Advice on a Boomerang throwin Halfling [Archive] - Wizards Community

Post/Author/DateTimePost
Nived

04-15-06, 10:43 PM
This is a build where I'm kinda married to a concept. The Eberron Talenta Halfling riding a dinosaur using the primary weapons of his people, specifically the Talenta Boomerang. So I'm trying to build an effective mounted halfling using primarily Talenta Boomerangs, and also the Talenta Tangat.

What I'm using.
32 pointbuy
Core
Any Eberron
Complete *
Got my DM to agree to this feat Animal Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) from the WotC mainsite

Note: Going by the Eberron Campaign setting Halflings with Region of Origin Talenta Plains gain the Talenta Boomerang, Tangat, and the other weapon who's name I forget as Martial Weapons.

Now originally I was trying to figure out this build with a ranger and was never happy with how it came out. I really didn't like waiting till 8th level to get Animal Companion bonuses for my Clawfoot, and even with Natural Bond from Complete Adventurer I'd have to wait till 6th. I keep ending up feat hungery so I tried to use a fighter base.

So I'm thinking this build Ftr 12/Heir of Siberys: Jorasco(EBCS)3/Master Thrower 5

Str 14 Dex 18 Con 14 Int 12 Wis 10 Cha 8

Level/ feats
Fighter 1 Point Blank Shot, Talenta Warrior (RoE)
Fighter 2 Presice Shot
Fighter 3 Animal Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a)
Fighter 4 Quick Draw
Fighter 6 Rapid Shot, Two Weapon Fighting
Fighter 8 Improved Two Weapon Fighting
Fighter 9 Heroic Spirit (EBCS)
Fighter 10 Boomerang Ricochet (RoE)
Fighter 12 Boomerang Daze (RoE) Greater Two Weapon Fighting
Heir of Siberys 1 Action Surge (EBCS), Bonus Action points
Heir of Siberys 2 Siberys Mark (Mass Heal 1/day), Weapon Focus (Talenta Boomerang)
Heir of Siberys 3 Siberys Mark 2/day, Weapon Spec (Talenta Boomerang), Far Shot
Master Thrower 1 Trick Throw (Dead Eye Shot)
Master Thrower 2 Evasion
Master Thrower 3 Trick Throw (Palm Throw), Open Feat
Master Thrower 4 Snatch Arrows
Master Thrower 5 Critical Throw Trick Throw (Trip Shot)

In the end I have an a mount that is quite beyond what any other fighter would be riding, Medium sized so it can go in dungeons.

Getting blanket coverage of Weapon Focus, Weapon Spec, and Imp Crit (maybe) on all Talenta weapons. Get 8 attacks a round (5 primary hand with rapid shot, three off hand). Bonus to hit while mounted, bonus to thrown weapons, can add action point rolls to damage, have action points to spare between Heroic Spirit & Heir of Siberys. Mass heal 2/day

Down sides, Have to wait till 6th level to really break out, hold off on some really needed feats till later levels. Like waiting till level 20 for improved crit. ***** to get that many enchanted boomerangs.

Maybe some of you old hands at Character Optimization can give me some advice on this build.
ZeroEffect

04-16-06, 08:08 PM
Why didn't you take Weak Spot as your 5th level Master Thrower trick?

The rest looks good. Aren't there huge penalties for using ranged weapons while mounted? How are you getting around that?
Pinky's brain

04-16-06, 09:10 PM
Only if your mount takes more than a move action.

Quickdraw is a bonus feat for master thrower, don't waste a feat ... just get the master thrower level earlier. The best throwers are psionic ... telekinetic boomerang (RotW) is the bomb.
Nived

04-17-06, 07:50 PM
Ok a couple of questions to see if I understand this right. With Telekinetic Boomerang exactly how many times in the same round could I throw a single thrown weapon? As many times as I'm able? With TWF would I be able to actually throw the same weapon 8 times? Physics cries.

Two reading a bit more a buddy of mine in this campaign pointed out something. Palm Throw doesn't specify any kind of action time it takes. So forgoing any bonus Str damage I can throw two boomerangs with each attack roll. That would be 16 boomerangs with a full attack action (as I have 8 normal attacks in a round) with boomerang Ricochet any hits have a chance to tag an adjacent foe... so in theory I could score 32 hits (16 each on two foes standing next to each other). This seems insane and I'm not even sure I'd ever want to do it (it seems silly). But I'm wondering if we're reading the rules right.

Thirdly. Telekinetic Boomerang is the sweetness. But considering multiclassing penelties... would it be better to forego Heir of Siberys and just Multiclass Fighter/Psionic Fighter (with would make me wait till at least 13th level to get telekinetic boomerang as a power). Or is it better to go pure Psionic Fighter? Or a Fighter/Kineticist? While I have the XPH for when I'm DMing I myself have never played a psionic character and really don't know how to handle tricking one out.
Pinky's brain

04-17-06, 08:24 PM
Ok a couple of questions to see if I understand this right. With Telekinetic Boomerang exactly how many times in the same round could I throw a single thrown weapon? As many times as I'm able? With TWF would I be able to actually throw the same weapon 8 times? Physics cries.The power can be augmented to affect more weapons at the same time, so if you TWF your DM would probably make you manifest it on two weapons (and if you TWF+palm throw 4).
Two reading a bit more a buddy of mine in this campaign pointed out something. Palm Throw doesn't specify any kind of action time it takes.Personally I think a boomerang is too big to palm though, but that's a DM call.
So forgoing any bonus Str damage I can throw two boomerangs with each attack roll. That would be 16 boomerangs with a full attack action (as I have 8 normal attacks in a round) with boomerang Ricochet any hits have a chance to tag an adjacent foe... so in theory I could score 32 hits (16 each on two foes standing next to each other). This seems insane and I'm not even sure I'd ever want to do it (it seems silly). But I'm wondering if we're reading the rules right.Almost, two with one throw can still be stacked on top of that ...
Thirdly. Telekinetic Boomerang is the sweetness. But considering multiclassing penelties... would it be better to forego Heir of Siberys and just Multiclass Fighter/Psionic Fighter (with would make me wait till at least 13th level to get telekinetic boomerang as a power). Or is it better to go pure Psionic Fighter? Or a Fighter/Kineticist? While I have the XPH for when I'm DMing I myself have never played a psionic character and really don't know how to handle tricking one out.Going pure psychic warrior till level 8 would be the easiest.

Could try to work in zen archery along the way ... keep your dex low and go for heavy armor and melee in the mean time (11 dex is enough, just get gloves of dex +6 later on). Would reduce MAD and PP pressure.
Nived

04-17-06, 08:37 PM
but keeping Dex low would keep me from going down the TWF tree. Not having truely played a lot of psionics I have to truely ask if the powers I could gain would be worth the trade off of three extra attacks?
Pinky's brain

04-17-06, 08:47 PM
Continuous magic items can qualify you for prestige classes and feats, 11 dex is good enough for ITWF with a +6 item (and GTWF with a manual of quickness of action +2).
RadicalTaoist

04-17-06, 08:53 PM
Umm...how big is the concern of coming up with something so strong it will likely get booted from the game?
Crazy strong halfling boomerang throwers can be found here, but the last I heard someone playtest something from that thread, his DM apparently banned it after one session.
Nived

04-17-06, 10:54 PM
I really appreciate your advice. As incredibly sweet as Telekinetic Boomerang is, and it is supersweet. I've talked to my DM about letting me have an item similar to an Amulet of Mighty Fists only for a thrower, which granted is more expensive than enchanting a single boomerang, but in the long run for what I want I think it's better to just stay a straight non psionic character. I just don't know them enough to try to trick them out.

As for the insane Brutal throw/Power Throw Build shown in that previous thread. It has a lot of powerful potential... But gets very near cheese I'd rather not abuse. So playing around I'm thinking about this build.

On the don't know if boomerangs qualify for Palm Throw... well they do they same damage as Daggers, which do count and that's what I'm basing my arguement on.

I'm thinking about staying with Ftr 12/Heir of Siberys: Jorasco(EBCS)3/Master Thrower 5 just mixing up how I take them.

Str 14 Dex 18 Con 14 Int 12 Wis 10 Cha 8

Level/ feats
1 Fighter 1 Point Blank Shot, Talenta Warrior (RoE)
2 Fighter 2 Presice Shot
3 Fighter 3 Animal Cohort
4 Fighter 4 Weapon Focus (Talenta Boomerang)
6 Fighter 6 Rapid Shot, Two Weapon Fighting
7 Master Thrower 1 Thrown Trick (Palm Throw) Quickdraw
8 Master Thrower 2 Evasion
9 Master Thrower 3 Thrown Trick (Dead Eye Shot) Boomerang Ricochet
10 Master Thrower 4 Snatch Arrows
11 Master Thrower 5 Thrown Trick (Weak Spot), Critical Throw
12 Fighter 7 Heroic Spirit
13 Heir of Siberys 1 Action Surge (EBCS), Bonus Action points
14 Heir of Siberys 2 Siberys Mark (Mass Heal 1/day), Improved Two Weapon Fighting
15 Heir of Siberys 3 Siberys Mark 2/day, Boomerang Daze, Greater Two Weapon Fighting
16 Fighter 8 Weapon Spec (Talenta Boomerang)
18 Fighter 10 Far Shot, Action Boost
20 Fighter 12 Open Feat

Bonus over the previous Build, Weak Spot at level 11, making practically all my throws ranged touch attacks. Don't waste a featslot on Quickdraw, have Critical Thow, and Deadeye shot long enough to actually matter. I may be delayed on the TWF tree but I choose Boomerang Ric first because potentially I get more attacks off with it. At 18th level Action boost would turn that sweet extra damage from Action points from 3d6 to 3d8.

General downside to both builds. After 15th level on this build everything I hit that can be dazed has to make a fort save every time I hit. With TWF/Rapidshot/Palm Throw/Boomerang Ric cheese that's possibly 32 times each round. Any sane DM would either A) jump over the table and strangle me, or B) kill the character on principle.

Now this sadly doesn't take advantage of Telekinetic Boomerang (maybe if one of the other players play a psionic character I can talk them into picking it up). But its a character I think I could be happy with 1-20

Again I ask for feedback on the thing, if you'd mix some of the levels around. I know taking Rapid Shot before Quickdraw is about pointless... but you know.
ZeroEffect

04-17-06, 11:06 PM
I like this build. Consider Improved Initiative for your last feat.
Pinky's brain

04-18-06, 12:44 AM
At 18th level Action boost would turn that sweet extra damage from Action points from 3d6 to 3d8.You only get the best result of the three dice, on only a single attack ... hardly worth it unless you have unfettered heroism going or something.
littlenog

04-18-06, 11:37 AM
Well the way we run in our game you can pick any feat unless its epic and your not epic.

But you can't use the feat unless you meet the requirements.

I had a mage who wanted power attack but didn't have have the 13 Str.

Once he buffs himself to 13+ Str he is able to use the power attack.
He is normaly only able to do this in his polymorph'd forms.