master of Knives masters the art of various gripping styles, providing him defensive abilities against attacks meant to disable his deadly knife wielding abilities. An assailant will find it very difficult indeed to remove a blade from a skilled practitioner of this art. As an unintentional benefit to this mastery, a strong grip means a stronger strike. With a steady hand and trained muscles, the Master of Knives becomes more adept at striking deeply into his opponent's flesh. As someone who prides himself on the tools of his trade, the Master of Knives maintains his blade's cutting edge to the finest degree possible, enabling his weapons to cut deeper still.

Prerequisites

  • Master of Knives I
  • Martial Rank 6
  • Cost: 2 Destiny Points

Features

♦ Adept Throwing
Using a Dagger as a thrown weapon while Threatened does not grant an Opportunity.
♦ Sharpened Edge
When you wield a dagger, gain a +1 class bonus to your Critical Damage Multiplier.

Master of Knives III

The Master of Knives has reached the pinnacle of his craft, and as such can strike more deeply than any sword, axe or spear. His narrow focus on the mastery of small bladed weapons provide him an insight to the weakest points of anatomy that most warriors would overlook. In addition to his improved attacks, the Master of Knives has become so skilled with the manipulation of his implements that he can even pick off ranged attacks with a thrown dagger, as easily as pointing a finger.

Prerequisites

  • Master of Knives II
  • Martial Rank 7
  • Cost: 2 Destiny Points

Features

♦ Razor Edge
When wielding a Dagger, gain a +5% class bonus to your Critical Strike chance.
♦ Dagger Parry
Gain the Dagger Parry ability.
Dagger Parry
Master of Knives Class Feature
Interruptive Action
Cost: 3 Resolve
Requirement: You must be wielding a dagger.
Trigger: You or an ally within 20ft are targeted with a Ranged Weapon Attack.
Effect: You throw your dagger towards the incoming weapon, attempting to parry the attack. Make an Opposed Attack Roll (parrying Weapon Attack vs Triggering Weapon Attack) to attempt to Deflect the triggering attack.