| Jason Wedel |
Flying Blade Swashbuckler with either or a fighter (maybe Weapon Master)
Feat 1) Weapon Focus
Feat 2) Weapon Finesse
Feat 3) Starry Grace/Slashing Grace (Dex to damage)
Doable as a human at level 1 :)
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There are some interesting options here. A Dock Warf (I think is what it is called) gets +1 with Daggers
A faithful of Phantasma gets +2 w/daggers; (one feat that does other stuff as well and 3 ranks of religion)
So at level 3 as a weapon master you could have a BAB of (Assuming Dex 18)
3 (base), +4 (Attribute); +1(trait) +2 (sacred); +1 (Weapon Focus); +1 Class
= 12 BAB
| BadBird |
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Note that the Returning property only returns a weapon to you at the start of the next round, and only if you didn't move. So if making three attacks per round, you have to have three Returning weapons. The Sharding weapon property and the Martial Focus -> Ricochet Toss feats chain allow for using one weapon all the time.
A character who worships Pharasma and has Guided Hand can make all of their dagger attacks with WIS, whether they're melee or ranged. This means that they can split STR for damage and WIS for attack, which is much easier than splitting DEX/STR.
A Pharasma character with Crusader's Flurry can use Unchained Monk Flurry of Blows with dagger, whether thrown or melee.
So all together, a Cleric or Warpriest or maybe Shaman with a Monk level can do interesting things with dagger.
| Jason Wedel |
Quickly thrown together
Unnamed Hero
Human swashbuckler (flying blade) 7 (Pathfinder RPG Advanced Class Guide 56, 124)
N Medium humanoid (human)
Init +7; Senses Perception -1
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Defense
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AC 23, touch 17, flat-footed 16 (+6 armor, +5 Dex, +2 dodge)
hp 67 (7d10+21)
Fort +4, Ref +10, Will +1
Defensive Abilities charmed life 4/day, nimble +2
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Offense
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Speed 30 ft.
Melee +2 dagger +18/+13 (1d4+8/17-20+7 Precision) or
. . dagger +16/+11 (1d4+6/17-20+7 Precision)
Special Attacks deeds (derring-do, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace), panache (2)
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Statistics
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Str 12, Dex 21, Con 14, Int 10, Wis 8, Cha 14
Base Atk +7; CMB +8; CMD 25
Feats Deific Obedience, Point-Blank Shot, Precise Shot, Quick Draw, Slashing Grace[ACG], Weapon Focus (dagger)
Skills Knowledge (religion) +3
Languages Common
SQ swashbuckler finesse
Combat Gear potion of cure moderate wounds (5); Other Gear +2 mithral chain shirt, +2 dagger, dagger (20), belt of incredible dexterity +2, handy haversack, swordmaster's flair (blue scarf)[ACG], swashbucklers kit (worth 9 gp), 9 gp
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Special Abilities
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Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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| graystone |
| 1 person marked this as a favorite. |
Far strike monk + improvised weapons
Surprise Weapon (+2 hit) trait
Dockside Brawler trait (+1 damage)
Rough and ready(no improvised minuses) trait
Gloves of Improvised Might (give pluses and abilities to improvised weapons)]
Far Shot, Point-Blank Shot, Precise Shot, Improved Precise Shot, Parting Shot, Improvised Weapon Mastery and Pinpoint Targeting for monk's bonus feat picks.
Free Quick Draw and Shot on the Run(with bonuses).
Flurry with thrown weapons.
Use Ki to add +20' to thrown range or use unarmed damage to thrown weapons.
With improvised weapons, it doesn't matter is weapons return so toss as many as you want. Toss agile on the Gloves to snag dex to damage.
| RumpinRufus |
Quick take on a Flying Blade with Desna's Shooting Star
Desnan Flying Blade
gear: +1 starknife, headband of alluring charisma +2, blinkback belt (you can probably afford better gear than this, I'm just being conservative)
Strength 8, dexterity 15, constitution 14, intelligence 10, wisdom 10, charisma 21
1: Desna’s Shooting Star, Quick Draw, Opportune Parry and Riposte, Subtle Throw, Derring-Do
2: Charmed Life
3: Point-Blank Shot, Precise Strike, Disrupting Counter, Precise Throw, Swashbuckler Initiative, Nimble
4: Precise Shot
5: Two-Weapon Fighting, Flying Blade Training
6:
7: Rapid Shot, Targeted Throw, Swashbuckler’s Grace, Superior Feint
At 7th level you attack +11/+11/+11/+6 for 1d4+15 damage each (if they're within 30 feet), or use Targeted Throw to incapacitate your enemies.
Although now that I think about it, I'm not sure you get Precise Strike damage if you use Two-Weapon Fighting for the extra thrown attack. Someone can probably fix/improve the build...
| Perfect Tommy |
Clustered shot is required for any kind of serious throw build, imo.
Also, perhaps I imagined it, but wasn't there a ruling changing the blink back belt to returning your weapon just before your next turn?
Essentially this is to prevent building an uber weapon and leveraging more damage via twf, flurry etc.
Between this ruling (if it exists?) and the limitation of 4 items blink-back becomes much less desirable for thrower builds
| Scott Wilhelm |
A Robe of Needles seems like a good investment. Ranged Touch Attack, only 1 point of damage, but with a 1 point Bleed, but good for a cheap magic item.
I have been thinking that the False Opening Feat would be cool, especially if you paired it with an Attack of Opportunity trigger and Sneak Attack Damage.
A Ninja with Vanishing Trick and False Attacker would go swell with knife throwing, but I'd want to dip 3 levels in Quinngog Drunken Master and use Scorching Ray, replenishing it by drinking.
Another idea I've been thinking would be cool would be to take Improved Snap Shot and Great Cleave. I was thinking this would be especially cool with a Quickdraw Throwing Shield, the Quickdraw Feat, and a Blinkback Belt. But it should work with knife throwing, too.
I dont' think you should commit to knives. have a few things to throw: knives, hammers, clubs, darts, alchemist fire, you'll want the right tool for the job. You don't want to be stuck with nothing but a bandolier of knives when the skeletons come.
| ChaiGuy |
I would agree that the description leaves slashing grace open for throwing builds, but a faq seems to disagree. Slashing Grace.
From the FAQ: "...Slashing Grace only works with melee attacks, not thrown attacks with a melee weapon. ..."
| Morbid Eels |
I would agree that the description leaves slashing grace open for throwing builds, but a faq seems to disagree. Slashing Grace.
From the FAQ: "...Slashing Grace only works with melee attacks, not thrown attacks with a melee weapon. ..."
I thought it wasn't for a reason, thanks :)
Jane "The Knife"
|
...snipping...
Also, perhaps I imagined it, but wasn't there a ruling changing the blink back belt to returning your weapon just before your next turn?
...snipping...
I am unable to find anything like this... anyone else know anything about a ruling on this?
Is it likely have just been in a Home game, and so is just a House Rule someplace?
| Scott Wilhelm |
Perfect Tommy wrote:...snipping...
Also, perhaps I imagined it, but wasn't there a ruling changing the blink back belt to returning your weapon just before your next turn?
...snipping...
I am unable to find anything like this... anyone else know anything about a ruling on this?
Is it likely have just been in a Home game, and so is just a House Rule someplace?
I do remember being a part of a rather heated debate where I won the DPR Olympics by Infinity. The idea was that you took a Quickdraw Throwing Shield, the Quickdraw Feat, and wore a Blinkback Belt. The description of the Throwing Shield used to say that you can unclasp it and throw it as a Free Action. Then the Blinkback Belt would instantly teleport your 'Shield back to your 'Belt after the Attack was resolved, and with the Quickdraw Feat you can again draw a Quickdraw Shield as a Free Action. So, that is a Free Action Attack loop for Infinity Damage, at least as a theorycraft build.
But after numerous people failed to prove my build feature to be illegal, the game designers changed the rules to cut this loop. Now the Throwing Shields can be unclasped to be thrown as a Free Action rather than unclasped and thrown as before.
This might be what you, Tommy, are thinking of: a build feature that uses the Blinkback Belt. But if it is, it wasn't Blinkback Belts that got changed, but Throwing Shields.
| AZGrowler |
An Unchained Rogue works pretty well for a dagger based build. You get free Weapon Finesse and Dex-to-Damage at 3rd, which works at range, too. The Rogue's sneak attack damage will outstrip a Swashbuckler's precision damage, although it does need some work to be able to apply it. Also, the Rogue can use TWF and still apply the bonus damage. The Knife Master archetype should be available for extra fun.
As far as getting a weapon to work with the build, a Dagger of Doubling can be split and thrown as often as you need if you have Quick Draw. The base weapon is only a +1 dagger, but I don't see why the enhancement bonus couldn't be increased over time.