Full Attack With Thrown Weapon?


Advice


Is there a way to make a full-attack with a thrown weapon (assuming it has the Returning ability)?


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Take a look at the Blinkback Belt.

Add the Quick Draw feat and yep, you're set.
No need for the Returning weapon property.


RaizielDragon wrote:
Is there a way to make a full-attack with a thrown weapon (assuming it has the Returning ability)?

with the returning property. no.

returning
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

under this property it doesn't return until the next turn.

Lamontius wrote:

Take a look at the Blinkback Belt.

Add the Quick Draw feat and yep, you're set.
No need for the Returning weapon property.

With what Lamontius said, yep. Works just fine since it returns after the attack is resolved.

Scarab Sages

The problem with the blink back belt is that it negates the belt of mighty hurling or other attribute belts which are very desireable for a thrown weapon user.


It's unfortunate that it takes up the belt slot, where you would probably want to use a Belt of Mighty Hurling, or even just a Belt of Giant Strength.

EDIT: Yeah, what Imbicatus said.


It's not a bad patch for lower levels. Once you can afford 3 to 5 Returning weapons (i.e., enough to use your full attacks, especially if you have TWF or Rapid Shot), you can trade it in for a different belt.


There was a character who had a brace of chakram and the rapid shot/quick draw feats.

They're hucking frisbees of doom before closing for combat. d8+2 damage with each strike

3 attacks and then draws their falcata and readies his shield. (Kind of a wonder woman meets Xena warrior princess

You could probably take multiple chakram if you want to hang outside of combat longer.

:)

Very Respectfully,
--Bacon

Shadow Lodge

The blink back belt does allow for a character to go TWF with any light weapon that can be thrown to efficiently go close and ranged combat at the same time, hell even during the same round. Because you're light melee weapons you can put Agile on them as well, Agile doesn't seem to specify melee or ranged. Because you're using weapon finesse you'll have almost the same attack/damage for melee and ranged, ranged will have +1 attack and damage due to point blank shot. Precise shot is nice while closing in, but Improved Precise shot probably won't be needed as you can just run into combat at that stage.

Although you can't using a dex belt it does allow for viable enchanting of weapons since you'll only need two weapons. Returning isn't that useful for these builds, if you want to throw more than two weapons a round it becomes useless as all the weapons you throw beyond the first two will just fall to your feet.

Returning Weapon Special Ability wrote:
If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Regarding chakrams, I have seen a build where you use bronze chakrams, a lot of them, and throw them like a mad man, then use Disposable Weapon to auto confirm crits(1 gold to confirm a crit? yes please!). The Hurling Belts will help a lot this that build, may want to go ranger so you can get the twf fighting feats without the high dex though.

Scarab Sages

Thinking of a character that would make better use of blinkback belt and came up with a brawler fighter. Go dex based with agile wushu darts. TWF plus rapid shot, deadly aim point blank master, use improved snap shot with pin down to have a huge area of control beyond the standard adjacent lockdown that a brawler usually has.


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RaizielDragon wrote:
Is there a way to make a full-attack with a thrown weapon (assuming it has the Returning ability)?

Get Startoss Style feats. It's basically a ranged version of Cleave. Then get Vital Strike, becase...

"If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack)."

Used it to make my Yondu (Guardian of the Galaxy) build:

>Seeking Returning Chackram
>Sneak Attack
>Vital Strike on the first attack
>Massive Damage on BBEG
>Good damage on minions


Sub_Zero wrote:
RaizielDragon wrote:
Is there a way to make a full-attack with a thrown weapon (assuming it has the Returning ability)?

with the returning property. no.

returning
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

under this property it doesn't return until the next turn.

Lamontius wrote:

Take a look at the Blinkback Belt.

Add the Quick Draw feat and yep, you're set.
No need for the Returning weapon property.

With what Lamontius said, yep. Works just fine since it returns after the attack is resolved.

I suppose if you had multiple returning weapons...


Imbicatus wrote:
Thinking of a character that would make better use of blinkback belt and came up with a brawler fighter.

How about a Shield Champion Brawler?


there is a feat for thrown weapons that make them return to user after resolving the attack (as long as no1 caught them with the catch arrow feat). might need fighter levels or the martial focus feat to qualify.


Tartahyuga wrote:

Get Startoss Style feats. It's basically a ranged version of Cleave. Then get Vital Strike, becase...

"If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack)."

Half Elf: Arcane Training, Ancestral Arms: Throwing Shield

1Fighter1: Precise Shot, BAB+1

This character could be a Half Elf with the Arcane Training Alternat Racial Trait that lets you use magic wands. I like the Spell Swift Girding for much the same reason I like the Endurance Feat. You are still sleeping in your underwear, but with Swift Girding, you can dress for battle as a Standard Action instead of the minutes it normally takes. Few things make my skin crawl more than that gleam the GM's eye when he asks, "Are you sleeping in your armor? If the answer is yes, you will wake up Fatigued. If the answer is no, you WILL be fighting Hill Giants in your underwear that night!

2F2: Quickdraw, BAB+2

A Throwing Shield can also be a Quickdraw Throwing Shield and be drawn as a Free Action.

So this character could carry a supply of throwing shields, like a quiver of spears, but he should as quickly as possible invest in a Blinkback Belt, which will return his shield to his belt where he can then re-draw it as a Free Action.

Another thing this character should invest in as quickly as possible is the Bashing Shield Enchantment, so it will do 2d6 Daamge.

3F3: Weapon focus Throwing Shield, Armor Training +1, BAB+3
4F4: Weapon Specialization (+2 Damage from Feats) Throwing Shield, BAB+4
5F5: Startoss Style, Weapon Training, Thrown Weapons +1, (+4 Damage from Feats), BAB+5
6F6: Bravery+2, Startoss Comet, (2 Attack/Round with Startoss Style) (+6 Damage from Feats), BAB+6
7F7: Vital Strike (4d6), Armor Training, Armored Juggernaut (DR2/-), BAB+7
8F8: Startoss Shower (+8 Damage From Feats), BAB= +8
9F9: Devastating Strike (4d6+6), Weapon Training Thrown Weapons +2, Armed Bravery, BAB+9
10F10: Bravery +3, Dodge, (3 Attacks/Round with Startoss Style) +10
11F11: Close Quarters Thrower, Armor Training +2, (DR3/-), BAB+11
12F12: Improved Vital Strike 6d6+6), BAB+12
13F13: Rapid Shot, Weapon Training, BAB+13
14F14: Snap Shot, Bravery, BAB+14
15F15: Combat Reflexes, Armor Training, 4 Attacks/round with Startoss Style, BAB+15
16F16: Greater Vital Strike (8d6+6), BAB+16
17F17: Improved Snapshot, Weapon Training, BAB+17
18F18: Greater Snapshot, Bravery (+4 Damage on AoOs), BAB+18
19F19: Combat Expertise Armor Training, )DR 8/-,BAB+19
20F20: Improved Trip, (+6 Damage on AoOs), 5 Attacks/Round from Startoss Style, BAB+20


There are a few weapons that have cords or ropes attached to them that allow you to yank it back. The only one I know of off the top of my head is the Rope Dart. You throw it at the target, then yank on the rope to get it back as a free action.


I just posted another Throwing Shield Build here .


For a +2 bonus, you can have a Sharding weapon. Now you use it several times without relesing, and a duplicate shard goes to the target as though it were the weapon itself. The shard then disapears, but who cares ... you still have your weapon to use again.

/cevah

PS: Anyone else notice the 3 year necro? :-)

The Exchange

My sister has a PC that does this with Ricochet Toss -
She named him "Chuck".

before 6th level, chuck just carried lots of Chackrams - something like 30 or them.

Chuck does boosted damage with Point Blank Shot & Deadly Aim, and early on, used a whetstone on the non-magical ones...

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