Two Weapon Thrower?


Advice

Shadow Lodge

Is a two weapon thrower build a workable character? A character that throws a weapon from each hand for those who didnt understand what I was asking. I saw this type of character once at a PFS game but didnt get any info on how he was put together and how viable the build was.

Thanks.


I am looking at this too using this feat in a two handed fighter.build with Vital Strike.

Grand Lodge

Like daggers, or shuriken?


It's not bad, you can use two weapon fighting and rapid shot so you can really get the shuriken going. Doing this with a ninja is how you can get the most out of it if I remember right, since they have tricks to let them get even more shuriken out. figuring out a way to target an easier AC would be really helpful though.

Edit-
Also the flying blade swashbuckler is pretty throwing focused.

Shadow Lodge

blackbloodtroll wrote:
Like daggers, or shuriken?

The PFS character was a rsnger that used star knives and javlins.

I was thinking chakrams and javalins or something like that.

Edit: of course I dont know what is considered a 'light' thrown weapon, chakram weights the same as a dagger.

Sovereign Court

I actually have an 8th level Fighter who uses chakrams/chakra/chakrani and TWF. He's a lot of fun, but you reaaally have to worry about your accuracy. TWF gives you a -2, Rapid Shot gives you a -2, and your range increment is going to be much smaller than a conventional ranged character. Fighter really is your best option (even if only for a 2-4 level dip), since you need a truly absurd number of feats. Namely, you need the starter TWF feats (Two-Weapon Fighting and Double Slice), your basic ranged feats (Point Blank Shot, Precise Shot, and Rapid Shot), and Quick Draw just for a baseline.

Even worse than the accuracy problems and the intense feat tax, you're going to run into every thrown weapon character's bane: getting your weapons back. You have a number of options here:

1. Bushels of Weapons
This is really your only option at low levels, but only out of necessity. Even the cost of masterwork weapons adds up, and you stand no real chance of getting multiple magic weapons. Just use lots of non-magical, inexpensive weapons, and hope some of them hit (and then maybe they'll even do damage).

2. The Returning Trap
The returning property for your weapons sounds fantastic... until you read it. Your weapon doesn't come back until the start of your next turn, you need an open hand for each weapon that returns, and it only returns to the square from which it was thrown. Never mind that every returning weapon costs a minimum of 8,000 gp. In order to take all five attacks you'll be getting at 6th level (six if you're hasted), you'll need to spend 40,000 gp. And, after one round of full attacking, three of them return to clatter at your feat. Not the best option.

3. There Has to Be a Better Way!
Why yes, there is! Ultimate Equipment brought us the miracle known as the blinkback belt. With this item, you can finally full attack to your heart's content. It's not perfect; you need both Dexterity and Strength, but your belt slot is now taken. And 5,000 gp still takes a little working up to. But it's better than the alternatives.

All that aside, it's a really fun character concept that will definitely surprise your tablemates. Just make sure you can keep all your modifiers straight (there are a lot of them) and your turns fast; this build can turn any session into a six-hour nightmare if you're slow at math.


This is certainly a touch more viable than my idea of a character that climbs walls and then throws weapons at enemies from their perch. You'll want to take the Quick Draw feat unless you intend to use shuriken so you can make full-attack actions and use rapid shot.

There is then of course the main line of feats to be effective at range: Point-Blank Shot and Precise Shot. Considering the short range of thrown weapons you'll want Far Shot as well, and to top things off "Shot On The Run" is pretty good too. Charging hurler let's you charge and then throw your weapons. Lastly Clustered Shots will help deal with DR.

So in all you're looking at... Around 8 feats, and that's before picking up things like weapon focus, improved critical, or any other feats you might like to have for things like skill utility, AC from the Dodge feat, or many other important feats.

For something so feat-hungry, I'd say you pretty much have to make it a ranger to get access to the combat style feats and avoid some of the early feat taxes.

Shadow Lodge

Wouldnt Distance Thrower be better then Far shot? At least at closer ranges.

Shadow Lodge

Would Lead Blades or Gravity Bow be useful to a two weapon thrower?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A lesser belt of mighty hurling (14,000 gp) allows the wearer to apply Str instead of Dex to thrown weapon attack rolls and increases thrown weapon range increments by 10 ft (in addition to the +2 Str enhancement). A dagger of doubling can be split into a duplicate +1 dagger (10,302 gp) as a free action with the Quick Draw feat.

Another way to utilize the lesser belt of mighty hurling is to pick up the Throw Anything feat to throw arrows or crossbow bolts. The biggest issue with focusing on thrown weapons is the cost of magical enhancements on each weapon.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Jacob Saltband wrote:
Would Lead Blades or Gravity Bow be useful to a two weapon thrower?

No.

Gravity bow specifies "arrows or bolts fired from your bow or crossbow..." (emphasis mine)

Lead blades specifies "melee weapons," not "weapons that can be used in melee, but happen to be thrown."


Grokk_Bloodfist wrote:
I am looking at this too using this feat in a two handed fighter.build with Vital Strike.

You might be thinking of Two Handed Thrower, where you use two hands to throw a single weapon.

The post is asking about throwing two weapons, one in each hand.

So this is off topic:

I like the Two Handed Thrower feat, and it could work really well combined with vital strike. It gives your two-handed fighter archetype a nice heavy-damage ranged fighting option without a lot of additional feat investments.

I'd start by looking at a list of weapons that can ne wielded with two hands and still be thrown.

I would recommend getting a Called weapon for this.


Monk of the Empty Hand could work pretty well with this. You can get Improvised Weapon Mastery at level 6, and you'll be fine for flurrying as long as you remember to carry around a bunch of everyday objects that look suspiciously like throwing axes. Range increments can be a pain, but if you have Far Shot and a wand of longshot you should be okay (and once you hit fourth level you can increase them with ki). At 11th level, you can spend ki to give improvised weapons the returning quality.

A strength based build would probably be best off dipping a level in Hurler and getting a belt of mighty hurling. This is helped by being a monk because you don't need dexterity to use Two-Weapon Fighting when you flurry.

A dexterity based build would have the advantage that, once they hit eleventh level, they can use a point of ki to give an improvised weapon the agile special weapon quality. (improvised weapons equivalent to throwing axes are, in fact, usable with the Weapon Finesse feat).

One other interesting thing: The Feral Gnasher barbarian archetype lets you pick up unattended objects small enough to wield in one hand as a free action at level 2. This is a way of overcoming the returning weapon property challenge, and could work quite well with a greater belt of mighty hurling for a strength based thrower. (But not with improvised weapons, obviously. Shuriken could work.) The downside of this is that it has to be a goblin, which is not that nice of a race for people using strength instead of dexterity. It's sort of a weird race for that archetype, actually, especially since it can't be combined with Urban Barbarian.

Scarab Sages

My favored option is a dex-based brawler fighter using agile wushu darts and a blink back belt.

You can do very decent damage thanks to close combatant, and the ability to take rapid shot and two weapon fighting makes up for the loss of manyshot. But the problem is you will have to waste a feat on quick draw, and your range is horrible. You will also have to enchant two weapons instead of one.

However, you do become a zone of control once you get Improved Snap Shot and Stand Still.

Shadow Lodge

How do you know which tbrown weapons are considered 'light' for the two weapon penalties?

Is a chakram considered light.

Scarab Sages

Jacob Saltband wrote:

How do you know which tbrown weapons are considered 'light' for the two weapon penalties?

Is a chakram considered light.

It isn't listed under the melee table only on the ranged table. It's not on the light table. Therefore RAW is is not light. Personally, If I were GMing I'd allow it to be treated as light, but since it's not specified, expect table variation.


For light weapons, you're pretty much stuck with actual light weapons that you can happen to throw (e.g., daggers). You'd think shuriken would be lighter, but them's the breaks.


There is a swashbuckler archtype that throws daggers or Star knifes. If you Pick a race with a SLA you Can get arcane strike and DR dosent have to be a problem. Of cause you Can take clustered shots for that as well.

Grand Lodge

Human Warpriest of Phrasma is a good dagger tosser.

Being able to treat daggers as doing 1d6 and up is a huge damage boost.
Human FCB is more feats and of course, they get the 1st level bonus feat so you can take precise quickly.


Dragonchess Player wrote:
Lead blades specifies "melee weapons," not "weapons that can be used in melee, but happen to be thrown."

A melee weapon that you happen to be throwing, on the other hand... not that lead blades does much for a dagger.

Warpriest is good on 3 counts - improving weapon dice, grabbing weapon specialization, and using Divine Favor or Power to add a flat bonus to damage rolls.


BadBird wrote:
Dragonchess Player wrote:
Lead blades specifies "melee weapons," not "weapons that can be used in melee, but happen to be thrown."

A melee weapon that you happen to be throwing, on the other hand... not that lead blades does much for a dagger.

Warpriest is good on 3 counts - improving weapon dice, grabbing weapon specialization, and using Divine Favor or Power to add a flat bonus to damage rolls.

Four counts-- having a lot of feat slots.

Not Fighter-grade, but far more than most classes.

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