Favorite / best throwing build


Advice


So, I got to play a level 20 one shot as as fighter and I did not do it even close to properly consider I picked as lot of the wrong feats. I was going to for TWF/Vital Strike/star toss style then took a 1d4 dagger.

Almost every guide says Hurler Barbarian, but what else can do a good job throwing weapons?

The monk with Ascetic Style can use all his class features with Shuriken or Deer knife along with delay damage progression. Ki range can be useful adding up to 60ft range depending in how distance enchantment and improved far shot work.

The human warpriest does a better job than the fighter, gaining just as many feats while getting sacres weapon damage to improve the star toss/vital strike build.

Is there any other good classes at throwing?

Grand Lodge

Well I'm a Warpriest with a swashbuckler dip that gives me a nice melee burst if needed. If I had to go back and redo it though I would dip the Far Strike Monk which would let me flurry on top of everything else. Warpriest let's me divine favor and also with the Weather blessing I can make it so my throws ignore range penalties for a turn and do not provoke. Everything after that is just feats, which you shouldn't worry about at level 20 you'll have plenty. I found startoss to be not worth it on the build since with Starry Grace life is good. I'm forgoing the normal belt for a blinkback belt, but I can Cat's grace myself if I want more dex.


Unless you are just doing a dip, I think a master of many styles monk with Ascetic/Dragon/Star toss would be out a far shot monk.


I hear the Warlock is a pretty good thrower.


Telekineticist is the obvious answer. Technically your basic attack is throwing knick knacks at people and eventually you reach the crown jewel of throwing builds with Foe Throw, allowing you to beat a jerk to death with another jerk.


Sheild champion Brawler with startoss style is literally captain America its main problem is no enhancement bonus till level 11 but if you're starting at 20 it should be fine


The fighter is a really strong and viable thrown weapon character.


Chromantic Durgon <3 wrote:

Sheild champion Brawler with startoss style is literally captain America its main problem is no enhancement bonus till level 11 but if you're starting at 20 it should be fine

Welp, that looks awesome. Also you can enchant a shield with weapon properties (separately and taking the normal cost of upgrading a weapon). If you have a crafter, you technically don't lose any money if you sell it off when you get shield master.

Also if you put Bashing on a shield at 12th level, would it change the damage you can deal with the unarmed damage?

Woodoodoo wrote:

The fighter is a really strong and viable thrown weapon character.

It helps if you actually take some of the advanced weapon training. Like gaining double weapon training bonus when throwing with dex, using the warpriests damage progression instead of your weapon damage, or effortless dual wielding to take something other than daggers. I didn't since I made that character in a rush.


SorrySleeping wrote:
Chromantic Durgon <3 wrote:

Sheild champion Brawler with startoss style is literally captain America its main problem is no enhancement bonus till level 11 but if you're starting at 20 it should be fine

Welp, that looks awesome. Also you can enchant a shield with weapon properties (separately and taking the normal cost of upgrading a weapon). If you have a crafter, you technically don't lose any money if you sell it off when you get shield master.

Also if you put Bashing on a shield at 12th level, would it change the damage you can deal with the unarmed damage?

You can take the Archetype Winding Path Renegade- Mystery of Untwisting Iron and craft your own shield and armor via master craftsman and craft magic arms and armor. Also at 14th level all shields are Treated as Adamantine.

Scarab Sages

Dragoon Fighter with javelins and thrown grace.


Pathfinder Adventure Path Subscriber

It's not at all optimal, but I once made an Empty-handed monk with a vow of poverty who got rid of his money by using it as ammunition.

Sovereign Court

Flying Blade Swashbuckler with a dagger for me. Lots of static damage and can easily switch to melee if needed.

Or dip it (for disrupting counter) and fill the rest with vigilante and pretend you are Guy Fawkes or V for Vendetta.


isn't their a thing a thing about the 'Knife, Deer Horn' a swear I sore a massive dps build about that.


Firebug wrote:

Flying Blade Swashbuckler with a dagger for me. Lots of static damage and can easily switch to melee if needed.

Or dip it (for disrupting counter) and fill the rest with vigilante and pretend you are Guy Fawkes or V for Vendetta. [/QUI

Made a flying blade for Runelords. That halfling was deadly. He held a doorway against three Rune Giants....and won. Too bad the Dominated fighter cut him down from behind.


Mix levels of Weapon Master Fighter and standard Brawler (Wild Child /could/ work...) to your liking for a Starknife thrower with Ace Trip or Ace Disarm. Don't try to chase both chains, just pick your preferred tactic and pile on the Improved and Greater combat maneuver chains to reinforce it.

Ace Trip - Ruin any flying enemy's day without the caster having to buff you to put you in the air as well.
Ace Disarm - Combine the Disarm and Steal chains into one feat investment; and this gets delightfully petty if you have a familiar or animal companion to fetch the disarmed or purloined item (Ricochet Toss may be more cinematic, but needs a higher BAB to come online).

--

I don't know how you'd combine it with the above, but another interesting combination is two levels of Bounty Hunter Slayer with any sneak attack build. Dirty Tricks at range.

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