| Claxon |
You are probably going to want these:
Belt of Mighty Hurling, Greater
Price 42,000 gp; Aura moderate transmutation; CL 12th; Weight 1 lb.
This item functions as the lesser belt of mighty hurling, except it grants a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with. Treat the bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Cost 21,000 gp
Craft Wondrous Item, bull's strength, longshot, returning weapon
Belt of Mighty Hurling, lesser
Price 14,000 gp; Aura moderate transmutation; CL 8th; Weight 1 lb.
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements
Cost 7,000 gp
Craft Wondrous Item, bull's strength, longshot
| Claxon |
Th real problem with thrown weapons is enchanting them and getting them back on your person (so you can attack with it again). The blinkback belt does that, but not for two-handed weapons such as a trident.
Throwing a trident could be your opening salvo, but probably not going to be something to do through the entire combat.
| Zenogu |
Yup. 1-handed weapon with 10ft range.
The only actual Two Handed weapons with a range increment are the Spear and the Harpoon.
Claxon is correct however. Getting them back to the thrower is the real problem.
I've house-ruled that the Returning weapon property simply returns immediately after striking the subject. I didn't see much harm in it. Even then, no one at the table was interested in it afterwards. Yikes.
| Claxon |
The new scaling bonuses rules in Unchained could make thrown weapons viable, actually; since the bonuses are innate to your character rather than to the weapon you can toss as many mundane tridents as you want and still be awesome with them.
Eh...I think you have to be attuned to the weapon, and I'm not sure how many weapons you can be attuned to at a time.
| Gwen Smith |
You can check out the Throwing Magus arcana from Ranged Tactics Toolbox.
(Trident is on the martial weapons list, under one-handed melee weapons.)
| Gisher |
| Gisher |
Dunit13dl wrote:i was going to get a returning trident which would come back to meThe problem is, it returns next round not directly after you throw it. And, if you throw it and move it returns to the square you threw it from.
If you have a class that doesn't need to use swift actions during every round of combat, Called can be a nice alternative to Returning. You can teleport it back to your hand right away, even in the middle of a full attack action.
| Dunit13dl |
Dunit13dl wrote:i was going to get a returning trident which would come back to meThe problem is, it returns next round not directly after you throw it. And, if you throw it and move it returns to the square you threw it from.
im playing a magus so i dont move too much. and can use spells if i dont have the trident.
i do like the called better
| Dunit13dl |
so if i have this correct I can normally throw my trident up to 50 feet but with a -8 penalty. with far shot that penalty at 50 feet goes down to -4
if i had a distance trident it would be a max range of 100 feet with a -4 penalty.
if i got a belt of hurling it would increase its max range to 150 feet with a -4 penalty
then with the distance thrower feat it would be a max range of 150 feet with a -2 penalty
correct?
blackbloodtroll
|
You will want this:
Two-Handed Thrower (Combat)
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
Prerequisites: Str 15.
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.