good enchantments for throwing weapons? [Archive] - Wizards Community

Post/Author/DateTimePost
kaikai

06-25-07, 08:38 PM
or should that be whepons? ;)

anyway i'm planning on making a sheild/thrown weapon barbarian/fighter, anyone know any good enchantments i should strive for?

i was thinking of my main weapon being one of the 1d10 harpoons, but it makes me wonder if thats a good idea, since they usually 'stick' in my enemy, a returning enchantment would only be handy half the time,

is returning what people go for, for javelins or other thrown weapons? any other suggestions?
UMiskatonic

06-26-07, 01:49 AM
It will be VERY expensive to enchant all of your throwing weapons, especially as you start to get more and more attacks a round.

I'd pick up a scroll of greater magic weapon, and a scroll of flame arrow (Others can cast it for you). Then, buy a lot of MW, cold iron, and silver throwing weapons. Also, alchemical items like holy water and alch. fire.

Then, pick up one big magic weapon that you use when nothing else is working. I like adamantine and holy, personally.
Lupo

06-26-07, 08:39 AM
or should that be whepons? ;)

anyway i'm planning on making a sheild/thrown weapon barbarian/fighter, anyone know any good enchantments i should strive for?

i was thinking of my main weapon being one of the 1d10 harpoons, but it makes me wonder if thats a good idea, since they usually 'stick' in my enemy, a returning enchantment would only be handy half the time,

is returning what people go for, for javelins or other thrown weapons? any other suggestions?

i have a character aiming for a full BAB master thrower with short spears, they have the advantage of being melee and ranged weapons alike and can even be used with power attack, so one get the most from weapon focus and weapon specialization, the same goes for tridents, their range is only 10-ft but they do some more damage :).

the top enchantments should be a few returning weapons, otherwise some bane weapons would be nice. as a thrower one want several weapons with different enchantments, and shouldn't store all enchantments in one weapon, this also reduces the costs a little bit ;)

ciao

martin m.

ps: the harpoon thingy is a little bit cheesy, as some people try to get the "pull out" as a free additional damage, i wouldn't let someone do this at any table i DM.
kaikai

06-26-07, 02:24 PM
are there any feats that let you use a ranged weapon as a melee weapon, avoiding the -4 penalty?

and the harpoon returning idea mixed with it successfully sticking in makes alot of sence to me, i hadent considered that though.

what I ment by it only being usefull half the time was IF i missed on a reflex save, then it would return to my hand, which would be handy for me, rather than it would be usefull IF i made the harpoon stick.

i wanted a way of basicly 'drawing aggro' and making it so either the monster goes for me, or using it to just inhibit the targets capibilities like charging and moving around.

i wonder if i make a good enougth strength check (opposed obviously) i could pull the target towards me..
Lupo

06-26-07, 03:26 PM
are there any feats that let you use a ranged weapon as a melee weapon, avoiding the -4 penalty?

only with those weapons that are both, melee and ranged alike (some ranged weapons have penalties when used as melee weapons like the javelin, some cannot used at all as melee weapons like the shuriken), there are some feats or class features that allow ranged attacks without provoking AoOs while toe-to-toe, like the master thrower's "defensive throw" (requires an concentration check), or the exotic weapon master's "close quarter ranged combat" works automatically.

and the harpoon returning idea mixed with it successfully sticking in makes alot of sence to me, i hadent considered that though.

what I ment by it only being usefull half the time was IF i missed on a reflex save, then it would return to my hand, which would be handy for me, rather than it would be usefull IF i made the harpoon stick.

i wanted a way of basicly 'drawing aggro' and making it so either the monster goes for me, or using it to just inhibit the targets capibilities like charging and moving around.

i wonder if i make a good enougth strength check (opposed obviously) i could pull the target towards me..

yea, the strength might become the problem after APL 8, the critters there tend to be BIG and strong :)

the tricky part of the harpoon (from the Frostburn supplement):

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

so the one controlling the rope actually has NO option to pull the harpoon free.

ciao

martin m.
boogahwoof

06-26-07, 05:32 PM
Well I have a good point i hope, my sister in law plays a thief like master thrower, with palm throw and such she throws 6 daggers a round, 2 of which are returning with wounding, are 2 are just returning with a 3rd going to be wounding in another mod or 2. Now she is 13th so i understand thats alot of money, but dang every round doing damage plus doing 2 and eventually 3 con damage is nice. So all I am saying is wounding would be nice, I really liked the short spear idea
haferka

06-26-07, 08:47 PM
the tricky part of the harpoon (from the Frostburn supplement):

so the one controlling the rope actually has NO option to pull the harpoon free.

ciao

martin m.

Its a DM call, but any DM that says you can NOT spend an action to yank the harpoon out is kidding themselves.. How do you think its gona get out after the target dies.. :)

Also.. If the DM were to tell me that I could NOT pull the thing out.. I would just drag them target into allies threatened areas.. Provoking AoO..

oh.. I do that now :)
kaikai

06-27-07, 01:39 AM
Its a DM call, but any DM that says you can NOT spend an action to yank the harpoon out is kidding themselves.. How do you think its gona get out after the target dies.. :)

Also.. If the DM were to tell me that I could NOT pull the thing out.. I would just drag them target into allies threatened areas.. Provoking AoO..

oh.. I do that now :)

the AoO idea was my initial intention,
catch baddie
yank on the rope,
let him sail past half the party, one of which will be my EWM chain fighter with a monkey gripped large spiked chain :D
haferka

06-27-07, 08:50 AM
My halfling outrider does it.. he ties the harpoon tow line to the mount, and throws half way through the goats movement.. :)

We usually make the "towing" an bull rush attempt.. Goats Bull rush vs harpooned targets opposed roll..
Lupo

06-27-07, 10:57 AM
My halfling outrider does it.. he ties the harpoon tow line to the mount, and throws half way through the goats movement.. :)

We usually make the "towing" an bull rush attempt.. Goats Bull rush vs harpooned targets opposed roll..

yea, and no rule to support this at all. no such trick for the mount, no mechanic in the weapon description, no saddle with !saddle horn" to fasten the rope.

e.t.v. of this to work, at least.

ciao

martin m.
haferka

06-27-07, 11:17 AM
yea, and no rule to support this at all. no such trick for the mount, no mechanic in the weapon description, no saddle with !saddle horn" to fasten the rope.

e.t.v. of this to work, at least.

ciao

martin m.


The Trick is "Push".. PH. there is not restriction on what you can "Push" an animal into doing..

The mechanic: The harpooned target is restricted to move no further than the length of the roap.. (when that rope moves.. he must then move with the rope...)

Saddle: There is nothing that prevents me from saying my saddle has a mount for the harpoon to tie into.. I actually say its more of a harness.. for work animals.. similar to a harness to pull a plow...
_metz_

06-27-07, 02:16 PM
or should that be whepons?

Joke or not, I refuse to endorse the butchering of the English language.

No thank you. ;)