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100!
I also have a rock thrower, Bumi Mei Fong, in my Crazy Character Emporium.
I updated my concept of the Rock Thrower. Hopefully you can get some ideas from it to get a Bumi Mei Fong v2 as well. =)
DOWN WITH ARCHERS AND THEIR STRINGED STICKS!
THE ROCK REVOLUTION IS HAPPENING!

Scott Wilhelm |
Hey OP, I think I have an answer to your challenge for an overpowered character.
Human
Level1: Ranger1: Freebooter, 2 Weapon, Weapon Focus Armor Spikes
2R1Druid1: Saurian Shaman, Domains: Strength, or War
Strength would give a bonus to attack rolls, War, to damage. I'm not sure which will yield a higher DPR: we'll have some number crunching to do.
3R1D2: Totem Transformation, Combat Reflexes
Yay, 3 attacks/round: claws and a bite!
4R2D2: Improved Natural Attack, Claws
5R2D3: Level 2 spells, Martial Versatility: INA
6R2D4: Wild Shape
7R2D4Warpriest1: Weapon Focus Claws, Sacred Weapon, 1d6, Minor Blessings: Destruction and Earth, Shaping Focus
Between Shaping Focus and Saurian Shaman, this Druid can now Wild Shape into Dinosaurs of up to Huge size, the base damage of the Claws (thanks to Sacred Weapon) and the Bite is 1d6. This goes up to 1d8 for large, 2d6 for Huge, but she gets another size bump up due to Improved Natural Attack, so 3d6 if she turns into an Allosaurus.
She could also turn into a Megaraptor. An interesting choice. Megaraptors are only size Large, but they also get 5 attacks/round instead of 3: so what's better? 5 X 2d6 or 3 X 3d6? The Freebooter and Destruction abilities bless every attack, so that's worth an extra +2 for the Raptor. For Strength the large bonus is +4 for +2 damage, and the Huge is +6 for +3 damage, but that +2 is distributed between 5 attacks instead of the 3 attacks of the +3, so +10DPR vs +9. But there is the matter of Damage Reduction, and in later levels, there will be more attacks to come + Grappling, so I'm leaning toward Huge Allosaurus.
She can also get a Helm of the Mammoth Lord and get a Gore Attack in addition to the other 3-5, doing as much damage as the other attacks.
I like my PFS Martial characters to have a 14 Strength and a 16 Dex, or else the other way around.
Of course, the really insane thing would be instead of turning into either a Allosaurus or a Megaraptor would be to turn into a Giant Octopus: 8 Tentacles, 1 Bite, all with Grab and Constrict! The Constrict Damage will be equal to your other natural attack damage, including Destruction, Freebooter damage, so the word of the day is double damage! Acquire Armor to go with your Octopus Form, and you will also do 1d8 + bonuses Armor Spike Damage with every hit! This idea used to be called the Monktopus before they nerfed Feral Combat Training.
This character's strength will snowball as she gains levels.
8R2D4W1Monk1: Master of Many Styles, Snake Style, Monk stuff, Unarmed Strike 1d6
Funny thing, a Monk Unarmed Strike counts as a natural weapon for the purposes of effects that improve natural weapons, there is no reason why you can't just throw in 2 Unarmed Strikes, at -2 each with 2 Weapon Fighting, to go along with all those natural attacks. Counting as Natural Attacks themselves, they don't impose the -5 penalty on your other natural attacks. They will do the same damage as your other attacks 2-3 d6 depending on whether you favor Megaraptor or Allosaurus.
9R2D4W1M1Witch1: White Haired Witch. Natural Spell
Another attack/round! White Hair, this time.
10R2D4W2M1Wi1: Fervor 1d6
11R2D4W3M1Wi1: Snake Sidewind, Snake Fang
Every time someone attacks and misses you, you get an Unarmed Attack of Opportunity. If you hit, you get another attack as an Immediate Action. If your dex started at 14, that means 3 attacks for a Megaraptor, 2 for an Allosaurus, or 4-3 if your Dex is 16 to start.
12R2D4W4M1Wi1: Channel Energy, Sacred weapon +1, Level 2 Spells
13R2D4W5M1Wi1: Sacred Weapon 1d8, Martial Versatility Weapon Focus
1d8 is the base damage. 3d6 for large, 4d6 for Huge for this character.

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With a Belt of Mighty Hurling (Lesser or Regular), you use your Strength for your Attack Rolls, rather than your Dexterity.
With some builds that uses the Rock Throwing Stone Oracle ability, it does 2d4+(STR x1.5) damage. Think of it as throwing a Falcion at stuff with one hand.
Add in the fact that you can get rocks anywhere, you are basically never out of ammunition.
For comparison with other throwning weapon classes, I had seen a Flying Blade with a Blinkback Belt and a Dagger do lots of damage as well, so to each of their own.
And when comparing this build to an Archer build, my original reasoning was that many had already seen archer builds with Zen Archers, Divine Hunter Paladins, Rangers, and the like. It is not often we see a build that uses a Rock for some ranged destruction.

Scott Wilhelm |
For hurling, how would you like to do infinity damage? A Throwing Shield can be unclasped and thrown as a Free Action. If you have the Quickdraw Feat, a Quickdraw Shield can be drawn as a Free Action. And there are Quickdraw Throwing Shields.
Next, acquire a Blinkback Belt. After a thrown weapon that had been on your Blinkback Belt has been thrown, it returns to your 'Belt immediately after your attack is resolved, allowing you to redraw it. Since unclasping, throwing, retrieving, and redrawing are all Free Actions, if that, there is no theoretical limit to how many attacks you can make, depending on the whim of your GM.
But even if your GM does exercise the option of limiting the number of Free Actions you are allowed to make in a round, it's still a pretty neat trick. GMs always have the option of ruling or overruling anything in their own campaigns. So for overpowered characters, it's hard to beat infinity damage!
I win at D&D!

Scott Wilhelm |
Have they not FAQ'd that it's a free action to ready the shield to be thrown? I know they've clarified that's how it's supposed to work, but they do seem to be slow at getting things on the FAQ pages nowadays. It's a shame, they were doing really good for a while there.
As far as I know, they haven't. But please let me know if you find something official.

kyrt-ryder |
That strikes me as more normal [as in, what anybody should be able to do with martial weapon proficiency in a shield] than coolness.
The Throwing Shield is just so much more interesting when it gives a bonus attack [and until the Blinkback belt comes online-IF it comes online, many builds won't go for it- that's only a single attack per combat whatsoever.]
The dynamic of 'should I throw my shield or keep it' is one I enjoy, made a bit more interesting by the fact that I'm playing a level 1 wizard who wears one right now. Said Wizard definitely appreciates the extra 2 points of AC and is built to mix it up in melee a bit, but who would suffer ASF if he cast while wearing it.

Scott Wilhelm |
I thought the coolness of the throwing shield was that it was a shield you could throw without magic.
No worries: you can throw without magic
The dynamic of 'should I throw my shield or keep it' is one I enjoy,
I'm not only thinking of abusing Free Actions. I was also thinking of incorporating Grappling in my build.
Maybe take 3 levels in Phalanx Soldier to get Pike and Shield. Get Great Cleave so you can Shield Bash opponents next to you and also hit with a Reach Pole Arm. Then work in some grappling: Greater Grapple and Expert Captor. Maybe some Bow Feats. When you are in melee vs. lots of opponents, you Cleave and Shield Bash. When you have just 1 opponent, throw your shield and Grapple. It seems like a solid way to become a full-package fighter.

Scott Wilhelm |
More of my Wildshaping build
14R2D4W6M1Wi1: Destruction +3, Hamatula Strike
Bite, Gore, and with Snake Style, Unarmed Strikes count as piercing attacks. so with every attack, you get a free Grapple Check, and if successful, you get Armor Spike Damage. The Hair has sort of Grab ability of it's own, anyway. Armor Spikes on a Huge creature starting with Sacred Weapon Damage 1d8 is 3d6+bonuses. If you acquire the Anaconda Coils Belt, you have Constrict, and qualify for the Final Embrace Feat. You arguably do anyway, since you have the ability to Wildshape into a creature with Constrict, and are therefore "a creature with Constrict." Anyway, the word of the Day is Triple Damage
15R2D4W6M1Wi1Alchemist1: Feral Combat Training Claws, Bombs (or Sneak Attack) 1d6, Brew Potion, Extracts, Mutagen
Now your Claws count as Piercing, and join in the Hamatual Strike fun. If you take the Dex Mutagen, your Dex Mod Goes up +2, so your AC goes up +3, and your number of Attacks of Opportunity goes up by 2, too. If you go Strength, all your many attacks benefit from +2 Attack and damage.
16R2D4W6M1Wi1A2: Crab Familiar
17R2D4W6M1Wi1A2Cavalier1: Order of the Penitent, Coordinated Maneuvers, Mount, Tactician, Challenge, Improved Grapple
18R2D4W6M1Wi1A2C2: Expert Captor
19R2D4W6M1Wi1A2C2Fighter1: Greater Grapple, Potion Glutton

Scott Wilhelm |
R - Ranger
D - Druid
W - Witch
M - Monk
Wi - Wizard
A - Alchemist
C - Cavalier
F - FighterThe last is:
19 - Ranger 2/Druid 4/Witch 6/Monk 1/Wizard 1/Alchemist 2/Cavalier 2/Fighter 1I think.
Close. W = Warpriest, and Wi = Witch.
Sorry, this is an extention of a my earlier post for a Natural-Attacking Druid/Warpriest (primarily)
The idea is to attain Huge size with 4 levels in Druid and Wildshape. My favorite shapes are Allosaurus for Huge size and 3 attacks/round, Megaraptor, Large size, but 5 attacks/round, and Giant Octopus, Large Size, but 9 Attacks/round, 8 of them with Grab and Constrict, but Aquatic.
You substitute the Warpriest Sacred Weapon Damage for your regular Natural Attack Damage, which then scales up with size. Martial Versatility Weapon Focus lets you apply WF to all your Natural Attacks.
Improved Natural Attack gives a virtual size increase which stacks with the actual size increase. Martial versatility INA grants INA to all your natural attacks.
A level in White Haired Witch adds a natural attack.
A Helm of the Mammoth Lord adds a Gore Attack.
A level in Monk grants 2 Unarmed Strikes/round which, according to RAW, count as natural attacks. In addition, you will get Snake Style and Snake Fang. Snake Fang grants Attacks of Opportunity whenever you are attacked an missed, and Snake Style makes your Unarmed Strikes do Piercing Damage, and your Claws, too, when you take Feral Combat Training, Claws, which will be handy for
Hamatula Strike, which gives you a free Grapple check every time you hit someone with a Piercing weapon. This character will wear Barding shaped for her favorite animal form(s), and this armor will have Armor Spikes. You will do Armor Spike Damage with every successful Grapple check, and you will make a Grapple Check with every attacks, and you have many, many attacks.
Since you have Grappling worked in anyway, go ahead and take Greater Grapple, the Cavalier Order of the Penitent Ability Expert Captor, and get a Crab Familiar. With Expert Captor, you can Tie Up a Grappled--not Pinned!--opponent with no -10. And this character's Grapple Mod can get very high: anyone's can.