[PFS] Divine Hunter Paladin Thrower


Advice

Grand Lodge

I looking to build a Divine Hunter Paladin, who focuses on thrown weapons.

I know it is hard for thrown builds, but I really want this to work.

I am leaning heavily towards Nagaji, and I really don't want to change that.

So, what advice is there, for my first PFS Paladin?


It's a bit of a magic item tax, but the Blinkback Belt is very helpful for thrown weapon builds if you're planing on using more than one thrown weapon (like two daggers, for example). It saves you from having to get the Returning property on your thrown weapons (which IS necessary because you really don't want your enemies to KEEP the weapons you throw at them). It sucks that it takes up the Belt slot, but hopefully the bonuses you get from Smite Evil will help in that regard.
PS: For fun and games, you could enchant four daggers with the Speed property while wearing a blinkback belt. It's stupid expensive but eight attacks in one round is really funny.

The Two-Handed Thrower feat is very good if you're throwing stuff bigger than knives. The Sliding Axe Throw feat also looks like it could be really fun.

Grand Lodge

Blinkback Belt is likely something I will get, eventually.

For Nagaji, I am thinking Str 16, Dex 15, Con 14, Int 8, Wis 10, Cha 15.

Maybe, Quick Draw, as my first feat.


Later on in your career (think 7-9), you can invest in a Belt of Mighty Hurling, Lesser. Unfortunately, it comes in so late that it's hardly worth the investment unless you're building up on GM credits. It would allow you to skip DEX generally. It requires 31 Fame at a minimum.

A common build idea is using the Splintering Weapon feat and fragile materials. Stone light hammers are pretty much the go-to here, followed by obsidian daggers. Typically, you want to retrain out of that later. Consider it an investment in your ability to kill evasive foes.

Other than that, nothing terribly surprising. You'll need Quick Draw by level 5, but unless you plan to rush into the TWF feats, you don't need it. Point Blank is actually useful in this build because you're almost always attacking within 30' if you can in order to stay in your first range increment.

Grand Lodge

Well, I will get Precise shot for free.

Should I grab Two-Handed Thrower first, instead?

Grand Lodge

If going for Disposable Weapon, wouldn't high crit range weapons be the best?


I'm not really sold on Disposable Weapon unless you plan for that to be your long-term schtick. Splintering Weapon is more useful at low levels.

Grand Lodge

Two-handed thrower works with Chakrams, which are 1d8.

Part of the reason I thought of Quick Draw, was to attack, then pull out a weapon to threaten.

Also, I could pull out a Quickdraw Shield, up my AC off-turn, and put it away on my turn, as you can pull it out, and put it away as a free action.

It's a thought.


Multiclass? I'm currently reading an eberron book with a great ex assassin Turmes wandering priest (paladin really) whose schtick is thrown daggers. I've been wondering how to build him in PF.

Grand Lodge

I suppose multiclass is an option.

I wouldn't do it before having at least two levels in Paladin.

What would work for this build?


After reading up on Nagaji I suggest taking the Hypnotic Gaze alternate racial trait and the Spit Venom racial feat.

Flavourwise i suggest emulating the LG Guardian Naga and incorporating it in his background.

I find the use of venom an interesting ability to reconcile with being a paladin. The LG Guardian Naga sets an example at least, but expect some discussions.

The Hypnotic Gaze ability is not to underestimated even though it lasts only 1 round

Hypnotism Spell wrote:
This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

Suggestion lite.

As for dips: A sorcerer dip (serpentine or envenomed) though flavourful does not really seem to work out, and I'm not finding anything interesting in Oracle.


Not sure if it PFS legal but there is the Crystal Chakram in Classic Horrors Revisited which is enchanted as ammunition and does 1d6 (18-20/x2) though it still costs 20 gp (?)

Other interesting items:
Nagaji Scale Polish
Naga Scale Bindi(+4 nat armour, poisonous bite attack, + more)

Sovereign Court

didn't double check yet, is the juggler bard archetype available for PFS? you might consider getting 2 levels of the juggler bard to get their combat juggling, deflect arrows and evasion. On top of it, the charisma synergy works well and a couple of bards spells, would be welcome.


Maybe interesting dip: Snakebite Striker ?
... and/or Master of Many Styles Monk ?
leading to Snake Fang feat.

Or Far Strike Monk 1+ for flurry of throws, Quickdraw bonus feat plus 1 throwing bonus feat plus awesome saves.

Random spell: Scale Spikes spell

Grand Lodge

Crystal chakrams are legal, but are exotic weapons.

Juggler is legal, and interesting, and I will take a deeper look at it. It seems I can stack Flame Dancer, or Sound Striker with it.

I don't know if a Monk dip is worth it, as it seems to make the PC more MAD.

Grand Lodge

I could combine Charging Hurler, with Two-handed Thrower, and Horn of the Criosphinx.

Grand Lodge

How should work out the progression?

Sovereign Court

Personally I would go like this:

Divine Hunter 2 (because quite frankly this is the strongest option by far)/+2 level of Juggler bard/ +12 levels of divine hunter.

rest of the levels if you make it that far is up to you really.

Grand Lodge

Honestly, I like the Two-handed Thrower route, to two-weapon fighting.


Two-Handed Thrower + Throw Anything + Improvised Weapon Mastery + Charging Hurler. Make sure you get the front line, and the Rogue is already on the other side of your enemy. ^_^v

Also:

Drill three holes in the biggest rock you can lift and make it a Masterwork bowling ball.

Grand Lodge

Well, I would rather have, anyone, other than the Rogue there.

Somebody is better than nobody, I guess.

Combining Horn of the Criosphinx and Charging Hurler sounds pretty boss.

Can a Juggler Bard use Two-handed Thrower with Combat Juggling?


Well, your flanking buddy of choice, then. :P

I'd rule you need two 'hands' available, per the item limit progression of Combat Juggling, so sixth level? The text isn't altogether clear on how it deals with two-handed weapons.

For those who want to pick it apart.

Quote:


Combat Juggling (Ex): At 2nd level, a juggler can hold and wield (in other words, “juggle”) up to three items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it. This ability doesn’t grant the juggler additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Def lect Arrows, and so on). At 6th level and every 4 levels thereafter, the maximum number of objects the juggler can juggle increases by one, to a maximum of seven objects at 18th level.

If the juggler is affected by any action or condition that would require a concentration check while he is juggling, he must attempt a Sleight of Hand check to continue juggling and avoid losing concentration. The check’s DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly. This ability replaces versatile performance.

Grand Lodge

I wouldn't want to deal with table variation in PFS.

I like to hash these things out before a PC ever sees table play.

Grand Lodge

The vision of it, juggling Chakrams, is pretty cool.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
blackbloodtroll wrote:

I suppose multiclass is an option.

I wouldn't do it before having at least two levels in Paladin.

What would work for this build?

Flying Blade Swashbuckler is also Cha-focused, and get bonuses to range and damage to thrown daggers and starknives.


blackbloodtroll wrote:

I wouldn't want to deal with table variation in PFS.

I like to hash these things out before a PC ever sees table play.

Okay, I cleared my head and took a second look at the text for the ability. It looks like you could main a two handed weapon, and juggle one handed weapons in addition, since switching between one and two hands on a weapon was ruled to be a free action . So you could have a two handed weapon, and one one-handed weapon at second level of juggler, and a second one-handed weapon at 6 level of juggler.

Your guess is as good as mine for how this would work in relation to two-weapon fighting.

Grand Lodge

Daggers and Starknifes don't benefit from Two-handed Thrower.

Still, a cool thought.


This also doesn't benefit from two-handed thrower but the Dagger of Doubling is my favorite item for throwing builds. (Especially if you have a DM who lets you apply the Doubling ability to other thrown weapons.)

Grand Lodge

Well, this is for PFS.

Other than Juggler, the only dip I can think of that would be worth it, is Bloodrager, for the obvious bonuses, and the Shield Champion Brawler, which allow for the use of Shields as thrown weapons.


blackbloodtroll wrote:
Well, this is for PFS.

Hmm, that would explain the PFS tag in the thread title. Must have failed my perception check.


With a Called weapon and a way to add Returning (weapon ability/spell/belt of hurling), you can throw your weapon, call it back as a swift action, throw it again and then get it back with Returning right before your next turn.

Grand Lodge

Well, as a Divine Hunter, I do have this:

Divine Hunter wrote:
Divine Bond (Su): At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond.


I think the spear is the only two-handed throwing weapon, is it not? Sans Rapid Shot, a Called spear (with Divine Bond at 5th level) would let you take a full attack up until 11th level.

Grand Lodge

Well, Two-handed Thrower works with One-handed Thrown Weapons, but not Light ones.

So, Chakrams, Clubs, Shortspears, Spears, Sibats, Tridents, Syringe Spears, Knobkerries, Wahaikas, Harpoons, Kyoketsu Shoge, Totem Spears, Bolas, Boomerangs, Crystal Chakrams, Rope Darts, Shoanti Bolas, and Grappling Hooks, are options.

Hurlbats, and Hunga Mungas are not defined, but could be.

Grand Lodge

Okay, so let's look at feat order, to see if we can get that handled.

1) Two-handed Thrower

3) Point Blank Shot

5) Quick Draw

7) Charging Hurler

9) Horn of the Criosphinx

11) Improved Precise Shot

Does this seem to work?

Should something be moved, or replaced?

Grand Lodge

Does the above stat array seem sufficient?

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