How to get "Returning" onto improvised thrown weapons?


Advice

Dark Archive

Toying with another build concept.

Far Strike Monk using Throw Anything and Shikigami Style chain.

For Ideal build, I want to throw Sledgehammers (2d6 base dmg improvised weapon RAW)

So I either need a Sack of Infinite Hammers, or Sledgehammers with someway to make them have the Returning power, since at higher levels I'll be Flurry-ing up to 7 hammers a round.

Gloves of Improvised Might (my first idea) specify that they can have MELEE weapon enchants, and Returning is technically a Ranged enchant.

Unfolding Wind Strike is good, BUT I can't do that and Shikigami at the same time (2 styles) and Master of Many Styles doesn't stack with Far Strike (And loses Flurry anyway)

Greater Belt of Mighty Hurling while good for the build specifically excludes Improvised Thrown Weapons from it's returning power.

If I throw ACTUAL Earthbreakers (without the Throwing enchant) would that use technically make them improvised weapons for Shikigami style purposes, but allow them to still return via GBoMH since they're manufactured weapons?

I feel like there's a way to do this with only a single feat or a magic item I just don't know about or remember.

[EDIT: I mean, obviously for a home game I think most DMs would simply allow Returning on Gloves of Improvised Might, or I'm fairly certain the people I play with would at least, but from the standpoint of a PFS legal character how could I make this work?]


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The Bounding Hammer feat?

Dark Archive

Rough build plan
Traits: Surprise Weapon (+2 to Improvised Weapon Attacks)
Dangerously Curious (UMD Class Skill, UMD +1)

Feats
1st Monk Bonus: Throw Anything
1st: Shikigami Style
2nd Monk Bonus: Far Shot
3rd: Shikigami Mimicry
5th: Shikigami Manipulation

At 5th level, Throw 2 sledges at +5/+5 before stat mod, dealing 4d8 each
At 6th level, throw 3 at +6/+6/+1

Dark Archive

VoodistMonk wrote:
The Bounding Hammer feat?

That might do it!

Improvisational Focus so I count as proficient for the purpose of other feats, that should Enable things, Especially since I can take Snatch Arrows at 10 without prerequisites (yay Monk!)

I'll have to think optimize it, but :D

EDIT: Oh, wait, it's a special function as a standard action. So it won't let me Flurry 7 hammers and get them all back for the next round.

Shadow Lodge

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Three feats for a fighter:

Quick draw, throw anything, & Ricochet Toss

Dark Archive

gnoams wrote:

Three feats for a fighter:

Quick draw, throw anything, & Ricochet Toss

Okay, NOW I think we have a winner!

Far Strike Monk gets Quick Draw as a bonus feat at 1st level (part of a feature that replaces Stunning Fist

Monk 1st: Throw Anything
Far Strike class feature: Quick Draw
1st: Shikigami Style
Monk 2nd: Far Shot
3rd: Shikigami Mimicry
5th: Shikigami Manipulation
Monk 6th: (honestly not sure)
7th: Martial Focus (Thrown Group)
9th: Ricochet Toss

Takes a little longer to come online than I'd like, but it works.

Shadow Lodge

A Blinkback Belt will also work.

Shadow Lodge

My favorite throwing feats however is the startoss style chain (it should be called Xena style). Lets you bounce your throwing weapon across everyone's faces. Also gives you +6 damage and makes the vital strike feats useful.

Dark Archive

Dragonborn3 wrote:
A Blinkback Belt will also work.

Blinkback doesn't work because (for maximum silly) we're throwing 2h weapons, and the Blinkback specifies 2 one hand or 4 light weapons.


Thrown weapon builds require insane numbers of feats; always more than you think. In this case you've missed the two-handed thrower feat, required to throw more than one 2H weapon per round. A fighter dip or similar might be needed to get everything online reasonably quickly.

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