Mazlith
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I want to throw everything.
My character is an 1st lvl Alchamest Halfling in PFS. It's easy to run out of bombs, and it seems other Players are not fond of a little splash damage. Because I'm a Halfling my weapons don't do allot of average damage and it's harder to hit things. Since I have a high dex, my idea is to focus on throwing everything. They don't have to do damage, for example someone caught in a net would allow the fighter to finish him. I can also use my dex mutigen and reduce person to raise my to hit +'s.
Please send me ideas for being kickass with throwing.
Here's what I have so far:
Alchemist Fire & Acid Flasks
Holy Water
Clubs (free and can be thrown)
Net
Tanglefoot bags
Sebastian
Bella Sara Charter Superscriber
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This probably isn't what you're looking for, but I had a player back in the 3.0 days build a character around Throw Anything and some disarm feats. He'd disarm his opponent, use a feat that allowed him to grab the disarmed weapon, and then use Throw Anything to throw the target's weapon at another opponent.
More on point - how hard is it to make a Necklace of Missiles/Fireballs/whatever it's called these days.
| Gignere |
I want to throw everything.
My character is an 1st lvl Alchamest Halfling in PFS. It's easy to run out of bombs, and it seems other Players are not fond of a little splash damage. Because I'm a Halfling my weapons don't do allot of average damage and it's harder to hit things. Since I have a high dex, my idea is to focus on throwing everything. They don't have to do damage, for example someone caught in a net would allow the fighter to finish him. I can also use my dex mutigen and reduce person to raise my to hit +'s.
Please send me ideas for being kickass with throwing.
Here's what I have so far:
Alchemist Fire & Acid Flasks
Holy Water
Clubs (free and can be thrown)
Net
Tanglefoot bags
Throw arrows made of different materials to cut through DR.
| Tels |
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Weapon Blanch Arrows. Don't buy arrows that are actually made of a substance, because if an arrow hits a target, it's destroyed, and if you miss, there is a 50% chance of not recovering that arrow because it's lost, or is destroyed. The cheaper option is to buy Weapon Blanch of the various metal types and apply them to arrows.
Some arrows are worth crafting yourself as they are extremely cheap, such as Cold Iron arrows, so make those yourself, but Weapon Blanch is the way to go for Adamantine.
Also, if you have Cold Iron arrows and apply an Adamantine Weapon Blanch, then the arrows counts as both Cold Iron and Adamantine for the purposes of overcoming DR and Hardness.
Throw Anything feat will be crucial, it also gives a +1 to hit with splash weapons. Get Improvised Weapon Mastery ASAP, it improves the damage dice of improvised weapons by 1 step, and makes the 19-20 x2, tack on Improved Critical if your GM allows it.
If you're looking to throw everything, then don't forget to keep your Strength high. Strength adds to damage just as it does for melee weapons, so every +1 Str Mod equals another +1 to damage. Deadly Aim will also help. Point Blank Shot is also a must feat, it gives +1 to hit and +1 to damage with ranged weapons, which thrown improvised and thrown splash weapons both count for. Precise Shot will remove that pesky -4 for melee so you'll need that too. Ricochet Splash Weapon and Splash Weapon Mastery are also feats you should consider. Ricochet allows you to make an attack roll into the square the Splash weapon is misdirected to if you miss the initial attack, and deals full damage to that square if you hit, while Splash Mastery allows you to alter the location of the misdirection by +1 or - 1 and add an extra square to be affected by the splash.
So you're looking at:
Point Blank Shot - 1st level
Precise Shot - 3rd level
Throw Anything - 5th level
Ricochet Splash Weapon - 7th level
Splash Weapon Mastery - 9th level
Improvised Weapon Mastery - 11th level
Improved Critical (Arrows) - 13th level
Deadly Aim - 15th level
You might think to put Deadly Aim at an earlier level, but Deadly Aim only applies to your thrown weapons, not to thrown splash weapons. Frankly speaking, unless you buff a lot, you're not going to be hitting a lot with regular weapons, so that should be a secondary feat choice, not a primary, but you got to keep enough feats into it to make it a viable choice. Point Blank Shot, Precise Shost, Throw Anything both affect either choice, so they are the three feats you should get first. But, keep in mind, if you're human, you can get Deadly Aim at 9th as you get that bonus feat at first level.
These are also just possible feat choices. If you want to focus more on casting, feel free to switch out any feats you wish, though I would advise keeping Point Blank Shot, Precise Shot, and Throw Anything as the Alchemist does have bombs as a class feature, so those three feats will aid you there. Everything else after that really is just gravy.
If you're GM allows it, ask him whether or not the spells Lead Blades or Gravity Bow would affect thrown arrows. Gravity Bow specifies arrows or bolts fired from a bow or crossbow, while Lead Blades specifies melee weapons. Thrown Arrows don't really fall into either category, and it's a question that comes up for other things, such as throwing a dagger. Does throwing a dagger benefit from Lead Blades because it was a melee weapon, but now it's a ranged weapon? Personally, I'd allow Lead Blades to work, but not Gravity Bow.
The point is a little moot, though, because you'll have to UMD a Wand for either spell.
If your GM allows for custom items, look to crafting a custom quiver that places the Agile weapon property on any arrows drawn from the quiver, then cast the spell Abundant Ammunition on the quiver from a wand or scroll, for some seriously dangerous thrown weapons. Combine this by making the arrows Cold Iron with a Weapon Blanch and you'll be bunching through 2 different kinds of arrows, and you'll only have to buy weapon blanch of that type once, as long as they stay in the quiver while Abundant Ammunition is cast.
| Gignere |
Weapon Blanch Arrows. Don't buy arrows that are actually made of a substance, because if an arrow hits a target, it's destroyed, and if you miss, there is a 50% chance of not recovering that arrow because it's lost, or is destroyed. The cheaper option is to buy Weapon Blanch of the various metal types and apply them to arrows.
Some arrows are worth crafting yourself as they are extremely cheap, such as Cold Iron arrows, so make those yourself, but Weapon Blanch is the way to go for Adamantine.
Also, if you have Cold Iron arrows and apply an Adamantine Weapon Blanch, then the arrows counts as both Cold Iron and Adamantine for the purposes of overcoming DR and Hardness.
Throw Anything feat will be crucial, it also gives a +1 to hit with splash weapons. Get Improvised Weapon Mastery ASAP, it improves the damage dice of improvised weapons by 1 step, and makes the 19-20 x2, tack on Improved Critical if your GM allows it.
If you're looking to throw everything, then don't forget to keep your Strength high. Strength adds to damage just as it does for melee weapons, so every +1 Str Mod equals another +1 to damage. Deadly Aim will also help. Point Blank Shot is also a must feat, it gives +1 to hit and +1 to damage with ranged weapons, which thrown improvised and thrown splash weapons both count for. Precise Shot will remove that pesky -4 for melee so you'll need that too. Ricochet Splash Weapon and Splash Weapon Mastery are also feats you should consider. Ricochet allows you to make an attack roll into the square the Splash weapon is misdirected to if you miss the initial attack, and deals full damage to that square if you hit, while Splash Mastery allows you to alter the location of the misdirection by +1 or - 1 and add an extra square to be affected by the splash.
So you're looking at:
Point Blank Shot - 1st level
Precise Shot - 3rd level
Throw Anything - 5th level
Ricochet Splash Weapon - 7th level
Splash Weapon Mastery - 9th level
Improvised Weapon Mastery - 11th level
Improved Critical (Arrows) -...
Great advice except the OP gets throw anything, from being an alchemist.
| boring7 |
Harpoons, miniaturized for your size, or a trailing rope on the net, or some means of tanglefoot-gluing a line to a target so that oh god I just made spider-man nevermind. Actually besides tagging and hitching a ride on targets, being able to quickly hand a "leash" to the party "heavy" can be useful. As can driving a Piton into the ground so the target is now confined to a specific radius. I've actually designed security golems around those principles.
Or you could have the trailing rope attached to a kite during a thunderstorm and...maybe I'm getting too situational there.
There are various home-brew (and I could swear at least one official) alchemical goodies that flash (dazzle) explode (fire damage) chill or shock.
There are poisonous sky-wyrms, or their less sparky equivalent, hurled ceramic containers full of horrible things like Green Slime, Rot Grubs, or those nasty Kyuss worms.
and I dunno, regular lantern oil followed by something to light it? Contact poisons? shurikens?
| insaneogeddon |
| 4 people marked this as a favorite. |
Vital Strike chain of feats and:
Falling Objects
TABLE: DAMAGE FROM FALLING OBJECTS
Object Size Damage
Small 2d6
Medium 3d6
Large 4d6
Huge 6d6
Gargantuan 8d6
Colossal 10d6
http://paizo.com/pathfinderRPG/prd/environment.html
Falling Objects normally cannot be used to damage however Barbarian rage powers can make use of this (see later inquisitors and rangers can get rage powers- wildstalker ranger is a good one for throwing things):
Hurling, Lesser (Ex): As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This
inflicts damage as a falling object (Core Rulebook 443) plus the
barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Body Bludgeon (Ex): While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level before selecting this rage power.
Hurling (Ex): As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.
Hurling, Greater (Ex): As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories. A barbarian must have the hurling rage power to select this rage power. A barbarian must be at least 12th level to select this rage power.
Hurling Charge (Ex): While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge. A barbarian must have the lesser hurling rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
And the feat:
Feat: Improvised Weapon Mastery (Combat)
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Giant-Hide Armor
Aura strong transmutation; CL 15th
Slot armor; Price 39,165 gp (ogre), 46,665 gp (hill giant), 59,165 gp (troll), 54,165 gp (stone, fire, or frost giant), 69,165 gp (cloud giant), 76,665 gp (storm giant); Weight 25 lbs.
Description
This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.
Construction
Requirements Craft Magic Arms and Armor, giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant); Cost 19,660 gp (ogre), 23,415 gp (hill giant), 29,665 gp (troll), 27,165 gp (stone, fire, or frost giant), 34,665 gp (cloud giant), 38,415 gp (storm giant)
Righteous: Armor with this property is often engraved or enameled with religious symbols. On command once per day, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Righteous armor is always aligned toward good (positive energy), for the effects of righteous might. Righteous armor bestows one permanent negative level on any evil creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn.Moderate transmutation; CL 10th; Craft Magic Arms and Armor, righteous might; Cost +27,000 gp.
start medium: -1 size, +2 sizes (greater hurling), +1 size size, +1 size improved weapon mastery = 8d6 base. Vital strike chain makes that 24d6+6 or something and its fun throwing opponents at eachother, or party members or animal companions or your horse.... it is throw ANYTHING.
With the ranger wildstalker you can still track/have skills and lots of out of combat utility.
| Gobo Horde |
I thought there was a class or feat that you could take to be able to pick up anything as a free action. For the life of me I cannot remember what it was... Also the Giant Hide armour is a beauty as the main problem I had with body bludgeon was the size limiter as it does not work with the hurling rage powers. Hurling requires a full round action and Body Bludgeon requires a standard action (the one you use to maintain the grapple).
Brutal Pugilist/Hurler or Breaker are great archetypes to choose.
Also wasnt there an archetype or feat that allowed you to make a combat maneuver as a move action instead of a standard? I thought it was part of the monk but I cannot seem to find it.
I will check later, and add more to this, but right now Im tired and going to bed.
| Gobo Horde |
Alright! Well rested and ready to go!
now. I was right, the goblin barbarian Feral Gnasher archetype gains the ability to pick up an unattended object as a free action so long as it can be wielded as a one handed weapon.
Other bonuses that Feral Gnasher grants you is improvised weapon mastery early, level 5 when others get it at level 8 for a feat. at level 12 you start to gain the equivalent of enchantment bonuses till you hit level 20. This is actually quite late but when you do get it, it builds up faster. One thing you can do is grab someone and pin them easier with your lockjaw ability making body bludgeon easier. you still suffer from size issues and starting small as a goblin is doing you no favors.
Despite this, sadly Feral Gnasher has little synergy with the kinda build you are looking for. At level 2 you can pick up objects for free, but hurling is a full round action anyways. If you are standing in a pile of debris or other such small chuckable items, you could potentially full attack with them. Lockjaw is generally not helping you much (its fully melee) and your enhancement bonus is coming really late.
I would probably write it off. There are better options. If you start high levels, it might work.
Now the breaker archetype;
The destructive ability is really just a bonus, if you sunder your opponents weapon and he drops it, well there you go! you got an improvised hunk of junk to throw! Now sadly sundering is a melee only option but if you plan to take spell sunder or the like, this is extra damage for that. still, kinda MAD and probably just an extra, not your regular stick.
Battle scavenger means you suffer no attack penaltys with improvised weapons at level 3, but you generally already get that from feats. the real bonus of this is that you gain +1 damage to your improvised weapons every 3 levels. this equals +5 by level 18 and getting enhancements on improvised weapons (especially thrown ones) is generally quite hard and rare. You tend to do alot less damage than say the archer or even the alchemist chucking bombs, so this helps alot in that manner.
The reasons to take this are rather small.
Hurler grants you a 10ft range increase to your thrown weapons at the cost of 10 fast movement. the worst part is that the archetype stacks with so little of value that you might want to reconsider.
On its own, its nice, but because it cant be combined with breaker or feral Gnasher drops it a bit in my mind.
The more I look into this, the less I want to actually build one, but the more I actually want to build an improvised weapon melee monster.
blackbloodtroll
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Actually, arrows are the best way to utilize the Throw Anything.
They can be drawn as a free action, they come in different materials, can benefit from spells, and are cheap.
Take two levels in Ranger to get Weapon Focus(arrow), and combine with the Rough and Ready trait.
You can wield Large and Gargantuan arrows with two hands for extra damage, and at 61gp, your adamantine durable arrow will be the only adamantine weapon anyone will have at first level.
Muser
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It seems that there's a lingering miasma that saps reading comprehension out of people! Quick, call a wizard! The original poster asked advice for PFS, a global campaign where a few crucial rules and topics unfortunately make some of the advice moot: 1) No crafting allowed(except for alchemists, who do not qualify for the items suggested anyhow) 2) 12th level is the regular(sans finding groups to play post-12 level modules) endgame so bab-reliant feats are often so-so or out of reach c) can't get custom items done. I understand that PFS is not that familiar this side of the fora though, so it's alright.
Anyhow, some of my advice:
*Holy Water. PCs don't have to worry about getting damaged, it's cheap and you get your Int bonus to damage with it.
*Communal Resist Energy(much later) or the precise bombs discovery(next level) will take care of that pesky splashy friendly fire
*Throwing around manacles and chain or grappling hook and rope is a nice way to both get an irate gm and a reusable throwing weapon.
*Prepare the battlefield, if you can. Don't just bomb away, but splash it with oil beforehand and torch everyone even better. Swarms will love you(and PFS loves swarms).
*Be the character with every brand of alchemical weapon. Liquid ice, alchemist's fire, grenades, holy water and alkaline. Check Adventurer's Armory for a wealth of options.