Thrown Weapon Feat


Homebrew and House Rules


Wild Throw
You substitute precision with brute force.
Benefits When you make a thrown weapon attack you can substitute Dex with Str and take a -1 on the attack roll.
Special Any strike made using this feat can't benefit from the agile weapon trait, and can't apply precision damage

1. Does this being a 1st or 3rd level general feat sound right?
2. Should the attack penalty be higher?
3. Are the special restrictions fine?
4. ??


Sounds interesting. I'd probably go with -2 as if you're attacking with a second range increment. Could also be a barbarian and fighter specific class feat. Perhaps a 2 action flourish to attack with strength with no penalty.


if it were changed to a 2 action ability, do you think including drawing a weapon would be fine or no?


CookieLord wrote:
if it were changed to a 2 action ability, do you think including drawing a weapon would be fine or no?

I'd say no. Returning runes are easy enough to get that I don't think it's necessary.


The only other problem i can think of would be that turning it into its own action means it cant be combined with thrown weapon feats (ex: Oversized Throw)


That's true. What if it were a stance? Allows thrown attacks with strength at -1 but also gives a +1 circumstance bonus to damage along with your other restrictions. That way, there's an action cost but still works with other abilities.


aobst128 wrote:
Sounds interesting. I'd probably go with -2 as if you're attacking with a second range increment. Could also be a barbarian and fighter specific class feat. Perhaps a 2 action flourish to attack with strength with no penalty.

I think that -2 + 2 actions + flourish is TOO penalty. Based in things like Crossbow Ace makes more sense just allow to use str for throws. This may appear too much but you are only allowing the use of another stat (so is stat bonus dependent), weapon type dependent, and no other bonus/extra are added insead it's adds an agile and precision restriction. While the ace improves a dice and add +2 to damage without requiring anything than be a crossbow.

I also think that such feat needs to be a class feat and fits well for barbarian and fighter. Be a level 1 feat is fine too.


YuriP wrote:
aobst128 wrote:
Sounds interesting. I'd probably go with -2 as if you're attacking with a second range increment. Could also be a barbarian and fighter specific class feat. Perhaps a 2 action flourish to attack with strength with no penalty.

I think that -2 + 2 actions + flourish is TOO penalty. Based in things like Crossbow Ace makes more sense just allow to use str for throws. This may appear too much but you are only allowing the use of another stat (so is stat bonus dependent) and no other bonus/extra are added insead it's adds an agile and precision restriction. While the ace improves a dice and add +2 to damage without requiring anything.

I also think that such feat needs to be a class feat and fits well for barbarian and fighter. Be a level 1 feat is fine too.

That's fair. Swapping ability scores for attacks is pretty rare and difficult to see how it would be balanced. This example does add power to strength characters though. I think a stance could be an appropriate cost. What do you think?


YuriP wrote:

I think that -2 + 2 actions + flourish is TOO penalty. Based in things like Crossbow Ace makes more sense just allow to use str for throws. This may appear too much but you are only allowing the use of another stat (so is stat bonus dependent), weapon type dependent, and no other bonus/extra are added insead it's adds an agile and precision restriction. While the ace improves a dice and add +2 to damage without requiring anything than be a crossbow.

I also think that such feat needs to be a class feat and fits well for barbarian and fighter. Be a level 1 feat is fine too.

I think the idea of changing it to a 2 action flourish was to remove the attack penalty but keep the precision damage restriction.


I feel like the 2 action idea probably works better for giving high Str characters a backup ranged option (which was the original idea behind the feat), and the stance probably would be better for building a character more focused on thrown weapons.


aobst128 wrote:
That's fair. Swapping ability scores for attacks is pretty rare and difficult to see how it would be balanced. This example does add power to strength characters though. I think a stance could be an appropriate cost. What do you think?

Due this rarity many people thinks this could be too beneficial add a feat that changes an stat requirement because it's appear to avoid MAD. But in practice isn't that much. Just compare:

A dwarf fighter can have:
dex 18: +2 from race bonus, +2 from background bonus, +2 from key stat, +2 from addional
str 16: +2 from race bonus, +2 from background bonus, +2 from addional
con 14: +2 from race bonus, +2 from addional

So without this feat it already has from stat +4 to hit and +3 to dmg. In practice this feat would allow to have +4 to dmg too and allow change the secondary stat to other like con. Isn't too great benefit for a class feat.

This would be completely different if it was a general feat like proposed in OP due this will be easily usable by any class that could benefit better from MAD. But as a class feat for a martial focused class this became well balanced.


Yeah, a general feat would be too simple to get. A level 1 class feat could be right, is that worth the extra ability boosts? They're not insignificant in my opinion and can be more impactful than your example. Like a full plate fighter with 10 dex gets a lot out of that compared to your dwarf. The original suggested restrictions seem good. I'll add that you can't apply this ability to attacks outside of your first range increment.


I don't like the idea of limiting it to just the 1st range increment, since thrown weapons have pretty poor range to begin with (normally 10' or 20').
Maybe increasing the range penalty or decreasing the maximum number of increments?


Scratch the original penalty to attack and make each additional range increment -3 instead of -2. Sounds good. It would be a passive ability with your other restrictions as a level 1 class feat.


aobst128 wrote:
Yeah, a general feat would be too simple to get. A level 1 class feat could be right, is that worth the extra ability boosts? They're not insignificant in my opinion and can be more impactful than your example. Like a full plate fighter with 10 dex gets a lot out of that compared to your dwarf. The original suggested restrictions seem good. I'll add that you can't apply this ability to attacks outside of your first range increment.

The dwarf I used as example that compared to a thing like Crossbow Ace that allows a char to increase a crossbow dice and algo gives +2 give a great benefit to a char with "no" str. Improving the crossbow damage in a way that is almost impossible in other way and don't depend from anything and don't impose any restriction to what attacks you can do. While the proposed feat even being "exotic" due it's ability to change the base stat to do the attack is more about a different way to do the thing than something that risk to be OP.

Using my dwarf fighter as example with this Wild Throw feat. With it, he "waste" it's lvl 1 feat to be allowed to do a build like this:

Quote:


18 str
10 dex (but heavy armored to compensate)
16 con
10 int
12 wis
14 car

The main change is more like a char that's now able to do a little more damage and I can use the rest of the points to have a slight improved con and a slight improved intimidation/perception. It's isn't really a big change, just may help to take a sorcerer/oracle dedication easier kkk.

But I'm now remember that Crossbow Ace needs that you target be your prey. So uses an action, so may be this feat can be a 1-action instance to compensate this. This also removes the need of range penalty.


Yeah crossbow ace has a sizable restriction on it. Crossbow terror might be the better example although it's a 6th level feat. keep in mind that you can't start with 2 18s so even compared to a character with 16 dex, it's the extra boosts and a +1 if there's no inherent penalty like the first suggestion.


I like the range increment penalty being -3. That way, you're better up close but dex is still best for those larger ranges.

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