Viable thrown weapon builds


Advice


As title suggests I'm looking to make a thrown weapon user, if possible I'd also like to be able to not be dead in the water if someone gets into melee range with me. Also as a side note I am aware of the Startoss style feats but was wondering if it's possible to build a twf thrown weapon character.


Most thrown weapons are melee weapons as well, so you shouldn't have any problem if someone gets in your way. You should always pick up the Snap Shot (and Improved Snap Shot) feat along with Combat Reflexes for hitting people before they get close.

You should get a Blinkback belt so you only have to grab two enchanted weapons to throw instead of a ton. You can always craft it onto another belt for a 50% increase in cost for the Blinkback belt.

Fighter is the "best" pure TWF thrower in the game. Effortless Dual Wielding (most throwing weapons aren't light weapons IIRC) and Trained Throw for Advance Weapon Training help a ton since you'll likely be split between Dex and Str anyways.

You can also go the Shield Champion archetype for Brawler. Its a bit Capt. America, but you can bounce your shields for attacks, so it doesn't have to come back to you between attacks. You still have Martial Flexibility, so you can quickly grab Power Attack and other feats if you get into melee, or get deeper into ranged feats that you didn't have the space for yet.


I would prefer to stay away from the shield but is there any weapons in particular you'd suggest? My mind wants me to do chakrams because kingdom hearts (a video game) but not sold on them as they arent melee weapons.


If you play a Pharasman character you can get a bonus on attack rolls for daggers via Divine Obedience. That's another feat tacked onto the most absurdly feat intensive build in the game, though.


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If you want to throw an infinite amount of daggers then a warpriest of Pharasma is a viable start. Or for a large amount of (crystal?) chakrams a vanilla fighter might work. There are plenty of other ways to make one - an (unchained) rogue built around false opening who actually wants to be in melee, an adaptive shifter with spines (an AoMF may actually be cheaper than expendable magic ammo or multiple magic weapons), a gloomblade fighter who conjures up thrown weapons as needed...

Sovereign Court

2 level dip in Far Strike Monk for 3-4 bonus feats (Quickdraw, 2 of PBS/Precise Shot/Combat Reflexes/Far Shot, Flurry as poor man's Rapid Shot), followed by Flying Blade Swashbuckler and the above noted Startoss Style line and you should be sitting pretty good. Make sure to take Martial Focus and Ricochet Toss or get a Blinkback Belt though.

If you do get into Melee, you just throw to provoke anyway and take your free Attack of Opportunity from Disrupting Counter. Between Dex & Wis to AC and Disrupting Counter for another -4, Mage Armor/Bracers your effective AC is actually decent.

You end up being a quite MAD needing Dex for accuracy & AC, Str for damage (or at least not dumped), Wis for AC and Cha for Panache though I recommend only spending it on Disrupting Counter. Grab some Plumes of Panache if you have issues with Panache.

Also, daggers for the crit threat range, not starknives.

Liberty's Edge

People have recommended a lot of solid options. Farstrike Monk and Flying Blade Swashbuckler are great ways to build your character. TWF is certainly possible, but I never could find a way to make it work as effective as I wanted. Your key question will always be, 'How can I use a magic weapon if I keep throwing it away?'
1) Ricochet Toss is your best option. Requires weapon training, and sadly the swashbuckler version doesn't count. The Martial Focus feat could be used to qualify.
2) The Blinkback Belt will work, especially if you have a GM who will let you combine it with a stat belt, or get a stat boosting item in another slot.
3) Two levels of Vigilante gets you Returning Throw. Only works once a round, and you need to hold still, but has potential.

My throwing weapon specialist is a Molthuni Arsenal warpriest. Human opens up Martial Versatility feat as a bonus feat; take it for Weapon Focus: throwing weapons and every throwing weapon in the world is your divine weapon, with weapon training, able to be enhanced, Startossed and Richochet Tossed! Kurgess would approve!


@Keerawa: or 4) get ammunition-type throwing weapons and enchant those (e.g. shuriken or crystal chakrams, or with a card caster magus a deck of harrow cards)
or 5) get a class ability or spell which lets you enchant any necessary weapons (e.g. gloomblade fighters with their created weaponry, or the coinshot spell, or {greater} magic weapon spell; can often be combined with #4.)


Btw since you are planning on throwing and possibly joining melee, then Opening Voley is an amaizing feat. This is specially true with ITWF allowing you to get +4 to hit on 2 attacks; The attack bonus (without any other modifier) becomes -2 -3 -10/-2 -3.

If I understood correctly Lantern Light (2nd feat of Lantern Style) let's you bypass all DR; At the very least it would allow you to bypass DR holy, making it good when fighting lots of demons and stuff.

Finally, Unfolding Wind Strike and Unfolding Wind Rush are great for thrown builds. The first doubles your range and let's you add seeking for 1 rd/ki to a few weapons. The second let's you Full Attack and move simultaneously at the cost of "the attack at your highest bonus"; it also gives a 1 rd/ki Wind Wall effect which is nice.

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A Dagger of Doubling would also work for getting multiple attacks per turn. And just incase, do remember you can add enchantments to named weapons outside of PFS.


Gloves of Improvisation+Throw Anything+whatever the feat for melee improvised weapons was?

Alternatively, for a home game see if you can get 3.5's gloves of endless javelins (MIC 194) and Brutal Throw (CA 54) approved. If you can do that play as Ranger/Slayer with TWF style and have just enough dex (13/14) to qualify for point blank shot/rapid shot (quickdraw isn't required). At level 6 your attacks are +2/+2/+2/-3/-3 using your strength to determine their to-hit and damage. At this many attacks your penalties don't really matter. Plus the gloves produce gauntlets made of force, which best anyone can tell bypasses DR. Getting this more accurate (since you can't add +1s to the gloves) is a bit more difficult.


When you mentioned improvised weapons and thrown anything, you made me realize this is kind of broken: Medusa's Wrath + Ascetic Style/Form + GTWF + Rapid Shot, if you can also add Monk Unarmed dmg it just....

With BAB 20 thats: 5* +16, 2* +11, 2* +6, 1 +1; or 10 attacks. Opening volley makes it: 5* +16, 2* +15, 2* +6, 1* +1 or +5 depending on if you hit. All before adding other modifiers.

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Also you might be thinking of shinigami style and barbarian (I think they have an archetype or power for improvised weapons)


If you’re considering the improvised weapon route, a single level of makeshift scrapper rogue gives you everything you need to for entry into the shikigami style feats. After that, you can make a go of it with almost any class you want. I have a backup character who is an improvised weapon user that is makeshift scrapper 1/oracleX and it works surprisingly well.


For a full Flying Blade build (11 lvs) the feats could go something like:

1: Weapon Finesse, Point-Blank Shot, Weapon Focus
3: Startoss Style (Daggers)
4: Startoss Comet
5: Improved Critical (Daggers), Martial Focus (Thrown)
7: Quick Draw
8: Ricochet Toss
9: Opening Volley
11: Startoss Shower

The reason for Startoss is that its honesty one of (if not) the best feat chain for thrown builds.
Martial Focus gives access to Ricochet Toss. If you replace Ricochet Toss with a magic item be it Returning daggers or a Blinkback Belt you can either get another Weapon Mastery feat, or you can choose to also replace Martial Focus: This lets you get Quick Draw 1 lv earlier, and Opening Volley 2 lvs earlier.

Opening Volley lets you get an extra +4 to the next melee atk when you deal damage with a ranged atk. This lets you more easily land Disrupting counter.

The other option is to get Close-Quarter Thrower (you don't provoke with thrown weapons) and False Opening (provoke AoO and get +4 dodge vs the atk). This baits them into atking you triggering Disrupting Counter and possibly removing their Dex to AC (if they miss you).

1. Swashbuckler-1 (Flying Blade)
1. Weapon Finesse
1. Feat (Point Blank Shot)
2. Rogue-1 (Knife Master/ Scout)
2. 1D8 Sneak Attack
3. Swashbuckler-2 (Flying Blade)
3. Charmed Life
3. Feat (Dodge)
4. Rogue-2 (Knife Master/ Scout)
4. Evasion
4. Rogue Talent (Fast Getaway)
5. Swashbuckler-3 (Flying Blade)
5. Deeds
5. Nimble
5. Feat (Mobility)
6. Rogue-3 (Knife Master/ Scout)
6. Blade Sense
6. 2D8 Sneak Attack
7. Swashbuckler-4 (Flying Blade)
7. Bonus Feat (Spring Attack)
7. Feat (Shot on the Run)
8. Rogue-4 (Knife Master/ Scout)
8. Scout's Charge
8. Rogue Talent (Slow Reactions)
9. Swashbuckler-5 (Flying Blade)
9. Swashbuckler Training
9. Feat (Parting Shot)

Alright, I think I've got something working. Plan is going to be first 5 levels in Swashbuckler (Flying Blade) to get all the frontloaded abilities including +5 at attack and damage on the dagger. Then a 3 level dip into Unchained Rogue (Knife Master) since it changes the need for the Slashing Grace feat into a class ability, freeing up a feat choice, and can pick up the Fast Getaway which synergizes really well with Parting Shot if I do end up stuck in melee with something. With Accomplished Sneak Attacker the 3d8 sneak makes up for the +3 lost from Flying Blade Training (2d8 is still fine if the extra feat isn't available). After that, back to Flying Blade until character end.

So I wanna get feats as follows, though I'm not 100% sure on the order to get the most out of each level. Organized by chain:

Quick Draw

Point Blank Shot
- Dodge, Mobility, Shot on the Run, Parting Shot
- Weapon Focus (Dagger), Startoss Style, Startoss Comet, Startoss Shower
- Precise Shot

Combat Expertise, Improved Steal

Signature Skill (Sleight of Hand)

Accomplished Sneak Attacker

Precise Shot is more a tax than working towards the combo. Not so much worried about always getting Sneak Attack, but hear me out.

Signature Skill Sleight of Hand means at level 5 it can be done as part of a Steal maneuver, and at level 15 Sleight can be performed as a Swift action on its own. Since Sleight is one of the triggers for Fast Getaway, perform this quick snatch or dagger palm and get the withdraw as a move. That withdraw triggers Parting Shot giving an attack on the withdraw, and if it was the swift action Sleight (rather than the Standard Steal) then the standard action is still available for a Startoss.

Downside, never get ricochet shot. I was imagining the startoss as similiar to having invisible wire on the dagger and manipulating it through the air, they tugging it back. Getting that combo working is pretty heavy on feat reliance.

here is also the opportunity for 5 levels of Fighter after Rogue. Weapon Training at 5 will mean the dip doesn't lose the +1 to attack and damage on the dagger, but in exchange there's 2 extra bonus feats in that range, as well as not needing the extra feat to apply for Ricochet Shot.

There's also the opportunity for a Fighter Archtype that'll push things further. Someone mentioned the Far Strike Monk which would be nice on a 6 level dip to get Shot on the Run and Parting Shot without prereqs, but the additional MAD due to needing Wis in the build and of course making those feats need 6 extra levels (not counting the 2 of rogue needed for the synergy) means the character doesn't come truly online for basically forever.

EDIT: After reading, the Weapon Master seems like a really good archtype. It reduces the level dip to only 3 since it gets Weapon Training at 3 instead of 5 (albeit slightly weaker), and there's still 2 bonus feats to get. So effectively 3 free feats for a 3 level dip.

End build: Swashbuckler (Flying Blade) X, Unchained Rogue (Knife Master) 3, Fighter (Weapon Master) 3.

With the Fighter addition, I'm thinking the best order of levels for the character will be first 3 levels the U Rogue Knife Master, since the Dex - damage is going to be the most valuable asset. (Starting with 8 Str, 19 Dex, 12 Con, 12 Int, 10 Wis, 14 Cha, so negating the Str penalty comes first). Then swap over to 3 levels of Fighter Weapon Master (Dagger) to get the bonus feats and the first quick instance of Weapon Training, then 7 finally swap over to Swashbuckler Flying Blade. Unfortunate that it'll be level 11 before Improved Critical kicks in, but I think that this is probably the best order in terms of keeping power growth steady.


A 1 lv dip into Warrior Poet gives Shot on the Run without pre-reqs.

If you aren't interested on using the AWT feat, then a 2 lv Spear Fighter dip could also work. It gives Dodge, 2 feats, and bravery.

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