Advice on Throwing build's equipment


Advice


With the new Advanced Class guide the swashbuckler has the archetype flying blade that makes throwing daggers a viable option for combat.

But how does one enchant the dagger's? Since you need to throw them up to 4 times and it gets ludicrously expensive to enchant if you have 4 specific daggers to enchant.

One can take the Returning enchantment but it doesn't help to reduce the number of weapons you need, since they return just before the start of the next turn. Also Called enchantment doesn't help much since it requires one to spend a swift action to call it back to their hand.

Are there any items which help with this problem?

Imagine Jarlaxle from the Drizzt books, dude has bracers who spawns magical daggers to his hand he just keep throwing them. Afterwards which they magically teleport or something back to his bracer's. Sadly the player's do not possess R.A Salvatore's abilities, to not have to abide by the rules.

I know as a last resolution I can go to the GM, explain my problem and try to find a solution. But before I have to I'd like to try and search for a way to fix my problem by the book's rules. So the GM doesn't have to spend more extra effort to the game than he already does. He does more than enough already.

Any help/suggestions would be appreciated very much. Thanks!

Scarab Sages

Blink Back Belt from Ultimate Equipment costs 5k and returns the weapon immediately after the attack is resolved. You'll need to ask your GM if you can make the blink back belt to be also a stat boosting item as well.

Scarab Sages

(Also yay! For finally having a viable option for thrown weapons. Can you share the details of the archetype? I have to wait til I get home from work to buy the PDF)


Yup. Blinkback belt is your best bet.
there is a called enchantment, that returns a weapon as a swift action.

You could ask your GM about turning the belt into wrist and or hand slotted items.


I would say you still need the dagger(s) to be enchanted separately.

I think it would be little far stretched to have belt that not only returns your weapons but also enchants them to make more damage.

And by Enchanting rules, if I remember correctly, you can only put weapon specific enchantments to weapons. (Amulet of Mighty Fist is its own thing)

One option to this could be that you are throwing the same dagger over and over again as it returns immediately after the attack is resolved.

But this is just my opinion. Ask you GM what he is ready to do.


minoritarian wrote:
(Also yay! For finally having a viable option for thrown weapons. Can you share the details of the archetype? I have to wait til I get home from work to buy the PDF)

Yeah, basically you get deeds that replace old ones.

The Deeds:
1. Subtle Throw, replaces the dodging panache: you can spend 1 point to make one throwing attack without AoO's being drawn, at 6th all throw's for the turn.

2. Disrupting Counter replaces kip-up. Spend 1 point, make an AoO against a melee attacking foe, if it hit's -4 all attack rolls until end of turn for the enemy.

3. Precise Throw, work's like precise strike, max range 60 feet and you gain +5 range increment for your throw's. Can spend 1 point to ignore all range increment penalties. Replaces Menancing swordplay.

4. Targeted throw, works exactly like targeted strike but 60 feet range max.

5. Bleeding wound, works like the same, max 60 feet.

6. Perfect throw, works like the same perfect thrust, max 60.

Weapon training for daggersa and starknives, but for every +1 you get, you also gain +5 feet range increment increase. Stacks with precise throw's +5. Also when wielding daggers or starknives, you gain the benefit of improved critical feat.

Also same capstone ability for lvl 20 but for daggers and starknives.

Hope it's allowed to spoil and tell like this :s Don't know how to make the spoiler tag thingie.


Routamaa wrote:

I would say you still need the dagger(s) to be enchanted separately.

I think it would be little far stretched to have belt that not only returns your weapons but also enchants them to make more damage.

And by Enchanting rules, if I remember correctly, you can only put weapon specific enchantments to weapons. (Amulet of Mighty Fist is its own thing)

One option to this could be that you are throwing the same dagger over and over again as it returns immediately after the attack is resolved.

But this is just my opinion. Ask you GM what he is ready to do.

Yeah I got to run this my the GM and then I will also argue for the fortitude save into good :D but that's a lost fight.

But thanks for the advice!


minoritarian wrote:
Blink Back Belt from Ultimate Equipment costs 5k and returns the weapon immediately after the attack is resolved. You'll need to ask your GM if you can make the blink back belt to be also a stat boosting item as well.

Hey thanks, just what I am looking for! Will do good and helps with all the stuff.


Zwordsman wrote:

Yup. Blinkback belt is your best bet.

there is a called enchantment, that returns a weapon as a swift action.

You could ask your GM about turning the belt into wrist and or hand slotted items.

Will do that and ask for it as wrists.

Scarab Sages

Looks fairly solid.

If it works like precise strike I'm guessing no two weapon fighting throwing. Except... if you have a blink back belt and just the one dagger constantly returning to you then I'm wondering whether you can make an argument that you are throwing with your off hand and "on" hand whilst still having a hand free.

(And its okay to share the details I think. It'll be on the PRD soon anyway)

Scarab Sages

Oh my, just thought that I'd totally dip a level of warpriest of pharasma for one of these. Daggers jump to d6 damage and with the deific obedience feat you also get a +2 to attack rolls with daggers. With the right race you also qualify for Divine Protection for charisma to saves. I'm so going to build this.


minoritarian wrote:

Looks fairly solid.

If it works like precise strike I'm guessing no two weapon fighting throwing. Except... if you have a blink back belt and just the one dagger constantly returning to you then I'm wondering whether you can make an argument that you are throwing with your off hand and "on" hand whilst still having a hand free.

(And its okay to share the details I think. It'll be on the PRD soon anyway)

Yeah well I think TWF is up to the GM in this case, not PFS available but home games, why not?

Also okay, good that one can share.

I don't think the d6 dmg is worth it, the +2 to attack rolls can be but jump from d4 to d6 is like what? 1 point of damage at average?

Scarab Sages

Yeah but I'd take the dip just to get access to divine protection feat. Getting a slight increase in damage and attack is just icing on the cake.


minoritarian wrote:
Yeah but I'd take the dip just to get access to divine protection feat. Getting a slight increase in damage and attack is just icing on the cake.

Well that's a good point, sadly again the divine classes gain feats and stuff to boost their saves through the roof unlike the martial classes.

Like our friend swashbuckler here who can't even get two good saves.

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