It seems everyone is making a Knife Fighter prestige class, so I figured I'd try my hand at it. You can download a word document to print up. This class is copyright 2001 Evan Miller and is presented under the Open Gaming License.

     In almost any RPG, the lowly knife is a stand-by. Not very powerful, but there are always those who see it as a great weapon.
The simplest to use, yet when mastered, it can be a very deadly weapon. The Knife Fighter has trained long and hard to become a master of the knife, wielding it with grace and deftness unrivaled.
    Most Knife Fighters come from the classes of Fighter, Bard and Rogue. Although Wizards and Sorcerer sometimes find it refreshing to add more punch to their fighting abilities with weapon they can use. Barbarians almost never become Knife Fighters... after all, who's ever seen a barbarian going berserk with a dagger? Cleric's who patronize a deity whose favored weapon is the dagger sometimes enjoy becoming a Knife Fighter as well.
    NPC Knife Fighters are commonly found among adventuring groups and are favored henchmen of evil powers.

Base Attack: +5
Feats: Weapon Focus (Dagger), Weapon Finesse (Dagger), Improved Critical (Dagger), Dodge, Mobility
Skills: 4 ranks of Tumble

 

Level
Attack+
Fort+
Ref+
Will+
Special
1
+0
+0
+2
+0
Intelligent Defense, Two-Weapon Fighting
2
+1
+0
+3
+0
Inside Fighting
3
+2
+1
+3
+1
Quick Movement
4
+3
+1
+4
+1
Uncanny Dodge
5
+4
+1
+4
+1
Improved Damage 1d6
6
+5
+2
+5
+2
Superior Improved Critical
7
+6
+2
+5
+2
Mid-Air Snatch
8
+6
+2
+6
+2
Uncanny Dodge
9
+7
+3
+6
+3
Improved Damage 1d8
10
+8
+3
+7
+3
Super Critical

Skill points at each level: 4+Int modifier

The Knife Fighter's class skills and their key abilities are: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Gather
    Information (Cha), Hide (Dex), Innuendo (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis),
    Tumble (Dex)

HD: d6

Weapon and Armor Proficiencies: Knife Fighters are proficient in the use of Daggers as well as all light armors and no shields.

Intelligent Defense (Ex): As long as the Knife Fighter wears light or no armor and wields one or two daggers, he can add his
    Intelligence modifier to his AC. If he fights with two weapons, the second weapon must be a dagger, this does not work if any
    other weapon is used.

Two-Weapon Fighting (Ex): As long as the Knife Fighter wears light or no armor and wields one or two daggers (daggers only,
    no other combination is allowed), he gains the Two-Weapon Fighting feats benefits for free

Inside Fighting (Ex): A Knife Fighter may enter into the square of an opponent to fight it. While occupying the same square as
    an opponent, the Knife Fighter does not suffer any penalties to attacks or other actions. He also gains a +2 competency bonus to
    attacks while occupying the same square or within an opponents reach if they have a reach if 10 ft. or greater. The enemy still gets
    an attack of opportunity when moving into the occupied square.

Quick Movement (Ex): The Knife Fighter gets a +2 Competency bonus to AC against attacks of opportunity.

Uncanny Dodge (Ex): At 4th level, the Knife Fighter no longer loses his Dexterity bonus to AC if caught flat-footed or attacked
    by an invisible opponent. At 8th level, the Knife Fighter may no longer be flanked except by a rogue 4 levels higher than the Knife
    Fighter.

Improved Damage (Ex): At 5th level, the Knife Fighter gains such mastery over the knife that his strikes are more deadly. The
    damage caused by any dagger wielded by the Knife Fighter causes 1d6 damage rather than 1d4. At 9th level this increases to 1d8.

Superior Improved Critical (Ex): The Knife Fighter enjoys a doubled critical threat range when using a dagger. This doubling
    stacks with the doubling from the Improved Critical feat.

Mid-Air Snatch (Ex): The Knife Fighter may use the feat Deflect Arrows, however instead of just deflecting a projectile, he may
    catch it and hold onto it or throw it back at the attacker as an immediate free action. This is just like the feat Snatch Arrows found
    in the book Sword and Fist. Any thrown object such as an axe, knife, spear, etc. may be caught. Arrows and bolts cannot be
    thrown back.

Super Critical (Ex): Upon mastering the knife, the Knife Fighter's critical strikes now cause x3 damage instead of the normal x2.
    This ability also increases any extra damage dice gained by spells or magical enchantments that allow for higher amounts of
    damage when the weapon has a higher critical multiplier.

© 2001 by Evan Miller, distributed under the Open Gaming License.

Hosted by www.Geocities.ws

1