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Character Builds & Optimization
Gauntlet-style melee axe chucker cleric build
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<blockquote data-quote="Gorgoroth" data-source="post: 5676264" data-attributes="member: 6674889"><p><strong>..</strong></p><p></p><p>From the SRD:</p><p></p><p></p><p><strong>Throwing</strong></p><p></p><p>Aura Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.</p><p>Description</p><p>This ability can only be placed on a melee weapon.</p><p>A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.</p><p></p><p></p><p><strong>Returning</strong></p><p></p><p>Aura Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.</p><p>Description</p><p>This ability can only be placed on a weapon that can be thrown.</p><p>A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.</p><p></p><p></p><p></p><p> Note : This brings up an interesting rules question. If I can cast as a 2nd level spell, Returning Weapon, can I enchant the item using that instead of Telekinesis? (which, as a cleric, I will not have access to). I'm not too clear on magic weapon creation rules, whether the list or recipes is exhaustive and complete, or whether it can be extended towards the inclusion of new spells. Clearly, using a 2nd level cleric spell instead of a 5th level wizard one is better, especially since dwarves are much more likely to be clerics than wizards, and the returning property seems to be heavily used by dwarves.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5676264, member: 6674889"] [b]..[/b] From the SRD: [B]Throwing[/B] Aura Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus. Description This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. [B]Returning[/B] Aura Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus. Description This ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Note : This brings up an interesting rules question. If I can cast as a 2nd level spell, Returning Weapon, can I enchant the item using that instead of Telekinesis? (which, as a cleric, I will not have access to). I'm not too clear on magic weapon creation rules, whether the list or recipes is exhaustive and complete, or whether it can be extended towards the inclusion of new spells. Clearly, using a 2nd level cleric spell instead of a 5th level wizard one is better, especially since dwarves are much more likely to be clerics than wizards, and the returning property seems to be heavily used by dwarves. [/QUOTE]
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