
Blave |

I'd go rogue and add ranger dedication for the increased reach via Hunt Prey.
Another interesting version would be a Desna Cleric - or even Liberator!
I also thought about building a fighter using a shield and a trident. Seemed pretty nice to have a decent (I.e. d8) weapon that can be thrown when needed.
Either way, get a returning rune ASAP which also mostly negates the need for Quickdraw.

lemeres |

Don't the ranger's archery feats work for throwing weapons? (Even if some of the feats have weird requirements like "reload 0", the shuriken should at least qualify).
If so, then I suggest a flurry ranger with barbarian dedication. Sure, less damage from raging thrower, but rangers are among the beat ranged builds due to the sheer number of attacks they maken while minimizing MAP. So getting a bit of rage on top of that would be great.

Malk_Content |
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So RAW the Fighters Double Slice works with melee thrown weapons because it only requires melee weapons in each hand (so hatchet qualifies) but doesn't specify melee strikes.
One of my players is going shield (with boss) and hatchet and the ability to toss his hatchet if his boss attack kills his current enemy has been very satisfying for him.

Baarogue |
So RAW the Fighters Double Slice works with melee thrown weapons because it only requires melee weapons in each hand (so hatchet qualifies) but doesn't specify melee strikes.
One of my players is going shield (with boss) and hatchet and the ability to toss his hatchet if his boss attack kills his current enemy has been very satisfying for him.
I'm attempting to reconcile your second sentence with the first, and this line in Double Slice.
Both Strikes must have the same target.
Could you explain how they all fit together?

Castilliano |

Meanwhile, the Blade Ally Champion can put Returning on their weapon at Level 3, which also gives the weapon a slot for a damaging Rune, where throwing needs help. The Champion's ability to add Good damage aids here as well. Add on a Barb MCD w/ Raging thrower and you have quite an atypical build. And Champions can boost Dex.
Which is to say, most any martial class will do.
Do you want accuracy (and more crits, perhaps for a critical specialization you prefer, like bleed)? Fighter
Do you want volume? Flurry Ranger
Do you want energy (or poison) added? Dragon Instinct or Spirit Instinct Barb w/ Raging Thrower
Precision damage on top? Precision Ranger (or Rogue if you think you or an ally can set up flat-footed condition regularly)
Most of the feats mentioned by others are low-level and can be picked up w/ an MCD, though I'd note that Quick Draw isn't necessary in PF2 since Returning works immediately now. I think the most important feat is probably Far Shot at Level 4 for Rangers, though I think the differences are minor enough to go with whatever suits your PC's RPing concept.
Monks, sadly, don't seem that good even w/ shuriken. :(
Malk,
Hopefully the player isn't using Double Slice for boss/hatchet attacks on different enemies since the feat requires a single target.

Malk_Content |
Malk_Content wrote:So RAW the Fighters Double Slice works with melee thrown weapons because it only requires melee weapons in each hand (so hatchet qualifies) but doesn't specify melee strikes.
One of my players is going shield (with boss) and hatchet and the ability to toss his hatchet if his boss attack kills his current enemy has been very satisfying for him.
I'm attempting to reconcile your second sentence with the first, and this line in Double Slice.
Double Slice, p 144 wrote:Both Strikes must have the same target.Could you explain how they all fit together?
Ah I missed that. Boo for him I guess!

Mellored |

Dex primary for to-hit, and Str secondary for damage.
Throwing weapons is fairly short range, so your going to still be in melee on occasion.
Pretty much all martial classes can be made to throw things. But the top 2 IMO would be...
Paladin. Ranged Reprisal at level 1 and stand behind the front line, getting easy reactions. And, at level 3 you're guaranteed to get the returning rune. Shield + Trident is probably the best bet.
Monk would be my second. Monastic Weaponry at 1 will let you flurry and stunning fist with Shuriken, which don't need quickdraw. Take advantage of their super movement to hit-and-run. Generally staying out of reach of everyone.

mrspaghetti |
Or take anything that gives you the Telekinetic Projectile cantrip. Then you can "throw" anything up to 1 Bulk up to 30 ft for damage that scales with level, starting with 1d6 + spellcasting modifier at 1st level. If you can also get the Reach Spell metamagic feat, that becomes 60 ft for an additional action.
Things to consider:
1) Uses spellcasting ability modifier as damage adjustment, rather than strength
2) Requires 2 actions (or 3 if you use Reach)
3) Weapon type only matters in determining damage type (S, B or P) - the die type is fixed at 1d6
4) Returning rune probably wouldn't work with this application RAW, so you might need to stock up on hammers/hatchets, or you could use Unseen Servant to keep bringing them back to you for a super flavorful but hugely inefficient build. (A fun GM might allow a Returning Rune to work even if it's not RAW though.)

Zwordsman |
TK Projectile is weird in that it doesn't specifiy spell attack roll.
nor does it specifiy what weapon category it is.
meaning you inherently can't be trained in it for a normal ranged attack roll. Yet it also isn't a spell attack roll.
So.. generally you have no profiency to use for it. WHich means it won't really work out.

Mellored |

Mellored wrote:Monk would be my second. Monastic Weaponry at 1 will let you flurry and stunning fist with Shuriken, which don't need quickdraw.Sadly, Monastic Weaponry specifies melee weapons, so no flurry-stun shuriken.
Good point.
So Human Monk with Natural Ambition (Monastic Weaponry), Ranger Dedication at 1, and Hunted Shot at level 2.
Takes an extra action to setup, but boost your range to 40' range so you can still throw and run. Possibly grab far shot down the line as well.

Sfyn |

Fuzzy-Wuzzy wrote:Mellored wrote:Monk would be my second. Monastic Weaponry at 1 will let you flurry and stunning fist with Shuriken, which don't need quickdraw.Sadly, Monastic Weaponry specifies melee weapons, so no flurry-stun shuriken.Good point.
So Human Monk with Natural Ambition (Monastic Weaponry), Ranger Dedication at 1, and Hunted Shot at level 2.
Takes an extra action to setup, but boost your range to 40' range so you can still throw and run. Possibly grab far shot down the line as well.
All dedications require Level 2 sadly.
Even considering Ancient Elf, which grants a dedication at Level 1, Basic Hunter's Trick (Hunted Shot) requires Level 4.
Mellored |

Mellored wrote:Fuzzy-Wuzzy wrote:Mellored wrote:Monk would be my second. Monastic Weaponry at 1 will let you flurry and stunning fist with Shuriken, which don't need quickdraw.Sadly, Monastic Weaponry specifies melee weapons, so no flurry-stun shuriken.Good point.
So Human Monk with Natural Ambition (Monastic Weaponry), Ranger Dedication at 1, and Hunted Shot at level 2.
Takes an extra action to setup, but boost your range to 40' range so you can still throw and run. Possibly grab far shot down the line as well.All dedications require Level 2 sadly.
Even considering Ancient Elf, which grants a dedication at Level 1, Basic Hunter's Trick (Hunted Shot) requires Level 4.
Yea, noticed that after I posted.
Still.
Monks can move+throw+move at level 1, rogues/rangers need to wait till level 2. And unlike quickdraw, shurikens work with other feats (Hunted Shot). At least until you get the returning rune (or Champion 3).
So a level 4...
Elf, Nimble Elf, Monastic Weaponry, Ranger Dedication, Fleet, Hunted Shot.
Turn 1: Hunt + Hunted Shot + move 50'
Turn 2: Move 50' + Hunted Shot + move 50'

mrspaghetti |
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TK Projectile is weird in that it doesn't specifiy spell attack roll.
nor does it specifiy what weapon category it is.
meaning you inherently can't be trained in it for a normal ranged attack roll. Yet it also isn't a spell attack roll.So.. generally you have no profiency to use for it. WHich means it won't really work out.
Consensus in the thread on Telekinetic Projectile is that it's a spell attack roll.
EDIT: Which totally makes sense considering that the damage modifier is from your spellcasting ability. And which makes totally no sense interpreting it any other way that I can think of.

Zwordsman |
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Consensus in the thread on Telekinetic Projectile is that it's a spell attack roll.EDIT: Which totally makes sense considering that the damage modifier is from your spellcasting ability. And which makes totally no sense interpreting it any other way that I can think of.
I would agree with that. But it has caused issues for folks in PFS. So it bares mentioning. (There are plenty of oppsie editing moments. but if you're in the pure raw gameland it gets problematic)