I like Throwing things....


Advice


First off apologizes for the lame title, i couldn't figure anything out

So i've scanned the forums for advice on this before actually making this myself but none as far as i've seen are up to date. with all the new things out i was wondering if i could get some assistance building a character focused around throwing weapons Specifically chakrams or something similar.

i don't really have much other than that, but nothing rogue-like, i have plenty of those. this was partially inspired by Kingdoms of Amalur, i being one of the few who kind of liked it.

The only thing i really know is Ricochet toss is pretty much required and i'm okay with that.


Might i suggest the Swashbuckler Archetype, Flying Blade? It severely limits your weapon choices to daggers and starknives but those seem to be what you are looking for. They have free improved critical with them, scaling bonus to hit and damage, level to damage and a few other little tricks. It is one of the few classes that can get a solid range on thrown weapons. I would go with the Startoss Style chain for this as well for the extra +6 to damage.

EDIT: Although this would make for an extremely feat intensive build... i see 9 feats that i'd want for it; PS, PBS, Quick Draw, Ricochet Toss, Rapid Shot, the three Startoss feats and Deadly Aim but at the end of it you are actually doing some scary damage at range. Clustered shots in there somewhere too if you could find a way.

Scarab Sages

There have been threads on this recently. The best option is a single class fighter, using trained throw, ricochet toss, and either two weapon fighting or startoss style.


Don't forget the Belt of Mighty Hurling so you use Str for attack and damage. Otherwise yeah, single class fighter is fine.

Scarab Sages

Belt of mighty hurling is actually a trap these days, as the fighters trained throw AWT doesn't work with it.


I'd take only needing Str over having to split between Str and Dex and adding at most what, +6 damage (WT +4 + gloves)? Ricochet Shot doesn't require Dex, Startoss Style only needs 13, ditto Rapid Shot. I don't think many of the thrower feats actually require Dex. I might be wrong. It's a personal choice though.


Yeah, i am not seeing how Trained Throw makes such a huge difference, Its a nice boost to damage but precise strike will come online earlier and scale higher, is there something else about a fighter build that pulls it ahead?


Bob Bob Bob wrote:
I'd take only needing Str over having to split between Str and Dex and adding at most what, +6 damage (WT +4 + gloves)? Ricochet Shot doesn't require Dex, Startoss Style only needs 13, ditto Rapid Shot. I don't think many of the thrower feats actually require Dex. I might be wrong. It's a personal choice though.

It's a personal choice, but since the dex build isn't reliant on an item to work and since you get to double your weapon training bonus on damage and can still add your strength bonus to damage rolls...

Yes your strength will be low(er) because you're going to focus on dex, but str (low from not focused) + weapon training * 2 is going to be higher than str + weapon training unless your strength is more than +6 modifier. And also, don't discount TWF to give you several extra attacks with that extra damage bonus from Trained Throw.

Also, Improved Precise Shot (which you probably do want) has a dex requirement of 19.

Torbyne wrote:
Yeah, i am not seeing how Trained Throw makes such a huge difference, Its a nice boost to damage but precise strike will come online earlier and scale higher, is there something else about a fighter build that pulls it ahead?

Well, in general thrown weapon builds are very feat intensive. So the fighter comes online more quickly because of the extra feats. Also don't forget the fighter can afford to pick up Weapon Spec and Greater Weapon Spec to help even up on the damage front. It's also worth remember that the Swashbuckler damage bonus isn't multiplied on a critical hit, whereas all of the fighter's damage bonus is.

However, flying blade is still a pretty solid option for thrown weapons.

Please see these threads I started for thrown weapon builds her and here.


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Oh yeah, another consideration about a strength based builds using Belt of Mighty Hurling is that it locks you out of the Belt of Giant Strength +6 and the belt of hurling is more expensive.

For non-fighter builds (or builds without Advanced Weapon Training) there is also Starry Grace feat (which allows dex to damage with starknives) to consider, which really makes strength builds not a great option IMO.

I did the math previously and determined that Starry Grace is better at low level, but at higher levels Advanced Weapon Training Trained Throw will win out. Thankfully someone point out you could use the Fighter ability to retrain feats to retrain starry grace into advanced weapon training trained throw once you hit the point where it would grant more damage.


Have you looked at the "Far Strike Monk"?

PFS Legal Far Strike Monk
Source Ranged Tactics Toolbox pg. 9 (Amazon)
Far strike monks are masters of thrown weapons, from shuriken to throwing axes to spears. The far strike school views thrown attacks as an extension of unarmed strikes, and masters of this school can infuse thrown weapons with their ki.

Weapon and Armor Proficiency: In addition to the standard monk weapon proficiencies, a far strike monk is proficient with all thrown weapons.

Flurry of Blows (Ex): A far strike monk can make a flurry of blows as a full-attack action as long as he’s attacking with thrown weapons. He can’t make a flurry of blows with his unarmed attacks or any other weapons. A far strike monk’s flurry of blows otherwise functions as the standard monk class feature.

A far strike monk can’t use Rapid Shot when making a flurry of blows with a thrown weapon. This ability alters flurry of blows.

Bonus Feats: A far strike monk adds the following feats to his list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat. At 6th level, he adds the following feats: Improved Precise Shot, Parting ShotAPG, and Trick Shooter. At 10th level, he adds the following feats: Improvised Weapon Mastery and Pinpoint Targeting.

Fast Thrower: At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites. At 4th level, he gains Shot on the Run as a bonus feat, even if he doesn’t meet the prerequisites. At 8th level, when using the Shot on the Run feat, he can make a second ranged attack with a –5 penalty at any point during his movement. At 15th level, he can make a third ranged attack with a –10 penalty at any point during his movement. This ability replaces Stunning Fist.

Invisible Blade (Ex): At 3rd level, when a far strike monk uses the Stealth skill to maintain his obscured location after sniping, he takes a –10 penalty on his Stealth check instead of –20. This ability replaces still mind.

Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a far strike monk can spend 1 point from his ki pool to increase the range increment of a thrown weapon by 20 feet for 1 round.

Ki Missile (Su): At 5th level, a far strike monk can spend 1 point from his ki pool as a swift action to change the base damage dice of thrown weapons to that of his unarmed strikes. These weapons are also treated as ki focus weapons, allowing the monk to apply his special ki attacks to his thrown weapons as if they were unarmed strikes. This effect lasts until the beginning of his next turn. This ability replaces purity of body.

Trick Throw (Su): At 11th level, a far strike monk can infuse his thrown weapons with ki to hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the far strike monk can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even throwing weapons around corners. The weapon must still be able to reach the target; for instance, a target inside a closed building with no open doors or windows cannot be attacked using Trick Throw. These effects last for 1 round. This ability replaces diamond body.


I really like the Blinkback Belt. After throwing your weapon, it immediately teleports back to your belt. If you take the Quickdraw Feat, you can re-draw it as a Free Action. This lets you have a single, awesome throwing weapon or maybe a few of them, some blunt, piercing, and/or slashing.

I like Throwing Shields. Put the Bashing Enchantment on them, and they will do 2d6. You can have Quickdraw Throwing Shields so that they can be re-drawn as Free Actions, too. Throwing Shields are thrown as Free Actions, you you should be able to use them to give you bonus attacks. The number of bonus attacks is up to the GM, since the GM is specifically empowered by the Core Rulebook to decide how many Free Actions to allow you turn-by-turn, but he should give you at least 1 or 2, depending on the circumstances.

Alchemist is a solid choice for a throwing charcter. You automatically get the Throw Anything Feat. You get to throw those Bombs that keep getting better and better as you gain levels. I like Grenedier Alchemists, but that Archetype works better for a shooting Alchemist than for a throwing Alchemist: Grenediers can merge Alchemal weapons such as Acid and Alchemist Fire into arrows and stuff, and you wouldn't want to do that with special magic spear you want to keep reusing. Same thing with Explosive Missile, which does that with Alchemal Bombs.

There is another Feat I always thought looked promising: False Opening. If you Throw a weapon within a Threatened Square and provoke an Attack of Opportunity, that AoO is offset by a +4 to your AC, and your opponent will be Flatfooted immediately following. So maybe figure out how to work in Sneak Attacking, somehow.

There are the Snap Shot feats, of course.


I want to try a flying blade 5, far shot 1, weapon master 6.
The monk gives bonus rapid shot (equivalent, but ok with startoss style & starry grace?), quick draw, precise shot..
Swash gives improved critical and range and various other shinies.
Fighter for the richochet and other weapon training goodies. 4 required bonus feats covered, still leaving 11-12 more feats to play with by 12th level.

So, could go with QuickDraw, Precise, ImprovedCrit, WFocus, PBS, StarryGrace or AWT trained throw, Startoss*3, WSpec, Richochet, Combat Reflexes (for the swash stuff), Improved Precise, Greater WFocus, and Iron Will or Greater WSpec or Deadly Aim if you're human.. I think that covers it.. (although getting all of those last 3 would be better, I think the swash perks would make up for it..)

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