Making the best use of Scorpion Bloodline's interaction with throwing weapons?


Advice


Quote:

Progenitor’s Sting (Sp): You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action. (Poison—injury; save Fort DC 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

At 5th level, the ability damage of your poison increases to 1d3.

At 7th level, each time you apply your progenitor’s sting, you can choose two ability scores for your bloodline poison to affect.

At 11th level, whenever you apply your progenitor’s sting to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability.

Note you don't need to be wielding the weapon: All 20 of the daggers you carry will be poisoned. So for two feats (this is a scaling ability, not seperate parts of the bloodline) you apply this poison to every weapon you'll throw. The problem of course is that you've combined two of the hardest things to optimize in PF: Throwing weapons and poison.

Any suggestions?


The power uses the singular words "weapon" and "ally" and also gives a limited number of uses per day. Leads me to think it applies poison to 1 weapon each time it is activated, so not so good for a throwing build.


Not so great when first gotten, but I'm talking about the 11th level ability. That, at worst, costs two uses.


One of your weapons, and all of your allies weapons. So if we have a liberal reading that is all weapons carried by all allies, what you need is a party member of the throwing specialist to have this ability, not the thrower themselves.

Unless we add on the "you are your own ally" claise here.


I thought "you are your own ally" was so widely known I didn't need to mention it.


Okay, if the all/all weapons interpretation is on th3 table, how do you get maximimum effect out of this?

First off, if you have a legitimate arcane caster level (not just a martial with eldritch heritage) arcane strike and riving strike. Increase your static damage and debuff rhe targets saves vs spell like abilities, like this one.

Ability focus to further push the save DC.


Well Martial with arcane caster level and charisma would mean Bloodrager (or that one Magus archetype). I've seen throw anything+Gloves of Improvised Might recommended for throwing builds, and that would get you even more weapons to throw. None of the bloodlines have any special abilities for ranged or improvised weapons so Arcane is pretty much a lock, with only Fey being a real alternative (with improvised Weapon Mastery your various thrown weapons have an increased crit range and rapid strike+twf+haste you can get more chances to inflict confusion).


A bloodrager might work with riving strike. Urban bloodrager for +4 dex, probably. They don't get sufficient feats of course, so let's dip 2 levels in far strike monk (bloodrager 1 / monk 2 / bloodrager +X). Human, VMC sorcerer - 11th level is late enough, you don't want to wait until 13th level as eldritch heritage would require. The shapechanger bloodline could be handy.

For feats that works out as
1: Arcane strike
Human: Riving strike
(2) Monk 1: IUS, quick draw, precise shot (& flurry w/thrown)
(3) Monk 2: point blank shot
5: Dodge
(7) Bloodrager 6: Weapon focus (something thrown)
9: Close quarters thrower

Which more or less works. At 11th level you're throwing 4-5 poisoned weapons a round. That's not the limit of course, Suppose we look at a sorcerer with this bloodline and consider getting telekinesis as a spell known - suddenly you're firing off 11+ poisoned weapons at level 11 (up to 15 w/caster level boosts) and it's a great deal simpler.


I overlooked Telekinesis. That does it a lot simpler and more effective.

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