Throwing Feats


Advice


Looking to help a fellow player to build a throwing type character, hes a straight up fighter, what feats would be best????

Grand Lodge

Throwing what?

The Exchange

Well, the good news is that Fighter is the class that's probably best-suited to it, because it's the one class that has feats to burn.

Point-Blank Shot and Quick Draw are very nearly mandatory. Far Shot is a useful follow-up since throwers don't have the range increment that archers/etc. do. The throwing axe or light hammer isn't a terrible choice (since you can later apply Weapon Training or weapon-specific feats in melee or at range): axes obviously do the better damage, while the hammer has double the range. Unless the hammer or axe theme is central to the concept, I might recommend halfspears instead (which combine both advantages with a better crit range) or daggers (which don't do much damage, but have a good crit range and don't clog your encumbrance.) If one specific weapon is going to be the fighter's focus, then Weapon Focus should be taken early on so that Specialization can follow down the road. It can be fun - not necessarily optimal but fun - to take Throw Anything, which will allow ordinarily-unthrowable weapons to join the fun, but since they have a very poor range increment and always have a straight x2 crit when thrown, it's a bad idea to base the character on Throw Anything.

Note that while Strength is helpful, your fighter's primarily going to be Dexterity-based: it might be worthwhile to stick to light armor (taking Dodge if the feat slot can be spared) to keep your mobility high, but it's just as feasible to create a 'turtle' in heavy armor and shield. It's not generally worth-while to use Two-Weapon Fighting to try to add another flung weapon per round.


Oh, oooops, Hammer and or axe

Grand Lodge

So, throwing little hammers/axes, or big hammers/axes?


is a earth breaker feasable?

Grand Lodge

Yes.

Two-handed Fighter archetype.

Throw Anything feat, Two-Handed Thrower feat, Charging Hurler feat.

The Exchange

T'Hulk wrote:

is a earth breaker feasable?

Looks like blackbloodtroll knows a way - although I can't recommend this enormously, since unless you're starting high-enough in level to purchase an earthbreaker +1 of returning, you'd be throwing once and then jogging over to fetch your earthbreaker. (If your encumbrance is really high, I suppose you could be carrying spares...)

Scarab Sages

QuickDraw ia almost a necessity once he has more than one attack, unless he's planning on using shuriken. The usual ranged combat feats: Precise Shot, Point Blank Shot, Rapid Shot, Deadly Aim, etc. Two-weapon Fighting is worth considering.

Less obvious things:

Bounding Hammer Getting a returning weapon is probably more efficient.

Charging Hurler

Close Quarters Thrower

That a start.

EDITED - Wow, I was slow typing that. Ninja'd by everyone.


Hes sixth level

Grand Lodge

Ah.

A Belt of Mighty Hurling is what you really want.

The Two Handed Fighter archetype is what you want.

Two Handed Thrower and Charging Hurler feats can be used with the Overhand Chop ability.

After the Belt, you will want some Rhino Hide armor.


A Blinkback Belt can make a huge difference for a thrower. It's far better than the returning property. Read the details; "returning" gets weird.

I like the Shortspear or Light Hammer, because they're good in melee as well as having a 20' throwing range. Combine a couple of those with a Blinkback Belt and you have a good combined melee/range weapon. The spear has the advantage that you can wield it two-handed.

A different approach is darts or shuriken and an item enchanted with Abundant Ammunition.

Grand Lodge

Called is better than Returning.

Greater Belt of Mighty Hurling already treats your weapons as Returning.

Lantern Lodge

Though the belt of mighty hurling is great, the blinkback belt is an absolute necessity for a thrower. The biggest fault of the returning property is it returns at the beginning of the next round and you must have one hand free to catch it. So, you're limited to one attack per round with that weapon and a maximum of two different returning weapons because you won't have enough hands free.


kaisc006 wrote:
The biggest fault of the returning property is it returns at the beginning of the next round and you must have one hand free to catch it. So, you're limited to one attack per round with that weapon and a maximum of two different returning weapons because you won't have enough hands free.

And it doesn't return until the beginning of the next turn, so you have to keep those hands open, probably being unarmed during your enemy's actions. Also, you can't have moved at all, or you don't get your weapon back.


blackbloodtroll wrote:

Called is better than Returning.

Greater Belt of Mighty Hurling already treats your weapons as Returning.

Called certainly has some advantages, but it takes your swift action.

The Belt of Mighty Hurling looks good, too. It's a bit too expensive though, and doesn't coordinate well with any of the other throwing magic.

Scarab Sages

Another option is the rope dart. It counts as a ranged weapon, not a reach weapon, and can be used in iterative attacks thanks to the rope. You only have a 20ft range, but it works with any ranged feats you have, doesn't require quick draw, and it isn't ammunition. The Blocking property is a nice bonus too.


blackbloodtroll wrote:

Yes.

Two-handed Fighter archetype.

Throw Anything feat, Two-Handed Thrower feat, Charging Hurler feat.

I have a couple of questions for clarification:

With the Throw Anything feat, would you use the normal weapon damage or just the improvised weapon damage for a normal object of that size?

Also, for Two Handed Thrower, I assume you have to be wielding an actual two-handed weapon instead of just a one-handed weapon in two hands. Is that correct?

(Sorry for the thread Breath of Life, but it wasn't quite dead yet!)

Grand Lodge

He wants to throw Earthbreakers.

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