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If I have a 15th level Fighter who has taken, Quickdraw, Two-weapon Fighting and Improved Two-Weapon Fighting... can he throw 5 daggers w/ a full attack action? Normal BAB is +15/+10/+5, would the thrown daggers be at +13/+13/+8/+8/+3 then?
Also, you get your Dex modifier to hit as well. But str is your bonus damage i think.

Dal Selpher |

Is this a home campaign or a society one?
It's a home campaign we'll be starting soon and I'm just trying to get my head around my character concept before we jump in.
But str is your bonus damage i think
I think this is right as well but it raises an interesting follow-up question.
With throwing weapon damage, do daggers thrown with my off-hand only add 1/2 my str mod for damage unless I have Double Slice? I would guess that this is case.

Huppolitan |
Although it is not explicitly stated in the feats, I believe the TWF feat chain applies to melee, not ranged attacks (a thrown weapon attack is a ranged attack). This can be inferred from the wording of Improved Two-Weapon Fighting, which says, "In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty." The feat assumes you are attacking "with it," i.e. with the same off-hand weapon, not with another off-hand weapon drawn through Quick Draw.
If I'm on the wrong track, any clarification would be welcome. I enjoy playing thrown-weapon fighters as well.

Pappy |

Not only is it allowable by the rules from my reading, it is a pretty awesome concept that would add an interesting twist to the standard fighter. As a DM I would welcome such a build to our game. Don't forget to stock up on daggers of differing materials to overcome that damage reduction! Reminds me of the ranged monk ideas of Treantmonk.

Huppolitan |
Unless one is trying to maximize the number of crits (with the Critical Focus tree on top of the PBS, TWF, and probably Weapon Focus trees?), there are a number of choices from the basic PFRG manual that would seem stronger than the dagger:
Light Hammer: Better range
Throwing Axe: Better damage
Starknife: Better range, good crit damage
My main Pathfinder Society character flings tridents. This would not work well for a TWF fighter, but provides damage and works with a shield for a character who has to front-line a fair amount in Society play. (The range is kinda lousy, but fighters are mobile enough in PF that this has not been a problem.)
How has your dagger-thrower worked out? Have you enjoyed the character?

Chazmyr |

I've been eying something like this for a while and have some questions on other TWF feats.
Feats had by said fighter, lvl 11.
BAB 11
Str 20
Dex 20
Fighter group feats Thrown (+2), Light Blades(+1)
Attacks 16/16/11/11/6
TWF
Double Slice
Imp TWF
Two Weapon Rend
Quick Draw
Point Blank Range
Far Shot
So beginning of the round he hits with one dagger in melee and kills his opponent. Looking around the closest target is 10 feet away, so he can't 5 ft and continue his full round attacks. However he can throw his daggers at the target which is 10ft away. So, he still has 2 main hand attacks at +11 and +6, and 2 off-hand attacks at +16 and +11.
Main Hand +11 hits, +6 misses, Offhand +16 hits, +11 hits.
He throws the two daggers and then uses shuriken for the last 2 attacks. He then takes a 5ft step closer to target.
Next round the target stays where he is so the fighter quickdraws 2 daggers and 5ft steps and begins with melee again.
This should all be fairly basic and ok by the rules. I was wondering though is Two Weapon Rend RAW since it doesn't say it has to be melee and that's how all of the other TWF feats have been interpreted in order to do this?
Do you get full damage on off-hand thrown weapons if you have Double Slice.
This might be a bit jumbled so point out the loop holes and I'll try to close them.

Quantum Steve |

If you have the money, you could get six, +1 returning daggers/axes/hammers/etc. Then you wouldn't have to worry about ammunition. Of course that costs about ~ 50,000 gp for all 6.
The problem is that you can only catch two of them when they come back at the beginning of your next turn.

brassbaboon |

TWF does indeed work with thrown weapons. In 3.5 it specifically said so. With quickdraw you can draw and throw a weapon for as many attacks as you can make. The problem is having enough handy to be able to chunk them for more than a round or two.
I have played this concept many times, and it is one of my favorite concepts to play. I usually do this with a ranger or rogue though. A dagger throwing rogue with improved initiative and TWF can do some pretty impressive damage in the first round.
The biggest challenge is to get a reasonable range for your thrown weapons. As soon as I saw star knives in Pathfinder I decided my first Pathfinder character was going to be a TWF star knife thrower.
Good luck, make dex your primary and str your secondary. And buy some returning weapons. And invest in some gloves of dexterity. Hopefully you've got a spellcaster in the party who can throw a cat's grace on you from time to time.

Chazmyr |

Kassegore wrote:If you have the money, you could get six, +1 returning daggers/axes/hammers/etc. Then you wouldn't have to worry about ammunition. Of course that costs about ~ 50,000 gp for all 6.The problem is that you can only catch two of them when they come back at the beginning of your next turn.
Another issue is that they go back to the "square" from which they were thrown. In that case you can't start 5 foot stepping towards something else to get back into melee or closer for the range.
It'll be a high dex, the GM gave really high point build so can get a 18 str and dex after race stat (with the high points he said can't have ability score higher than 18 even after the racial adjustment) and still have decent remaining.
As far as enough throwing weapons he's proficient in Shuriken (yeah terrible range but you can have a ton of them). Figure keep 8 daggers, 11 darts, and pouch of 50 shuriken. First round prob not within melee range in all likelihood so if 20ft or less throw 5 shuriken and 5 ft closer. If further than 20ft then throw 5 darts and 5ft. After that they should be in Melee range so quick draw daggers and start fighting. IF you drop them chuck the daggers at next closet and depending on range use darts or shuriken to crab walk over to them, quick draw the next set of daggers and engage melee. Repeat until they're dead or you are. Once done pick up your daggers and darts and you're ready for the next combat. If you're on the run you might just use the shuriken and lose a couple daggers, or spend the move action to sheath since you're not in anyone's threat range if you're looking at throwing.
Biggest question still is does double slice effect off-hand damage with thrown weapons and does the Two Weapon Rend feat come into play if you hit with a weapon thrown from primary and one from off-hand in the same round. RAW doesn't say anything about having to be melee, flavor of the text and names seems to point towards melee.

STR Ranger |

This is a good concept but has a problem- at high levels your thrown weapons will suck because you can't afford to enchant them all.
Best method is to be a Two Weapon Warrior fighter archetype, since you're effectively TWF when you throw you can get your full TWF training bonus on attack and damage.
Also Chakrams are the best thrown weapon. They are martial, have a 30ft range and are cheap.
Once the TWWarrior can move and TWF then strong arm/supple wrist isa good trait.
Dawnflower Dervish is also a great Pounce/Thrower TWF.
They get rapid attack and lightning strike and Chakrams fall into the heavy blade weapon group so still awesome if your melee weapons are heavy blades.