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Throwing a non-throwing weapon
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<blockquote data-quote="frankthedm" data-source="post: 5431675" data-attributes="member: 1164"><p>For the great axe it is -4 to hit, Full round action to throw, str bonus to damage, <strong>not</strong> str x1.5.</p><p><em></em></p><p><em><strong>Thrown Weapons</strong></em></p><p><em>Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. </em></p><p></p><p>There is a feat in complete warrior called Throw Anything that gets around the -4 penalty. <a href="http://www.d20srd.org/srd/equipment/weapons.htm#lightOneHandedandTwoHandedMeleeWeapons" target="_blank">Won't allow for the <strong>Str</strong>x 1.5 damage modification</a>, since that happens when using two handers in melee.</p><p></p><p>This magic weapon ability does that as well, but that's a lot of cash to be able to throw away magic weapons without penalty. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p><em><em>Throwing</em></em></p><p><em>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.</em></p><p><em></em></p><p><em>Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus. </em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 5431675, member: 1164"] For the great axe it is -4 to hit, Full round action to throw, str bonus to damage, [B]not[/B] str x1.5. [I] [B]Thrown Weapons[/B] Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. [/I] There is a feat in complete warrior called Throw Anything that gets around the -4 penalty. [URL="http://www.d20srd.org/srd/equipment/weapons.htm#lightOneHandedandTwoHandedMeleeWeapons"]Won't allow for the [B]Str[/B]x 1.5 damage modification[/URL], since that happens when using two handers in melee. This magic weapon ability does that as well, but that's a lot of cash to be able to throw away magic weapons without penalty. :lol: [I][I]Throwing[/I] 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. Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus. [/I] [/QUOTE]
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