Cao Phen |
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Sorry to necro this, but has anyone considered that Giants with Rock throwing only get one shot with their rocks? Its seems to suggest that you cannot full attack with Rock Throwing.
If you look at the Stone Giant, it has Quick Draw, resulting in its Rock +11/+6 (1d8+12). All other Giants do not have Quick Qraw, so they can not throw more than once a round (a Rune Giant has Quick Draw, but not Rock Throwing). Both the Giants' and Oracle Rock throwing are Extraordinary Abilities.
As for the spontaneous spellcasting, I forgot that a Bloodrager gets spells at 4th level. This can be replaced by an Arcane Striker bard (gets Arcane Strike for free) or Eldritch Scrapper for Martial Versatility.
Speaking of Arcane Strike, with the new FAQ, you can only can cap at +2 damage (2 base + 3 from Dragon Disciple, totaling in CL 5). You also lose Bloodrage and the extra BAB, reducing Attack/Damage by 2.
This is a total loss of -3 Attack/-5 Damage
So the final total is :
Rock (Rapid Shot, Deadly Aim, TWF, ITWF) - +32/+32/+32/+32/+27/+27/+22/+17 2d4+43 (19-20/ x2; Auto-Confirm)
Velxir |
Does it matter what kind of stone? Could you theoretically use Whetstones? and then pick up the Rough and Ready trait to grant an additional +1 to attack rolls?
Pizza Lord |
It worked great for me. Played only to 6th- or 7th-level or so. I went with both Splintering Weapon and Disposable Weapon. Also Arcane Strike so I could do some magic damage. Unfortunately the swift actions when I used Arcane Strike prevented me from taking full advantage of the disposable and splintering feats since I couldn't use an immediate action to splinter for bleed (only ever threatened a critical once from 3rd to 6th level). Only once did I really get to use them. Also, had Magical Quirk or some such trait that let me cast Mending so I could fix broken rocks.
The best fight we had, we were traveling across some plateau/mesa covered in ash and ran into a Fire Giant throwing boulders that devastated the others. Killed it with a rock. Found out it was so dangerous because of its lesser belt of mighty hurling/. Not sure if that was the DM trying to give me a specific item for the character or not, though.
Cao Phen |
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With the introduction of Occult Adventures, it introduced the Medium. Now some may say "Hey, why the Medium?". The answer is that with the Spirit Bonus and Seance Boon with the Champion Spirit, you overall gain +1 Attack and +3 Damage with Non-Magical Attacks. You can drop the second level of Bard to only lose 1 point of damage via Arcane Strike, but you get a net gain of +2 Damage. You lose a BAB, but it does not trigger a Deadly Aim loss since it is from 18 to 17. The Spirit bonus counteracts the loss of the BAB.
For the Medium Archetype, would go for the Relic Channeler. The main reason is because you don't need to be at a specific enviornment to perform the Seance.
Since Arcane Strike became a Bonus Feat, you received an open slot. I chose Weapon Versatility so you can do Piercing or Slashing Damage as needed.
I also included a Silver Spindle Ioun Stone, attuned to Divine Favor. It is a 3/day use to cast that spell, with Caster Level equal to Character Level. So it equals +3/+3, +4/+4 with the Fate's Favored Faith trait, which is included.
Rocky McChucksalot v2.0
Human
Oracle Stone 1
Hurler Barbarian 1
Weapon Master 12
Arcane Striker Bard 1
Dragon Disciple 4
Relic Channeler Medium 1
Feats/Abilities:
Oracle 1 - Rock Throwing, Point-Blank Shot, Precise Shot
Fighter 2 - Rapid Shot
Fighter 3 - Deadly Aim, Quick Draw
Barbarian 4 - Rage
Fighter 5 - Weapon Focus (Rock), WT (Rock)
Fighter 6 - Weapon Specialization (Rock)
Fighter 7 - Disposable Weapon
Fighter 8 - Improved Critical
Fighter 9 - Two-Weapon Fighting, WT (Rock)
Fighter 10 - Improved Precise Shot
Fighter 11 - Clustered Shot
Fighter 12 - Greater Weapon Focus
Fighter 13 - Improved Two-Weapon Fighting, WT (Rock)
Bard 14 - Arcane Strike
Dragon Disciple 15 - Far Shot
Dragon Disciple 16 - STR Bonus
Dragon Disciple 17 - Distance Thrower
Dragon Disciple 18 - STR Bonus
Medium 19 - Weapon Versatility
Figher 20 - Greater Weapon Specialization
20 Base
5 Level
5 Inherent
4 Belt
4 Dragon Disciple
(4) Rage
38 (42) STR, or +14 (+16) STR Modifier
Trait:
Fate's Favored
Item:
Silver Spindle Ioun Stone (Divine Favor)
Level 20 Damage (Rage, Haste, TWF, ITWF)
(includes STR Book+5)
Damage:
Breakdown:
Attack - +46 - 16 STR + 17 BAB + 2 Weapon Focus + 5 Weapon Training + 1 Rock Throwing + 1 Boots of Speed + 1 Cracked Pale Green Ioun Stone - 2 TWF + 1 Spirit Bonus + 3 Luck (Divine Favor) + 1 (Fate's Favored)
Damage - +41 - 16 STR + 8 .5(STR) + 4 Weapon Specialization + 5 Weapon Training + 1 Arcane Strike + 1 Spirit Bonus + 2 Seance Boon (Champion) + 3 Luck (Divine Favor) + 1 (Fate's Favored)
Rock (TWF,ITWF) - +46/+46/+46/+41/+41/+36/+31 2d4+41 (19-20/ x2; Auto-Confirm)
Rock (Rapid Shot, TWF, ITWF) - +44/+44/+44/+44/+39/+34/+31/+29 2d4+41 (19-20/ x2; Auto-Confirm)
Rock (Deadly Aim, TWF, ITWF) - +41/+41/+41/+36/+36/+31/+26 2d4+51 (19-20/ x2; Auto-Confirm)
Rock (Rapid Shot, Deadly Aim, TWF, ITWF) - +39/+39/+39/+39/+34/+34/+29/+24 2d4+51 (19-20/ x2; Auto-Confirm)
If all rocks hit: 14d4+287
If all rocks hit (Rapid Shot): 16d4+328
If all rocks hit (Deadly Aim): 14d4+357
If all rocks hit (Rapid Shot, Deadly Aim): 16d4+408
It actually increased the damage output from the layout posted on page 5, so that is a nice touch.
alexd1976 |
Just out of curiosity, let's say (for the sake of argument) that a GM allowed for proficiency with 'rock' (just the little D3 ones).
What could you do with just THAT as a Fighter?
I mean, I've played sub-optimal characters (unarmed Fighter, no armor, base class, so 1D3+STR/feats etc)...
I would love to see a level 20 Fighter (no dips or archetypes) who literally just picks crap up off the ground and fires it at enemies.
The base dice damage is garbage, but you could probably get the bonuses up pretty high.
:)
Alric Rahl |
Here is my version of the build
Human Stone Oracle 1/Hurler Barbarian 1/Weapon Master X
STR = 17
Dex - 14+2 = 16
Con = 10
Int = 9
Wis = 8
Cha = 10
Feats
Oracle 1 - Throw Anything, Weapon Focus (Rock) - this is to offset the engaged in melee penalty you will take some times.
Barbarian Hurler 1 -
Weapon Master 1 - Point Blank, Precise Shot
Weapon Master 2 - Raging Hurler, +1 Str
Weapon Master 3 - Deadly Aim, Quick Draw
Weapon Master 4 - Two Weapon Fighting, buy belt of mighty hurling
Raging/Point Blank
1: +5(2d4+5) Range: 20ft - immediate proficiency, becomes +1 if target is engaged in melee
2: +8(2d4+7) Range: 30ft -
3: +10(2d4+7) Range: 30ft - no longer have to worry about engage in melee.
4: +11(2d4+9) Range: 60ft - yes 60ft. read Raging Hurler it doubles your thrown distance.
5: +10(2d4+13) Range: 60ft - Deadly Aim added.
6: +11/+11(2d4+15) Range: 70ft (or 80ft depending on order of operations explain below) - Deadly Aim, and Two Weapon Fighting.
So as I said depending on Order of Operations determines your Range for the Rocks. So they start at 20ft and gain +10 from Hurler Barbarian, then are Doubled from the feat to make it 60ft, then you add the magic item, making it 70ft.
Or they start at 20, you add the class, then the item, to make it 40ft and then add the feat to make it doubled to 80ft.
Keep going with Weapon master taking TWF tree and any other cheese for flavor.
Cao Phen |
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(necrobump)
how would folks make a rock thrower with the advent of the Weapon Master's Handbook?
Old post, but whatever. New reply. =)
With the Weapon Master's Handbook, there is an option to gain Focused Weapon, an Advanced Weapon Training. You get to use the Warpriest's scaling weapon damage to your weapon. Since my build is up 13 levels in Fighter, you can get up to d10 per rock. It is your choice to go from 1.5 avg per dice damage to 5.5.
Gisher |
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mikkelibob wrote:(necrobump)
how would folks make a rock thrower with the advent of the Weapon Master's Handbook?Old post, but whatever. New reply. =)
With the Weapon Master's Handbook, there is an option to gain Focused Weapon, an Advanced Weapon Training. You get to use the Warpriest's scaling weapon damage to your weapon. Since my build is up 13 levels in Fighter, you can get up to d10 per rock. It is your choice to go from 1.5 avg per dice damage to 5.5.
Focused Weapon requires that he select "one weapon for which he has Weapon Focus and that belongs to the associated fighter weapon group." How are you taking Weapon Focus (rock), and which Fighter Weapon Group contains rock?
Edit: Since this thread is back from the dead, I'll mention that the Adventurer's Armory 2 has added lots of nice options, like the Gloves of Improvised Might, for improvised weapon builds.
Gisher |
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I'm pretty sure the concensus in this thread was that the rock ain't improvised if you have rock thrower.
I'll take your word for it. I didn't bother to read through the entire six-page, mostly three-year-old thread. Which Weapon Fighter Group did they decide that 'rock' belonged to?
Aside: Glancing through the thread made me kind of sad. I miss some of those now absent posters. :(
avr |
Alex Mack wrote:I'm pretty sure the concensus in this thread was that the rock ain't improvised if you have rock thrower.I'll take your word for it. I didn't bother to read through the entire six-page, mostly three-year-old thread. Which Weapon Fighter Group did they decide that 'rock' belonged to?
Aside: Glancing through the thread made me kind of sad. I miss some of those now absent posters. :(
The thrown weapons group makes sense if you're throwing the rock, right?
Gisher |
1 person marked this as a favorite. |
Gisher wrote:The thrown weapons group makes sense if you're throwing the rock, right?Alex Mack wrote:I'm pretty sure the concensus in this thread was that the rock ain't improvised if you have rock thrower.I'll take your word for it. I didn't bother to read through the entire six-page, mostly three-year-old thread. Which Weapon Fighter Group did they decide that 'rock' belonged to?
Aside: Glancing through the thread made me kind of sad. I miss some of those now absent posters. :(
Alex Mack |
2 people marked this as a favorite. |
avr wrote:I don't see it listed there.Gisher wrote:The thrown weapons group makes sense if you're throwing the rock, right?Alex Mack wrote:I'm pretty sure the concensus in this thread was that the rock ain't improvised if you have rock thrower.I'll take your word for it. I didn't bother to read through the entire six-page, mostly three-year-old thread. Which Weapon Fighter Group did they decide that 'rock' belonged to?
Aside: Glancing through the thread made me kind of sad. I miss some of those now absent posters. :(
I don't see it anywhere!
Gisher |
1 person marked this as a favorite. |
Gisher wrote:I don't see it anywhere!avr wrote:I don't see it listed there.Gisher wrote:The thrown weapons group makes sense if you're throwing the rock, right?Alex Mack wrote:I'm pretty sure the concensus in this thread was that the rock ain't improvised if you have rock thrower.I'll take your word for it. I didn't bother to read through the entire six-page, mostly three-year-old thread. Which Weapon Fighter Group did they decide that 'rock' belonged to?
Aside: Glancing through the thread made me kind of sad. I miss some of those now absent posters. :(
Not in the Blog?
Not with a frog?GM_Beernorg |
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I fondly remember the dwarven barbarian I used to play, Gorm Mountain-Chewer, who had a small boulder he threw (along with dwarven war axes, Throw Anything is a GREAT feat, endless fun!).
Used the hurling rage powers and the charging hurler feat. Eventually carved the rock with a goat head, and had it enchanted as +1 returning (paid 150% item cost, seemed appropriate). I loved shouting "who gets THE GOAT!" at foes.
Did pretty decent damage, and was not nearly as dedicated a rock thrower as the designs posted here.
SO. MUCH. FUN.!
Gisher |
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I fondly remember the dwarven barbarian I used to play, Gorm Mountain-Chewer, who had a small boulder he threw (along with dwarven war axes, Throw Anything is a GREAT feat, endless fun!).
Used the hurling rage powers and the charging hurler feat. Eventually carved the rock with a goat head, and had it enchanted as +1 returning (paid 150% item cost, seemed appropriate). I loved shouting "who gets THE GOAT!" at foes.
Did pretty decent damage, and was not nearly as dedicated a rock thrower as the designs posted here.
SO. MUCH. FUN.!
That sounds fun! Did he give his boulder an actual name or just call it 'the goat?'
GM_Beernorg |
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It was literally named "The Goat"
Gormie was not the most inventive of name masters ;)
He tended to wax much more poetic about how the rage class feature works.
At one point, he was training criminals (he was played by me in a King Maker game) to become barbarians. It went something like this...
::criminal recruit 1:: so, how exactly do I "Rage"?
::Gorm:: So, what ya do is focus on all the hurt, and rage, and anger ya have in you, and I know you lot have plenty of it, and then you force it all way down deep inside at the core of your being, sorta in yer belly, into a little black ball of fury and save it, and then, ya just let it all out when the time is right!
::Criminal recruit 1:: Uhhh...I wanna go home!
Cao Phen |
1 person marked this as a favorite. |
Clarification on this. The fighter archetype in my build is a Weapon Master Fighter. Advanced Weapon Training allows the Weapon Master to use the benefits to its specialized weapon, in this case, the rock. Hope this helps.
Gisher |
2 people marked this as a favorite. |
Clarification on this. The fighter archetype in my build is a Weapon Master Fighter. Advanced Weapon Training allows the Weapon Master to use the benefits to its specialized weapon, in this case, the rock. Hope this helps.
I think I see. Rock Thrower lets you be proficient with rocks and thus allowed to take Weapon Focus (rock). Then Weapon Master lets you ignore the Fighter Weapon Group requirement of Advanced Weapon Training since it only applies to that weapon. That seems to work, and I think it is VERY clever. Thank you for clarifying this. :)
Revolving Door Alternate |
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Ok, I'm actually considering playing one of these now. So I've got some questions before I go with it.
I understand the high strength for damage. But wouldn't you also want a high dex to make those iterative attacks actually hit? Also a point buy of 18 could be lowered to 16 for a very slight reduction in damage and give a lot of point for other abilities.
Any real problem with taking the barbarian level first for the few extra hit points?
I probably won't go that high level in our campaign anyway, but why the bloodrager levels?
Could you do the shattering weapon thing with thrown rocks?
I'm considering using the halfling, mostly because of the kid throwing stones mental image. Would that be a huge downgrade?
Is it feasible without the TWF? I was considering some feats in something else to make him a bit more versatile.
If I take a level of oracle, I think I would have to make charisma at least 11 so he could cast a few spells. I think I would feel like the level was half wasted otherwise.
At our local, someone was talking about using charisma or wisdom for to hit rolls then tanking dexterity. How/Would that work?
What about replacing some of the weapon master levels with more barbarian levels for hurling rage powers. Has anyone looked at that?
ElterAgo |
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...
So as I said depending on Order of Operations determines your Range for the Rocks. So they start at 20ft and gain +10 from Hurler Barbarian, then are Doubled from the feat to make it 60ft, then you add the magic item, making it 70ft.
Or they start at 20, you add the class, then the item, to make it 40ft and then add the feat to make it doubled to 80ft. ...
I believe the rule in PF is that doubling only doubles the original number not the modified number. However, I can't seem to locate that rule, right at the moment.
GM_Beernorg |
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This is true.
I suppose I should always note that within my gaming group, stat add items are not very common at all, and we tend to build PC's without the assumption of certain items (even if we know we really want them), but this of courses is not always the case across other tables, etc, etc.
It just tends to color my gaming I suppose.
Revolving Door Alternate |
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Well in our group almost everyone gets at least a +2 single stat belt or headband since it is so cheap.
Cloak of Resistance, Ring of Protection, Amulet of Natural Armor, +1 magic weapons/armor, Bag of Holding, and Handy Haversack are considered common and easy to find/upgrade almost anywhere with a decent population.
GM_Beernorg |
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lol Coffee!
Totally fair statement Rev...
My players know that usually to get stat add items, they will need to take it from the defeated (not always from the NPC's cold dead waist or brow, only sometimes, surrender is a thing) :)
To be fair, plenty o' stat add potions to be had when I GM, may not give out certain item types as much as other GMs (no prob there, to each their own) but I do try to keep the loot useful and interesting.
Custom magic items happen allot at our table
Sir Thugsalot |
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I can say from experience, the hurling rage powers are pretty darn useful, and fun...both are important.
Blink back belt also quite useful, though a bit of an odd mental image with rocks as your weapon of choice
The problem with the Blinkback Belt is that, aside from taking up the same slot needed for Belt of Mighty Hurling (that being a deal-breaker right there), is that the rocks the build ends up throwing are going to be too large for it. They have to be really big rocks.
Also, when the hurling belt is eventually upgraded to the Greater version, all thrown objects acquire the Returning property.
Sir Thugsalot |
Resolved: Oracle[Stone] is the only means in the game for a non-monster humanoid PC to "legally" (important for PFS) acquire proficiency (for weapon feat & training purposes) in throwing rocks (among other improvised objects). (We could, of course, just chuck 'em without any penalties via the Throw Anything feat, but that doesn't green-light any of the fighter gravy.)
...no?
Tacticslion |
I throw an anchor at it?
I actually ran a game for a PC that did this consistently.
The really weird part is that she was the equivalent of a minor succubus-like creature (low strength, okay dexterity) more or less having "minor" (of a sort) side-adventures to the main plot while going through the equivalent of hell - it was the in-game world equivalent of a cold iron anchor.
The actual PC was an aasimar-like humanoid who'd - through exceptionally weird magic - kind of achieved a "secondary self" she could project into another creature - kind of like being two places at the same time, but she had to take over the body of another. So she chose to take over a "shadow fiend" - the term for that setting's fiends of all stripes - that was sealed in the shadow realm - that setting's equivalent of hell and/or the abyss and/or gehenna-slash-abaddon. She then proceeded to have it adventure through the horrors of that realm, making stupidly successful checks every once in a while (and playing minor one-shots with it) to see how she progressed through that nonsense, with the ultimate goal of assassinating one of the seven lords of evil and replacing it with herself, to hopefully cause all of the shadow to collapse into internal strife with itself. We never actually played all the way through - life ended that campaign as a whole. The anchor was basically a byproduct-cum-mistake: the "original" fiend she hitched a ride with as it was being banished had been literally anchored in place by a different NPC who'd specialized in wielding the anchor as a weapon. That shadow-fiend was nearly dead, and was dying fast, so she hopped ship as soon as possible, and used the anchor to slay it so it couldn't inform others (making it look like a different dispute to any onlookers). Instead of leaving a weapon lying around, like a good PC, she decided to keep the obnoxiously heavy anchor-weapon and went stalking through the depths of the home of evil... and eventually kept putting it back into feathers.
Sir Thugsalot |
General impressions:
* If there's going to be any barbarian in the build, at least one of the levels should be at first level, and there should be enough levels of it (or Extra Rage feats) to keep rage going for awhile as well as acquire the Reckless Abandon rage power.
* The BAB-2 hit from Oracle and Dragon Disciple (in example builds on previous pages) means you need to get DD to 4th just for STR+4 to cover the attack bonus loss (via Belt of Mighty Hurling), and DD's advancing spell progression has to work with Bloodrager's anemic list which doesn't even grant a known spell until 4th. Not saying it's the worst thing out there, but I suspect there are better options.
* This game does not permit, save in specific instances, a throwing build to do anything other than flat suck until a dumptruck-load of money is available for items. It is therefore suboptimal to focus on it from the start if you're actually playing the character from first level.
~ ~ ~
16,16,14,13,07,07 20pt array
STR+18 half-orc
DEX:13 or 14
CON:16
INT:07
WIS:14 or 13
CHA:07
Concept: prior to the acquisition of (Lesser) Belt of Mighty Hurling (a fairly expensive item that will be unavailable until around approximately 6th level), attack-bonuses with 10' increment thrown weapons would be pure garbage anyway regardless of DEX. Deliberately choosing to ignore throwing early avoids suboptimal one-trick-pony problems. Since we're planning on a hurler belt, the slot won't be available for the usual physical attribute upgrades, so they need to meet eventual feat prerequisites out-of-box.
Racial Traits: Dragon Sight, Sacred Tattoo
Traits: Fate's Favored, Adopted (dwarf:Glory of Old)
...being (all saves)+3 versus most thing before even taking a character level is purple-colored criminally goodness. Oh, and 120' darkvision.
01: barb1 [hurler][invulnerable][rage:10rnd], Raging Vitality
...not dying in combat is job #1. Bardiche is our main weapon.
02: barb2 [DR:1/-][rage power:Quick Reflexes][rage:12rnd]
...enjoy two AoOs w/polearm
03: barb3 [extreme endurance][rage:14rnd], Resilient Brute
...enemy crits confirm easy, so turn to advantage
04: barb4 [DR:2/-][rage power:Reckless Abandon:+2][rage:16rnd], STR>19
...attack bonus is +13 while raging w/MW
05: orac1 [stone:rock throwing], Extra Traits:Accelerated Drinker, Reactionary
...now we're ready for Weapon Master fighter.
06: figh1 [weapon master], STR>20, Distance Thrower
...buy Belt of Hurling (lesser)
07: figh2 [weapon guard], Quick Draw, Vital Strike
08: figh3 [weapon training], STR>20
...buy gloves of dueling
09: figh4 Point Blank Shot, Rapid Shot
10: barb5 ...don't forget to upgrade that hurling belt
11: barb6 [rage power], Combat Reflexes
12: barb7
13: barb8 [rage power], Improved Vital Strike
14: barb9
15: barb10 [rage power], FEAT(g)
16: barb11
17: barb12 [rage power], Come and Get Me
Tactics: Switch-hitter thrower and CaGM AoO-exploiter.
Equipment: up to four +1/Furious special materials "rocks" of the biggest size we can throw without penalty, several MW smaller ones and one bigger one (purely for vital strike purposes for when we have to move).
Build exploit: does not lose attack-bonus while Enlarged because STR is used for attack via the Belt of Hurling, not DEX.
Purple uniform and Dazzling Display optional.
Scott Wilhelm |
You are not proficient with rocks.
You need to acquire Weapon Focus, without meeting the prerequisites, such as through the Ranger's combat style feat.
What if he took Throw Anything?
If he dipped a level in Alchemist, he'd get Throw Anything as a Bonus Feat. If he went mostly Alchemist, he could get Explosive Missile and throw Exploding Rocks. He could also be a Grenadier and start throwing exploding rocks sooner, and all those would stack and stack with Deadly Aim, which normally doesn't work with Alchemal Bombs.
He could go Warpriest and do Sacred Weapon Damage with his Rocks. Either Warpriest or Alchemist would offer a lot of self-buffing options.
He could just use a sling and throw rocks that way.
What if he were throwing clubs made of stone? Aren't you throwing rocks then?
If he took the Snap Shot feats, he could use Great Cleave with his Rocks/Stone Clubs.
He could be a Rogue or Ninja or something and make Ranged Sneak Attacks. He could take False Attacker to keep shooting while maintaining Stealth.
A magic item to look into would be the Robe of Needles. Not rocks, but still good for an idiosyncratic throwing build.
Ventnor |
How do the Gloves of Improvised Might from Adventurer's Armory 2 affect those who prefer to wield the might of Mother Earth against their foes?
Sir Thugsalot |
How do the Gloves of Improvised Might from Adventurer's Armory 2 affect those who prefer to wield the might of Mother Earth against their foes?
The problem with them is that as soon as one is proficient in throwing rocks, then they are no longer improvised weapons.