Could a juggling knife thrower work? Details inside.


Rules Questions

Scarab Sages

A character with quick draw can . . .

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

and . . .

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

a weapon with returning comes back at the end of your turn and . . .

Catching a returning weapon when it comes back is a free action.

So could if you had 3 primary attacks, 3 off hand attacks and these feats. Could you throw 2 daggers, draw 2 new ones as free actions and throw them as part of your full attack, draw 2 more and throw them then catch all 6 as they return making a sleight of hand check say to juggle them then throw them again the next turn?


You can throw that many weapons, but even if you can somehow juggle them (dip in juggler bard, quick stow feat, get a familiar or something to pass them to, convince your GM sleight of hand will do it) that many returning weapons is expensive. It's more efficient to either use lots of cheap weapons or use a blinkback belt.


I've abstracted juggling before. Without creating a skill Perform:Juggling, how would anyone handle it?


Sleight of Hand


Bjørn Røyrvik wrote:
Sleight of Hand

Cool.


Just putting some numbers on Avr's argument for a Blinkback Belt.

If you want 6 +1 returning daggers you'll need access to someone that can make them, unless your GM thinks there should be unlimited amounts of +2 magic weapons in his campaign. I kind of expect any major city should have a few +1 returning daggers for sale, but 6 is a lot.

So if you have to make a magic item anyways, you can use the option in the creation rules to combine magic items in a slot. This way you can have a stat belt and make it also act as a Blinkback Belt for only a 50% increase in price. The Blinkback effect has a market price of 5k, so 7.5k with the increase in price.

Considering that a +2 weapon costs 8k, and the +1 costs 2k that is 6k you pay for each returning effect. That gets more expensive as you get more powerfully enchanted daggers. But lets call it 6k. If you can throw 5 daggers a round, that is 30k in just returning to pull off the same thing that 7.5k in blinkback would cost you.

Also there is a huge opportunity cost for using the returning daggers. If you get a better dagger that isn't already returning you can simply add it to the blinkback belt. If the dagger isn't already returning you'll have to pay a ton to give it returning. And if the dagger is already a +10 equivalent weapon you can't add anymore special abilities to it. The Blinkback belt is a clear winner from every angle.

Unless your GM declares you can't add the Blinkback effect to a stat belt. That would make me rethink if I want to spend a bunch of feats on off hand attacks for throwing attacks.


Thrown weapons are not that great to begin with. I've ruled that throwing, returning and distance enchantments cost a flat amount of gold, rather than a bonus equivalent. And that the returning enchantment allows you to make multiple attacks with a throwing weapon in one round.

I can't really see why anyone wouldn't hand wave the whole juggling concept. I've seen movies where someone holds multiple knives or shuriken in one hand. Same concept, but flashier and with no mechanical benefit. Juggle away, I say.


I've always wanted to have a character that did something like this.

On top of Juggling, I've thought about also having an option where a character can stow an object in their teeth in exchange for being temporarily unable to fulfill verbal components and whatnot.


Busker Bard archetype. That’s all I’ll say


...It's so beautiful...

I can't believe I'm saying this, but the juggling isn't even the best part. You can literally carry around a Trebuchet in your pants and just... summon it as a standard action. Or a Cannon. A massive boulder. You can literally become Bugs Bunny.

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