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General Tabletop Discussion
*Pathfinder & Starfinder
Thrown Weapons... what can make them viable?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 3577696" data-attributes="member: 3146"><p>A lot depends upon what you mean by "viable."</p><p></p><p>A javalin is a very good choice for a low level fighter type who wants a ranged weapon but doesn't want to blow half his starting gold on a longbow. The javalin (and, to a lesser extent, throwing axe, and light hammer) continues to be a solid choice as a ranged weapon for non-ranged specialists. The advantages--for two handed weapon fighters (one-handed weapon fighters can realize some of these advantages, but using a shield complicates matters) are substantial. Unlike a bow or crossbow, the thrown weapon can be used without compromising your melee ability in the following round. If you wield a bow, you will need to drop it and spend a move action drawing the melee weapon--no full attack for you.</p><p></p><p>Feat investment can make thrown weapons an even better choice. Quickdraw is a fairly solid feat for most melee characters as it enables the character to switch between weapons (in order to defeat DR etc). With Quickdraw, a melee character using a two-handed weapon or a one-handed weapon and no weapon or buckler can make use of any extra attacks in a full attack sequence to make ranged attacks where they would otherwise be wasted. (For example, character A makes two attacks with his greatsword to kill the giant and still has two attacks left over. It's too late to move or do a move action, so he is either finished--or if he has quickdraw and thrown weapons, he quickdraws thrown weapons and makes two attacks at his next target). A substantial feat investment--Power Throw and Brutal Throw can make a true multithreat character--a character with a devastating short ranged offense and the full expected melee offense potential. Base him and he'll beat you with his greatsword. Don't base him, and he'll slaughter you with javalins.</p><p></p><p>I have a multi-class monk character who has found similar use for shurikens. Sure, 1d2 isn't much, but when you add strength and charisma (from divine might) and inspiration (from the nobility domain), that's 1d2+9--which is noticable. And, while switching from longsword and shield to a bow would take several actions (move action to sheathe the sword, move action to draw the bow, fire, and then drop the bow and spend a move action to draw the sword when she needs it), she can frequently make shuriken attacks at no opportunity cost. (Travel without a weapon drawn, throw a shuriken and then draw her sword as she moves or loose her shield (move action), throw shuriken, and make a two handed attack with her sword when the enemy closes in).</p><p></p><p>Two weapon fighting characters can gain similar benefits in flexibility if they are willing to make slight (as in slightly fewer or less devastating criticals) sacrifices melee power. Two throwing axes is nearly as effective in melee as two shortswords, but they can also be thrown when it is convenient.</p><p></p><p>Weapons with the returning enhancement can also give interesting options--a two weapon fighter with a returning throwing axe as his secondary weapon will always have one attack that is not wasted if he drops his opponent before the full attack sequence is over.</p><p></p><p>Of course, if you want a character who is entirely about thrown weapons, you probably need to make a master thrower. But thrown weapons have some pretty effective niches right now.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3577696, member: 3146"] A lot depends upon what you mean by "viable." A javalin is a very good choice for a low level fighter type who wants a ranged weapon but doesn't want to blow half his starting gold on a longbow. The javalin (and, to a lesser extent, throwing axe, and light hammer) continues to be a solid choice as a ranged weapon for non-ranged specialists. The advantages--for two handed weapon fighters (one-handed weapon fighters can realize some of these advantages, but using a shield complicates matters) are substantial. Unlike a bow or crossbow, the thrown weapon can be used without compromising your melee ability in the following round. If you wield a bow, you will need to drop it and spend a move action drawing the melee weapon--no full attack for you. Feat investment can make thrown weapons an even better choice. Quickdraw is a fairly solid feat for most melee characters as it enables the character to switch between weapons (in order to defeat DR etc). With Quickdraw, a melee character using a two-handed weapon or a one-handed weapon and no weapon or buckler can make use of any extra attacks in a full attack sequence to make ranged attacks where they would otherwise be wasted. (For example, character A makes two attacks with his greatsword to kill the giant and still has two attacks left over. It's too late to move or do a move action, so he is either finished--or if he has quickdraw and thrown weapons, he quickdraws thrown weapons and makes two attacks at his next target). A substantial feat investment--Power Throw and Brutal Throw can make a true multithreat character--a character with a devastating short ranged offense and the full expected melee offense potential. Base him and he'll beat you with his greatsword. Don't base him, and he'll slaughter you with javalins. I have a multi-class monk character who has found similar use for shurikens. Sure, 1d2 isn't much, but when you add strength and charisma (from divine might) and inspiration (from the nobility domain), that's 1d2+9--which is noticable. And, while switching from longsword and shield to a bow would take several actions (move action to sheathe the sword, move action to draw the bow, fire, and then drop the bow and spend a move action to draw the sword when she needs it), she can frequently make shuriken attacks at no opportunity cost. (Travel without a weapon drawn, throw a shuriken and then draw her sword as she moves or loose her shield (move action), throw shuriken, and make a two handed attack with her sword when the enemy closes in). Two weapon fighting characters can gain similar benefits in flexibility if they are willing to make slight (as in slightly fewer or less devastating criticals) sacrifices melee power. Two throwing axes is nearly as effective in melee as two shortswords, but they can also be thrown when it is convenient. Weapons with the returning enhancement can also give interesting options--a two weapon fighter with a returning throwing axe as his secondary weapon will always have one attack that is not wasted if he drops his opponent before the full attack sequence is over. Of course, if you want a character who is entirely about thrown weapons, you probably need to make a master thrower. But thrown weapons have some pretty effective niches right now. [/QUOTE]
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Thrown Weapons... what can make them viable?
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