Are you playing a Master Thrower?

djrdjmsqrd

First Post
I was wondering if you could please post some information on the character...wether it be a master thrower, or, one that is advancing torwards it. And tips/tricks to playing the PrC would be nice.

Basically any information on the PrC would be nice as I am about to start playing one...

djordje

thanks!
 

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Carry a melee weapon in your off hand so you still threaten an area. Or wear spiked gauntlets. Basically don't get caught with your pants down if someone closes to melee range.

Shuriken in 3.5 no longer allow for a 3-for-1 toss, but if you're a monk you can flurry with them. Shuriken are easy to conceal and all, but they're not really worth spending a feat on. Just a heads up.

Get and make use of poison if you can. Particularly handy with Weak Spot against opponents with high ac - if you're having trouble taking them down in one way, take them down in another.

Palm Throw. Double Toss. Weak Spot. - ver' ver' good.

Deadeye Shot (crits don't happen often enough), Defensive Throw (requires a Concentration check, so uh, no), Tumbling Toss (a little forethought would render this unnecessary), Two With One Blow (very situational, not that useful) - not worth investing in.

Sneaky Shot and Trip Shot ... maaaybe worthwhile, depending on the character. I'd go Palm/Double/Weak myself, though.

If you place your required Weapon Focus (any thrown weapon) in Daggers, there's a very nice tie-in with the Invisible Blade PrC also. It's worth looking into.

Throw weapons in general have a pretty small range increment, javelins being top of the pile at 30' base. It's generally a good idea to also carry something that has a bit more distance to it, such as a crossbow or sling just in case you get into a long-range engagement.
 
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While I am not playing one I've thought about it and am thinking about planning one out possible. Halflings make natural chocies for throws cause of their bonus to throwing but shouldent nessisarly be a requirment. A human or Elven thrower would work or even gnomish thrower (though I'm not a fan of gnomes *shrugs* no reason why you couldent do one). Heck even Dwarven Throwers *chuckles* Throwing Axes would be interesting.

I'd have to look at the requirements myself but one of the biggest drags on such a character is that their ammunition is expendable and unlike bows can get extreamly expensive if you want magical or even masterwork. 350gp buys you 50 MW arrows each with a +1 bonus to hit. A Single MW Dagger is 302gp. So one thing to think about possible is maybe taking a level of Sorcerer with True Strike and Magic Weapon as your spells. True Strike will help take the sting out of throwing at targets that are farther away while magic weapon will allow you to throw 'normal' daggers at stuff like Dragons who have DR #/Magic without having to invest in getting numerous +1 magic weapons. It also would allow you to use scrolls though it would likly slow your acceptance into the PClass by a level.

I'd prolly do it as a Fighter for the extra feat's and maybe even take the Cosmopolitan feat (FRCS) and get 'Tumble' as a Class skill. A Rogue or Monk would take longer to attain in the class and your class abilities would not be as beneficial to you. Tumbling would add to the characters mobility. Another choice would be to take the Swashbuckler from Complete Warrior instead of a Fighter as a way into the class and would provide a good class to return to once Master Thrower was completed. If you multi-class as a 'caster' be sure to see about having your race have one of your classes as a Favored class to avoid the XP penalty, that or work both classes.

Personality wise I'd imagine them as being something of a cross between however you would play a Rogue and a Fighter. It would be a better (well more specialized) combatant than a actual 'Rogue', but likly more shifty and sneaky than a actual 'Fighter'. Depends on what you use as your base class. Consider the fact that as a master thrower they 'fight from a distance' so that might have a influence on their personality. Not wanting to get into melee but treading the line of being too close for comfort and being close enough to be in range.

hope that helps...
 

The Axethrower regional feat from Player's Guide to Faerun gives you Str to attack rolls instead of Dex. Couple this with throwing axes, and you can be just as effective in melee as at range with only one offensive stat to worry about. Also, it's been officially clarified that Flurry stacks with TWF, which stacks with Rapid Shot. The Unorthodox Flurry feat, from Dragon #Idunno, will let you flurry with a light weapon you're proficient in. Again, throwing axe works out well here. Maybe I'm just a fan of axethrowers. ;) Finally, when you're tossing 10 weapons a round and quick-drawing two more to threaten with, it gets ridiculously expensive to enchant them all. Instead of blowing all your loot on magic weapons, look into getting a modified Quiver of Anariel (scroll down near the bottom) that produces your favored thrown weapon.

--Impeesa--
 

I've thought about making a character of this class but with the 3.5 DR rules, and the complete ineffectiveness against DR X/magic I decided against it. As long as you are only going to be fighting fairly 'normal' critters you should be OK. The minute you need adamantine or magic to defeat something, your are up the creek without a paddle. I suppose a returning weapon would work. Those are rather expensive though.

buzzard
 

Zephyrus said:
While I am not playing one I've thought about it and am thinking about planning one out possible. Halflings make natural chocies for throws cause of their bonus to throwing but shouldent nessisarly be a requirment. A human or Elven thrower would work or even gnomish thrower (though I'm not a fan of gnomes *shrugs* no reason why you couldent do one). Heck even Dwarven Throwers *chuckles* Throwing Axes would be interesting.

I started off with a Ranger using throwing axes to progress to my Master Thrower. But after a short while I realized that it was too heavy carrying all the axes I needed.


A recommended first feat for someone going towards the Master Thrower would be Far Shot. Negate some of the range penalties off the bat. or at least use darts until you can hit more than just the brad side of a barn.
 

buzzard said:
I've thought about making a character of this class but with the 3.5 DR rules, and the complete ineffectiveness against DR X/magic I decided against it. As long as you are only going to be fighting fairly 'normal' critters you should be OK. The minute you need adamantine or magic to defeat something, your are up the creek without a paddle. I suppose a returning weapon would work. Those are rather expensive though.

buzzard

once you start getting multiple attacks, returning weapons aren't always the best choice. You only have two hands, so if you have more than 2 attacks, you end up dropping the third returning weapon every round.
Thrown weapon experts have the distinct disadvantage of needing extra weapons. You realize how expensive it gets when you walk around with several thousand in masterwork weapons before you can afford to buy any magic weapons. And are probably better for the deal.
 

Daggers are prolly still the best way to go in the end I think. Couple that with getting Cold Iron and Alchemical Silver would fairly inexpensive.. Adamantine Daggers would be prohibitively expensive (3002gp each vs 4gp for Cold Iron and 22gp for Silver <I dont recall seeing anything that says that Silver and Cold Iron weapons HAVE To be masterwork, maybe I missed it>).

A Magic Weapon spell can quickly give you inexpensive magical daggers. One level of sorcerer at some point allows you to take it as a spell and/or read it from scrolls. 25gp a blade issent bad <though eventually getting a couple of +1 daggers would be preferable and quicker>. I'll say that I wish that price for adamantine was based more realtive to its damage potential.

Even still the argument about the limits of the throwers potential in the face of DR's makes arming throwers with suitable weapons problematic. Not something that cant be worked around, but problematic.
 

Throwin' Stuff

One of my characters is a 4th lvl Fighter, 8th lvl Rogue and 3rd lvl Master Thrower and it works out quite well. I've chosen Sneaky Shot (for obvious sneak attack related reasons) and Doubletoss which I've combined with Shot on the Run to create some real interesting maneuvers.

As for weapon of choice, he carries a pair of highly enchanted adamantine daggers, including distance and keen as well as psionically enchanced with teleporting since the returning quality now states that weapons return to the spot where they were thrown and not where their wielder is (which doesn't work with the aforementioned Shot on the Run trick)

My character also carries a quarterstaff as a melee weapon and interchanges between it and the daggers quite frequently which is why I think the class works best for me; I use the benifits of the Master Thrower to supplement his combat rather than make up the main focus.


J from Three Haligonians
 

Here is a synopsis of my master thrower. A halfling charisma-based thrower build:

Class (level) : Monk (1), Cleric (1), Fighter (4), Master Thrower (5), Exotic Weapon Master (1)
Net Level : 12
(no multiclass XP penalties are used in this campaign)

DEX = 20, CHA = 20 (+2 racial, +3 level-ups)

FEATS:
Char 1 : Exotic Weapon Proficiency (shuriken)
Char 3 : Point Blank Shot
Char 6 : Divine Might
Char 9 : Two-weapon Fighting
Char 12 : Improved Two-weapon Fighting
Monk 1 : Power Attack
Cleric 1 : Weapon Focus (shuriken) (from war domain)
Fighter 1 : Precise Shot
Fighter 2 : Rapid Shot
Fighter 4 : Weapon Specialization (shuriken)
Msr Thr 1 : Quick Draw

CLASS ABILITIES:
Monk 1 : Power Attack (overwhelming attack fighting style variant),
Flurry of Blows, Unarmed Strike
Cleric 1 : Domains (charm, war), Turn Undead
Fighter 1 : Bonus Feat
Fighter 2 : Bonus Feat
Fighter 4 : Bonus Feat
Master Thrower 1 : Quick Draw, Thrown Weapon Trick (palm throw)
Master Thrower 2 : Evasion
Master Thrower 3 : Thrown Weapon Trick (deadeye shot)
Master Thrower 4 : Snatch Arrows
Master Thrower 5 : Critical Throw, Thrown Weapon Trick (weak spot)
Exotic Weapon Master 1 : Exotic Weapon Stunt (close quarter ranged combat)


Shuriken (with Palm Throw, Flurry, Rapid Shot, Charm domain, Divine Might: +7 damage)
Attack : +14/+14/+14/+9/+4 & +14/+9 = 11/BAB, +5/dex, +1/size, +1/mw, +1/wf, +1/racial, -2/fob, -2/rs, -2/twf (1/point-blank, 1/higher ground)
(range increment is 10’, point blank within 30’)
Damage : 1+9 & 1+9 [19-20/x3] = -/str, +7/cha, +2/ws

This is usually 140 damage per round without magic items. Items improving dex and cha, plus the party cleric casting greater magic weapon on the shuriken could send the damage over 200 per round. All attacks are touch attacks, so it is fairly easy to hit most opponents.
 

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