While most ninjas focus on beguiling their foes, inflicting status effects in excess, or being as stealthy as possible, the darter instead focuses on perfecting their throwing abilities.
The darter is an archetype of the ninja class.
Archetype Main Ability Scores:
The darter mainly focuses on DEX for martial combat and WIS for their class features.
Archetype Feature Replacements:
1st – AC Bonus, Ninjutsus. 2nd – Ninja Trick. 4th – Ninja Trick. 6th – Ninja Trick. 8th – Ninja Trick. 10th – Ninja Trick. 12th – Ninja Trick, Master Trick. 14th – Ninja Trick, Master Trick. 16th – Ninja Trick, Master Trick. 18th – Ninja Trick, Master Trick. 20th – Slicing Wind, Ninja Trick, Master Trick.
More Weapons than Hands (Ex)
At 1st level, the darter is able to bring out more weapons than he can reasonably use, often with lightning-quick movements. He gains the Quick Draw as a bonus feat, even if he does not have the normal prerequisites for that feat.
At 3rd level, he gains the Point-Blank Shot as a bonus feat. If he already possesses this feat, he may instead gain a bonus combat feat.
At 5th level, he gains the Close-Quarters Thrower as a bonus feat, even if he does not have the normal prerequisites for that feat. If he already possesses this feat, he may instead gain a bonus combat feat.
This ability replaces ac bonus.
Tosser Style (Ex)
Also at 1st level, the darter gains further proficiency with throwing weapons. He may select one of the following as a bonus feat: Deadly Aim, Far Shot, Precise Shot, Rapid Shot, and Startoss Style, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.
At 5th level, he may select another bonus feat from this list or the previous list: Expert Sniper, Improved Precise Shot, Parting Shot, Ricochet Toss, and Startoss Comet.
At 10th level, he may select another bonus feat from this list or previous lists: Master Sniper, Pinpoint Targeting, Shot on the Run, and Startoss Shower.
This ability replaces ninjutsus.
Pinpoint Throw (Ex)
Starting at 2nd level, the darter may add his Dexterity modifier to his damage rolls with throwing weapons instead of his Strength modifier.
At 6th level, the darter can utilize the archer’s called shots feature with thrown weapons, using his ninja levels in place of archer levels. The darter is not required to use the aim feature for called shots to function with their thrown weapons, they can also use the feature up to 3 range increments away instead of just 1.
This ability replaces ninja tricks gained at 2nd, 6th, 10th, 14th, and 18th level.
Dextrous Darter (Ex)
At 4th level, the darter gains a +1 bonus on attack and damage rolls when throwing weapons. This bonus increases by +1 for every four ninja levels beyond 4th.
This ability replaces ninja tricks gained at 4th, 8th, 12th, 16th, and 20th level.
Deadly Weapons (Ex)
At 12th level, the darter has perfected his throwing abilities. The critical threat range of all thrown weapons in the hands of the darter is increased by 1. At 18th level, this increases by 1 again. This increase stacks with Improved Critical or Keen effects but applies after.
This ability replaces master tricks.
Edge to the Throat (Ex)
At 20th level, a darter’s skill with thrown weapons becomes legendary. Any attacks made with any thrown weapon that the darter wields automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example) to a max of x4. In addition, he cannot be disarmed while wielding any thrown weapon.
This ability replaces slicing wind.