Switch-hitting fighter help


Advice


I have an idea for a switch hitter for PFS but I'm not exactly sure how to make it work. Instead of going the usual bow/two-handed weapon route I would like to mix two-weapon fighting with throwing weapons.

I was thinking hand axes would be a good weapon to focus on since they can be thrown and are not destroyed after being thrown. Weapon focus, specialization, and training should all apply to both the melee and ranged unless I'm mistaken. I think I could use weapon finesse with them as well since they are light.

Stat wise I'm thinking:

Str: 14
Dex: 16 +2
Con: 14
Int: 12
Wis: 12
Cha: 7

With this character I'm just not sure what the necessary ranged feats would be to make it effective. I would like to open battle by throwing 2 axes and then drawing 2 more to close in with melee. I think there's a feat that allows you to trip with a thrown axe.

Any advice on feats and/or archetypes would be helpful.

Dark Archive

I would go 16 in both stats. For starting feats I would say Quick-Draw, Point-Blank Shot and Precise Shot. From there go TWF, Weapon Focus, Weapon Spec, Rapid Shot.

The problem with a throwing build will be the lack of enhancement to most of your weapons. Pick which style you're primarily focusing on and grab either Power Attack or Deadly Aim early on if you want an easier time doing damage.


Mergy wrote:

I would go 16 in both stats. For starting feats I would say Quick-Draw, Point-Blank Shot and Precise Shot. From there go TWF, Weapon Focus, Weapon Spec, Rapid Shot.

The problem with a throwing build will be the lack of enhancement to most of your weapons. Pick which style you're primarily focusing on and grab either Power Attack or Deadly Aim early on if you want an easier time doing damage.

The other problem is the range increment of the throwing axes, its only 10 ft. So you are either eating minuses, or the enemies will be close enough for you to 5 ft step and full attack.


Do I need Rapid Shot to throw 2 axes? I know I would need quick draw if I wanted to make more than 2 throws, but what if I'm already holding 2 in my hands?

This build would be more melee focused.

Sczarni

lalallaalal wrote:

Do I need Rapid Shot to throw 2 axes? I know I would need quick draw if I wanted to make more than 2 throws, but what if I'm already holding 2 in my hands?

This build would be more melee focused.

If it is going to be more melee focused then you are asking for the wrong thing...a switch hitter is going to be range focused with the ability to go melee when the time arises.

If you want to be melee based and use TWF and stuff then I'd just stick with that and when the time arises throw your axes and when you take a move action draw 2 more.

Sadly anything involving a throwing build is going to be fairly broken and lame (Ultimate Equipment fixes this a tad, but it will only be if your MAIN focus is going to be on throwing).


Hmmm I guess I thought of a switch hitter as someone who was simply good at either option. I would still like to dedicate some feats to ranged though because they would help with ranged combat aside from the throwing. I would also be able to take some lesser minions before closing in melee. A situation like getting into a fight with a few orcs and throwing a couple axes to drop 1 or 2 and then close to finish off the others.

Maybe go with a set up like:

Human Fighter

Str: 16
Dex: 15+2
Con: 14
Int: 12
Wis: 10
Cha: 7

I would put level 4 bonus in Dex and the other 2 into strength.

1: Weapon Focus (handaxe), Two Weapon Fighting, Quick Draw
2: Point Blank Shot
3: Charging Hurler
4: Weapon Specialization (handaxe)
5: Power Attack
6: Improved Two Weapon Fighting
7: Two Weapon Defense
8: Greater Weapon Focus (handaxe)
9: Double Slice
12: Greater Weapon Specialization (handaxe)

That's what I have so far. I'm thinking of fitting Deadly Aim in there somewhere. I didn't take Precise Shot as I don't expect to being throwing into melee very often.


Check the range increment of the throwing axes again. It is 10 feet, there are very few opportunities that will make sense for you to toss you axes instead of closing 5ft and full attacking.

Just build your TWF normally and grab quick draw and buy an efficient quiver full of javelins.

Silver Crusade

This fighter looks fun.

I might ditch Power Attack and replace it with Precise Shot or Far Shot. You will have an idea after the first couple of levels how often you will be throwing into melee.

Sczarni

Gignere wrote:

Check the range increment of the throwing axes again. It is 10 feet, there are very few opportunities that will make sense for you to toss you axes instead of closing 5ft and full attacking.

Just build your TWF normally and grab quick draw and buy an efficient quiver full of javelins.

I gotta mirror this statement. You could throw the Javelins as you close in and with Quick Draw get your axes out for the next round.

The axes and daggers you can throw have a REALLY crappy range so unless you are a rogue in the surprise round it really isn't a good use of resources.


Throwing from 20' would only be a -2 penalty wouldn't it? That's not too bad and I think it would be worth it for the axemaster idea I have going through my head. Weapon Focus, training, and point blank shot would help cancel it out as well.

I could charge up to 20' away, throw 2 axes, and then have the enemy step up to me and then I full attack from melee. With Charging Hurler the charging bonus would cancel out the ranged penalty.

Also, javelins are considered ammunition and can break after they're thrown, right? If so I could save money on javelins and just keep a few axes on me.

Edit: with javelins I'm also missing out on all the bonuses I would be getting with Weapon Focus, Training, and Specialization in axes.


lalallaalal wrote:

Throwing from 20' would only be a -2 penalty wouldn't it? That's not too bad and I think it would be worth it for the axemaster idea I have going through my head. Weapon Focus, training, and point blank shot would help cancel it out as well.

I could charge up to 20' away, throw 2 axes, and then have the enemy step up to me and then I full attack from melee. With Charging Hurler the charging bonus would cancel out the ranged penalty.

Also, javelins are considered ammunition and can break after they're thrown, right? If so I could save money on javelins and just keep a few axes on me.

No javelins are not ammo.


I see, but with javelins I'm still missing out on a lot of bonuses. At 12th level I would be missing out on a total of +4 to attack and +6 to damage from feats and class features.


Just change axes for Chackrams.

They are 1d8, 30ft range and fall in the same weapon group as swords.

So twf with Longsword/dagger. And use Chakrams for range.
Weapon Training applies to both.

Dawnflower Dervish is best archetype for this since It gets Rapid Attack.

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