Throwing Madness

Ah--like the Naruto kunai knives?

If you're going with normal daggers, then the Invisible Blade class (to feint as a free action).

Try and get the exit wound ability on your weapons (Complete Warrior). That way, with the teleporting ability, you'll be able to attack a whole bunch of enemies at once (as long as they're in a straight line)--at less of a penalty than iterative attacks--and keep doing it every turn.
 

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The problem with throwing is that you need LOTS of money to do it. An archer can enchant a bow, and buy normal arrows (50/1Gp). So every shot costs him 2Cp.

But a thrower must enchant ammo directly (if using shuriken). That's 2,151Gp / 50, or 43.02Gp per shot. With a 50% break chance, make it 21.51Gp per shot.

If the game is really going to be a low money game, can you (literally) throw that much money away? Of course, it just gets worse when you are talking +2 (41.51Gp/shot) or +3 (91.51Gp/shot).

I played in a group with a thrower recently, and he just had to give up at around 8th level because he just couldn't afford to buy all that ammo. He went to daggers, but iut was nearly as bad because while the other PC's needed a single +1 weapon, he needed something like 5 +2 weapons (+1 returning) just to keep up; and even with all that he was still doing 1D4+4 Dmg. (so he was useless against DR)

Sorry I can't help more.

-Tatsu
 

Eltern said:
Hadn't intended on monking, since house rule is that a shuriken is basically just a small sliver of metal/knife thing, so it's martial, not exotic.

Well, one thing about monks is that they can use their flurry of blows with shurikens.

Unsure of how that combines with Two-Weapon Fighting, but at least you get the flurry for free.

Of course, I'd prefer to do it with rogue and get all that sneak attack damage.
 

Tatsukun said:
The problem with throwing is that you need LOTS of money to do it. An archer can enchant a bow, and buy normal arrows (50/1Gp). So every shot costs him 2Cp.

But a thrower must enchant ammo directly (if using shuriken). That's 2,151Gp / 50, or 43.02Gp per shot. With a 50% break chance, make it 21.51Gp per shot.

This is exactly why spells like greater magic weapon and flame arrow exist. :)

-- N
 



Felon said:
Well, one thing about monks is that they can use their flurry of blows with shurikens.

That's exactly why I was going mostly Monk... that second bonus attack at 11th level really makes me a happy archer. Flurry combines very nicely with Rapid Shot for (eventually) FOUR attacks at -2 BAB, plus your regular iterative attacks, for up to 7 (!) attacks at 20th level... before Haste.

-- N

PS: With Psionics in, I'd go this route:

Monk12 / Psion(Egoist)1 / Slayer7 -- same BAB as above, but 7th level Manifester. Powers you'll want:
- Offensive Prescience
- Vigor
- Force Screen
- Animal Affinity
- Hustle
- Psi Darkvision
- Metamorphosis

= OR =

Monk 12 / War Mind 8 -- Better BAB, fewer Psi powers, but everything is keyed off Wisdom. Powers you'll want are:
- Offensive Prescience
- Metaphysical Weapon
- Animal Affinity
- Body Adjustment
- Psi Dimension Door

-- N
 

So, nobody thinks the Master Thrower prestige class is worth the levels? :uhoh: I would think the ability to do a ranged touch attack would be -huge-.

Unfortunately, talking with the DM, anything with psionics is out of the picture, so that's out.

Does anyone know of gloves/gauntlets/bracelets printed anywhere that give a bonus to thrown weapons? Equivalent of a bow, in terms of giving magical bonuses, but couldn't use masterwork bonuses and takes up a magic item slot.

It seems to me the thrower needs three things:
Using TWF and Rapid shot to have many attacks, which is improved by a high BAB
Several feats, such as far shot, precise shot, etc.
Lots of damage on each attack, most notably through sneak attack.

I'm suprised I haven't seen rogue/ninja/fighter builds suggested by anyone. Seven levels of ninja (from CAdvent.) straight to Master Thrower gets neat abilities and sufficient Sneak attack, but not enough feats to get the number of attacks very high.

Eltern
 

Do you have Complete Adventurer? The Ascetic Rogue feat lets you multiclass rogue and monk, and makes them stack for determining unarmed damage and (IIRC) AC bonus.
 

I'd go with Scout and focus on Mobility, tumble, etc. Move then throw as a SOP would suit Returning weapons well.

Rogue is limited because of the difficulty of flanking with ranged weapons (as in - can't be done).

Ninja and Rogue both would be limited to attacking from invis or surprise much of the time.

Feats for Scout build.

Dodge, Mobility, Point Blank Shot, Precise Shot, (at 9th and following or multi- to Fighter for 2 levels) Far Shot, Power Attack, feat that allows PA on thrown (Brutal Throw?).

As a d6 class I like the trade off of one blow each per round over going toe to toe trading full attacks. Vs. missile wielders use terrain and your movement to prevent LoS and force them to move and also get single attacks.
 
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