What are the bare basics of a throwing weapon build?


Pathfinder First Edition General Discussion

Silver Crusade

By that i mean what are the absolute minimum feats required for a throwing weapon build to function?


Precise Shot and Quickdraw. I'd say those are the 2 must-haves.


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Throwing builds are extremely complex and feat intensive if you want to make it worthwhile, probably moreso than most archery and TWF builds (since both feat types are needed for competence).

Feats would include: Quick Draw, Two-Weapon Fighting (and Improved), Double Slice, Point-Blank Shot, Precise Shot, Rapid Shot, Improved Precise Shot, Deadly Aim, Martial Focus, and Ricochet Toss. That's eleven feats, and you're still behind most ranged builds. If you want some special throwing weapons, like Throwing Shields, then that requires special proficiency and even more feats.

The only classes I know of that can even reliably do this are Human Fighters and Rangers/Slayers (Archery style).


You can go the improvised weapon route and avoid Martial Focus and Ricochet Toss as long as you pick up traits [racial and/or background] to avoid penalties. Still a butt load of feats.

I'll add Far Strike Monk as a class that can get you what you need for feats. Flurry in place of rapid shot and two weapon fighting, free quick draw and you can spend your bonus feats on the other feats you need. Ki can buff range, damage, number of attacks, ect.


What levels are you aiming to 'function' at? Depending on the level the game can be either brutal or simply difficult for throwing builds.

At the lower levels up 5th the only DR you have to worry about overcoming commonly is DR/Magic or DR/(Special Material), the latter just requires weapons made of the material to overcome and are actually cheaper than most magic weapons and the former can be overcome by the Arcane Strike feat.

At the higher levels though...well actually very little changes, Great Wyrm Dragons only have a Damage Reduction of 20/Magic and this is pretty much the case with the majority of the monsters you will encounter.

On the other hand Outsiders, Aberrations, and Fey at the higher levels tend to have DR/Alignment which either requires the appropriate Weapon Enchantment (Holy, Unholy, Axiomatic, etc) or for the weapon to have an Enchantment Bonus of +5...both are not really an option without using Ricochet Toss Feat chain.

Silver Crusade

Magus Black wrote:

What levels are you aiming to 'function' at? Depending on the level the game can be either brutal or simply difficult for throwing builds.

At the lower levels up 5th the only DR you have to worry about overcoming commonly is DR/Magic or DR/(Special Material), the latter just requires weapons made of the material to overcome and are actually cheaper than most magic weapons and the former can be overcome by the Arcane Strike feat.

At the higher levels though...well actually very little changes, Great Wyrm Dragons only have a Damage Reduction of 20/Magic and this is pretty much the case with the majority of the monsters you will encounter.

On the other hand Outsiders, Aberrations, and Fey at the higher levels tend to have DR/Alignment which either requires the appropriate Weapon Enchantment (Holy, Unholy, Axiomatic, etc) or for the weapon to have an Enchantment Bonus of +5...both are not really an option without using Ricochet Toss Feat chain.

Well the idea is for a brazen Deceiver build. and having a reliable weapon until level 7 after which she would transition to using Illusion/Enchantment spell between 7-13 so it would primarily be a spellcasting focused bard, that either has something to deal with mooks in the mean time or something to fall back on when they run out of spells.


In that case you only need the basics: Point-Blank Shot, Precise Shot, Weapon Focus (daggers are my preference) and Arcane Strike...plus the River Rat Trait for an extra +1 Damage with daggers.

Hitting the enemy is more important than more damage so I would avoid Deadly Aim unless your Dexterity is particularly high, so don't worry about that. Plus you aren't planing on being a major martial character so the need to deal large amounts of damage by yourself is not an issue.

...in that case I'd focus on mobility (Move and Attack/Attack and Move) and either take Vital Strike (and just the Vital Strike) or focus on others feats for your main stick (Spell Focus, Spell Penetration, etc).


Magus Black wrote:
In that case you only need the basics: Point-Blank Shot, Precise Shot, Weapon Focus (daggers are my preference) and Arcane Strike...plus the River Rat Trait for an extra +1 Damage with daggers.

If you're going daggers, I'd ignore the weapon focus, instead taking the ancestral weapon trait and the Obedience for Pharasma: that nets you a +3 hit for a trait and a feat vs the single +1 from weapon focus.

Silver Crusade

graystone wrote:
Magus Black wrote:
In that case you only need the basics: Point-Blank Shot, Precise Shot, Weapon Focus (daggers are my preference) and Arcane Strike...plus the River Rat Trait for an extra +1 Damage with daggers.
If you're going daggers, I'd ignore the weapon focus, instead taking the ancestral weapon trait and the Obedience for Pharasma: that nets you a +3 hit for a trait and a feat vs the single +1 from weapon focus.

Sorry I forgot to mention no matter what route i take, im dead set on making this character a follower or at least an adhered of calistria.

Dark Archive

Blink Back Belt is a possible way to trade off needing some feats.

Paizo Employee Developer

Precise Shot and Quick Draw are both vital. It really takes an awkward amount of feats. Multiclassing is essential. Far-Strike Monk giving you proficiency with all thrown weapons is really boss. Don't underestimate Nets. And Dwarven Maulaxes.

Startoss Style is excellent if your GM lets you use it as the author intended (with the third feat always having at least one additional attack).

Sliding Axe Toss is fantastic. -2 to hit in order to trip everyone you target? Oh, and ignore their shield AC. Throw in Greater Trip and Relentless Shot and you can effectively double your ranged attacks, assuming you trip everyone you hit and have Combat Reflexes.

Belt of Mighty Hurling can make you a pure Strength Build. I mean, except for the Dex for Combat Reflexes and Improved Trip if your going that route. Throw in Ricochet Shot and use it with Startoss Style and...hope your GM doesn't limit your fighters by physics.

Dark Archive

In my opinion, "bare minimum" for a build comes in degrees.

Calling yourself a ranged build with a straight face: Point Blank Shot, Precise Shot
Actually have the action economy to fight: Quickdraw, Rapid Shot
Help! I keep getting blocked by Damage Reduction!: Deadly Aim

The list goes on, but it begins to delve into snark territory. I will say, however, that I see Ricochet Toss as a must have, no questions asked. The alternatives either leave you bamboozled (Returning enchant, Blinkback Belt) or are illegal in PFS (Doubling Dagger)


Malik Gyan Daumantas wrote:
graystone wrote:
Magus Black wrote:
In that case you only need the basics: Point-Blank Shot, Precise Shot, Weapon Focus (daggers are my preference) and Arcane Strike...plus the River Rat Trait for an extra +1 Damage with daggers.
If you're going daggers, I'd ignore the weapon focus, instead taking the ancestral weapon trait and the Obedience for Pharasma: that nets you a +3 hit for a trait and a feat vs the single +1 from weapon focus.
Sorry I forgot to mention no matter what route i take, im dead set on making this character a follower or at least an adhered of calistria.

You can worship whoever you want. You can only get mechanical benefits from your 'main' one though. So as long as you aren't taking anything that requires worshiping calistria [feat, trait, ect], you're fine with both. [and CN can worship both]


It seems like a poor idea to do a thrown weapon build on a class that gets zero bonus feats. You can *just* manage traditional archery without bonus feats if the rest of your class features help (Inquisitors, Paladins, and Occultists do fine with longbows), but crossbows require more feats than that, and thrown weapons require many more feats than that.

So is there some reason you can't just use a shortbow? Point Blank Shot and Precise Shot and you're good to go.


Don't forget Clustered Shots by mid-level (easily the biggest damage-gaining, or rather saving, archery feat in the higher level game versus massively-DR'd opponents), and a dip into Savage-Technologist barbarian (with Extra Rage, ideally at 1st level).

Pick up easy free damage by dipping cavalier or samurai, then grabbing the few reasonably-priced Challenge-buffing items.

Quick Draw is also necessary to make it work in a thrower, unless you're a ninja with Flurry of Stars exploiting a flatfoot-generating mechanic to unload piles of sneak-attack dice with mass-volleys of shurikens (which are treated like ammunition).


Well knife master, scout unchained rouge using daggers and charging hurler takes until level 4 to really work then.

point blank shot , precise shot, deific obedience of pharasma.

and 4th level combat trick rouge talent to get charging hurler.

I am not sure this needs quick draw as much as when you charge and hurl you will have at least a +1 bab so you get the free draw. I have not calculated.

Although you will not get dex to damage from unchained rouge on the thrown weapons.

This is a quite specfici build.

I have not played this yet though.


Marking for interest.


doctor_wu wrote:
Although you will not get dex to damage from unchained rouge on the thrown weapons.

Yes. That right there.

Sav-tech martials and charisma-minmaxed starknife chuckers (with the divine fighting technique for that) are likely best at this sort of thing.


Shield Champion Brawler solves some of the problems with a thrown weapon build such as having to enchant multiple weapons and having the weapon return to you (Ricochet Toss/Blinkback belt would still be worth to avoid range increment penalties at higher levels).

Shield Master opens up a lot of benefits on how to enchant your weapon.

Also, with martial flexibility you can build you can take one or two extra feats when you need them.


Sharding weapon property can help in a few cases. Expensive though.

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