I could use a little help with a Charisma Throw Weapon Build


Advice


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Aiming for level 13 with continued progression to 18.

Traits: Irrepressible, Varisian Tattoo
Feats: Extra Revelation (Lore (Lorekeeper)), Noble Scion (War), weapon focus (starknife), Divine Fighting Technique (Desna), Quickdraw, Point Blank, Precise Shot, Rapid Shot, Startoss Style, Startoss Comet, Startoss Shower, Deadly Aim, Far Shot
Lore Oracle 1 w/ Sidestep Secret

I don't know after that. I would like Bard or Bard VMC for Versatile Performance (Dance) and Bardic Knowledge.

That would give me Cha to hit, damage, all reflex, important will, knowledge checks (with bardic knowledge), and Acrobatics/Fly.

12+ feats and VMC means Fighter or Warpriest. I'll favor Warpriest as i am replacing a life oracle. Also, Antihero.

Attack should be 9 bab + 9 cha + 4 weapon training + 5 weapon + 2 bardsong + 1 point blank - 3 deadly aim + 1 weapon focus for 26/26/21 attack.

Damage should be 1d6 + 5 weapon + 9 cha + 4 weapon training + 2 bardsong + 1 point blank + 6 deadly aim + 6 startoss style for + 3 for divine power = 1d6 + 33

Blinkback Belt, Cha Headband, and Dueling Gloves Assumed.

Thoughts on how I can do it better?


I mean....flying blade swashbuckler is a thing, people'd have to suck it up on the healing front but 1 level of lore oracle is at least going to give you non umd wand/scroll access


Does the swash get enough feats to make this work? I can take leadership and get a healer, really...


they get 2 fewer over their entire career than Warpriest does.

Here's the archetype.

Sovereign Court

I've mentioned it a time or two, but here is my dagger fighter. Dip 2 levels of Far Strike Monk. You get 3 feats as bonus feats not counting improved unarmed strike, and not counting flurry as a free "rapid shot". Disadvantage: you don't want to wear armor, or shields, but you have features to make up for it. And Mage Armor and Shield from a wand are kind of good enough anyway.

An example

V for Vastatio:
Human Swashbuckler(Flying Blade) 10 / Monk(Far Strike) 2
Str 10
Con 14
Dex 15 +2 Human +3 level +4 belt = 24
Int 8
Wis 14 +2 headband = 16
Cha 14 +2 headband = 16
Traits: River Rat, Fencer
1)Swash 1: BAB: +1, Deeds, Panache, Finesse; H:WF(Dagger),F:PBS
2)Swash 2: BAB: +2, Charmed Life 3/day
3)Swash 3: BAB: +3, Deeds, Nimble +1; F:Startoss Style
4)Monk 1: BAB: +3, Bonus Feat(Combat Reflexes), Flurry, Quickdraw, Unarmed Strike
5)Monk 2: BAB: +4, Bonus Feat(Precise Shot), Evasion; F:Startoss Comet
6)Swash 4: BAB: +5, Bonus Feat(Martial Focus:Dagger)
7)Swash 5: BAB: +6, Flying Blade Weapon Training 1; F:Ricochet Toss
8)Swash 6: BAB: +7, Charmed Life 4/day
9)Swash 7: BAB: +8, Deeds, Nimble +2; F:Startoss Shower
10)Swash 8: BAB: +9, Bonus Feat(Deadly Aim)
11)Swash 9: BAB: +10, Flying Blade Weapon Training 2; F:Deific Obedience(Pharasma)
12)Swash 10: BAB: +11, Charmed Life 5/day
13)Swash 11: BAB: +12, Deeds, Nimble +3; F:Signature Deed(Disrupting Counter)
Assuming a single +4 Fortuitous Agile Adamantine Dagger
RoP +2, AoNA +2, +7 Dex, +3 Wis, +4 mage armor, +3 nimble = 31 AC in a courtiers outfit
And effectively another 4 AC vs melee from Disrupting Counter = 35 AC (you can throw in +4 Shield spell w/UMD if you have prep time, and a +1 Dusty Rose Cracked Ioun for 5k) = 40 AC
Fort: +3 Swash, +3 Monk, +2 Con = +8 (before items)
Ref: +7 Swash, +3 Monk +7 Dex = +17, Evasion
Will: +3 Swash, +3 Monk, +3 Wis = +9
5/day +3 immediate to a save
Assuming you would have a Cloak of some sort, probably +4/5, and a Pale Green Cracked Ioun for another +1, Dragonbone Divination Sticks for +3 luck to a random save for 6.4k, etc.

Attack: BAB +11, +7 dex, +2 Deific, +2 Weapon Training, +1 Weapon Focus, +3 Enhancement, +1 PBS, +1 haste, -4 Deadly Aim, -1 Flurry* = +23, +24 if using Startoss Style instead of flurrying a single target.
*Flurry is a -2, but counts your monk levels as full BAB so a net -1.
Disrupting Counter does not get the penalty for Deadly Aim (only applies to ranged attacks), does not get the penalty for flurry, does not get the bonus for PBS, and does get a +1 to hit from trait = +28, with an "iterative" 1/round at +23 if the first hit (fortuitous)
Damage: +11 Precise Strike, +8 Deadly Aim, +6 Startoss Feats, +2 Weapon Training, +3 enchantment, +1 River Rat, +1 PBS, +1 Martial Focus = 1d4+33
Melee Adds +7 dex, loses Deadly aim, PBS = 1d4+31
(Another Pale Green Cracked Ioun stone for +1 to hit not included)

Crit 17-20, range increment 25'
Flurry w/haste = +23/23/23/18/13 for 1d4+33 (crit for 2d4+55, regain 1 panache)
Startoss = +24 vs 3-4 targets (depending on your reading of Startoss Shower vs Comet) for 1d4+33 damage (crit for 2d4+55, regain 1 panache). For when you need to use your move action to move.

However, the idea is to provoke all the time.
So if you have someone in your face, you will declare that you are going to flurry ranged attacks. Using Swordmaster's Flair if you need the reach.
The enemy decides to take his AoO.
Spend 1 Panache, Disrupting Counter for +28 1d4+31, Fortuitous +23 1d4+31 (crit 2d4+51, regain 1 panache)
Enemy Attacks vs "35 AC"
First ranged attack: +23 1d4+33
Does enemy have Combat Reflexes?
If so: Spend another Panache and Disrupting Counter again +28 1d4+31; and enemy finishes its attack.
Finish the rest of Flurry, continuing to spend Panache to until the enemy stops attacking you back, you run out of panache (never use the last point or lose precise strike), or one of you dies.

Against an enemy without combat reflexes, but does take an AoO, we are looking at:
+28/+23 1d4+31; +23/+23/+23/+18/+13 1d4+33.

If you don't have someone in your face: Move until you do, then Startoss Shower to hit him and all his friends in a 25' increment chain to soften them up.
Level 13 is huge though, Signature Deed: Disrupting Counter for free, once per round.


Noting that you have a +5 weapon and level 13 in your writeup, I'll go with a single +3 agile fortuitous dagger (adamantine). I am not sure if you assumed a +6 dex item, but I assumed a +4. Otherwise add +1 to all attack rolls and +1 to the melee damage rolls. Frankly, the ioun stone for a +1 competence bonus to attack rolls for 4k is a better purchase then +2 more dex for 20k.


That doens't really work with Charisma though. Divine Fighting Technique (Desna) grants Cha to hit and damage, and requires CG alignment and warship of Desna.

The +5 weapon is from Advanced Weapon Training (Warrior Spirit).


It doesn't require CG, just worship of Desna. CG Bards worshipping Desna get easier access.


Fate's Favored instead of tattoo or irrepressible? You could use divine favor for +4, and just trot out divine power for the higher bonuses for the important fights.

And/or you could do the adopted - enlightened warrior trick to be NG, and get the far strike monk 2 level goodies while still in alignment range for Desnatic combat. Haven't checked trait categories, don't know if all 4 traits are compatible.

As long as you can do both of the above, Far Strike 2, Flying Blade 5, Arsenal Chaplain 6+.. slightly less luck bonuses, but improved critical, more untyped attack k/damage, extra range, get combat reflexes for a good melee defense.

Sovereign Court

Or just alignment change after you gain the 2 monk levels. You lose nothing, just can't advance as monk again until you atone back to lawful.


Cult of Vorg wrote:
Fate's Favored instead of tattoo or irrepressible? You could use divine favor for +4, and just trot out divine power for the higher bonuses for the important fights.

I actually have 4 traits available. With only 2, getting important will saves moved to my main stat seems more important than +1 hit and damage. I'd take Fate's Favored 3rd, and something kingmakery for the 4th.

Cult of Vorg wrote:
And/or you could do the adopted - enlightened warrior trick to be NG, and get the far strike monk 2 level goodies while still in alignment range for Desnatic combat. Haven't checked trait categories, don't know if all 4 traits are compatible.

I have to be CG to do Divine Fighting Technique, Desna.

Divine Fighting Technique @ Archive of Nethys, emphasis mine wrote:

Prerequisites: Same alignment as chosen deity.

Benefit: Select a deity. You can use that deity’s fighting technique and receive any benefit for which you qualify, as described in the Divine Fighting Techniques section below.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new deity’s divine fighting technique.

Cult of Vorg wrote:
As long as you can do both of the above, Far Strike 2, Flying Blade 5, Arsenal Chaplain 6+.. slightly less luck bonuses, but improved critical, more untyped attack k/damage, extra range, get combat reflexes for a good melee defense.

I don't think Combat Reflexes is all that useful as I don't need dex for anything else, except some skills. That looks pretty good for a dex focused build though. I may end up with that instead.

All I need, stat wise, is 10-ish Str to carry my stuff, 13 Dex for prereqs, 14-ish Con not to die, enough Int for my desired skills, 10 wis so no penalty, and all the Cha I can cram in there. So 20 pt buy: 10/13/10/10/10/18 and 25 would be 10/13/14/10/10/18

That said, is going all in on Cha not worth it?


Archive of Nethys has the original divine fighting techniques which required same alignment. The newest ones, including Desna's Shooting Star, don't have this condition.

Edit: As to the ability scores, 10 con (your 20 point buy) makes it not worth going all in on Cha.


avr wrote:

Archive of Nethys has the original divine fighting techniques which required same alignment. The newest ones, including Desna's Shooting Star, don't have this condition.

Edit: As to the ability scores, 10 con (your 20 point buy) makes it not worth going all in on Cha.

Yep, that's correct.
divine anthology wrote:

Divine Fighting Technique (Combat)

You have trained in the divine fighting technique of a specific deity.
Prerequisite: Must worship a single patron deity that has an established divine fighting technique.
Benefit: You can use your patron deity’s fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below.

Edit: Have to agree on Con. If startoss is a must, then getting a belt of dex before you getting the feat is a better solution IMO. In fact, a Belt of Physical Might is the best as it buffs both con and dex. No reason to spend points you don't need and lower the max Con you can get; after all the ONLY reason to have a dex over 10 is strictly for the feat as it has no other reason for being on the character.


One thing I found out recently is that Circlet of Persuasion modifies all Charisma-based checks, not Charisma based skill checks; that means anything where the roll is 1d20+CHA+additional modifiers, which on this character is a lot (including attack rolls, reflex saves, initiative checks...).


If you have weapon training and are already taking Quick Draw as a feat, why not take Ricochet Toss? That opens up your belt slot and lets you save because you don't need a pile of enchanted starknives, just one or two. Plus, sometimes you don't want to startoss because there aren't that many different things to hit.


I don't believe that just because a feat makes you add cha to an attack roll, makes the attack roll a charisma-based check. If your GM rules it your way, more power to you. However, if I were the GM, that wouldn't fly.


nicholas storm wrote:
I don't believe that just because a feat makes you add cha to an attack roll, makes the attack roll a charisma-based check. If your GM rules it your way, more power to you. However, if I were the GM, that wouldn't fly.

Actually, the wording in the Might of Gods ability in the strength domain helps illustrate what I am saying:

"At 8th level, you can add your cleric level as an enhancement bonus to your strength score for a number of rounds per day equal to your cleric level. This bonus only applies on strength checks and strength-based skill checks."

If they meant for strength checks to apply to melee combat, I don't see why they would have listed it in the text.


That's actually a counterexample for why the circlet functions here. Strength checks and strength based skill checks are subsets of strength based checks (specifically, Strength checks are ability checks, and strength based skill checks are strength based checks used for skills). If it was all strength based checks, it would boost attack rolls too.

I think this is the FAQ that was mentioned in the other thread I ran into about this: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tga. It specifically calls out substituting, not things that get added as a bonus. So if you replace your Dex modifier with your Cha modifier, the circlet boosts it, but if you just get Cha as a bonus to something Dex related, it doesn't.

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