Help making a throwing charcter [Archive] - Wizards Community

Post/Author/DateTimePost
tofu6564

06-03-06, 10:31 PM
:) I would like to make a master thrower charcter (complete warrior) with rogue or ninja as the base class. however the probelm I run into is getting my throwing weapons magical.

Making alot of magical daggers or shirkins (I know I mis-spelled it) would not be very cost effective in my mind and putting returning on a throwing weapon would mean if i want to take advantge of multiple attacks I would need to put returning on all of them and if you look close at returning i would not be able to move after I throw or I would not get the thrown weapon back because it returns to the square you through the dagger from.

What I would like to do is find a magic item for throwing weapons that work like bows. A bow enchants its ammo with what bonuses on it, and what I'm searching all of 3.5 or 3.0 for is such a abilty for thrown weapons. To have a glove or something that bestows whatever weapon enhancement on the thrown weapon like a bow bestows its enhancement on a arrow. i'm not sure why you wouldn't be able to do this if anything I penalize myself for taking up a glove slot. If anyone would know of such a item or simular item I would apperate it.


P.S: Yes I know a rogue type is all about that one big sneak attack but it would still be nice to have my other attacks at higher lvls.
kelvinaw273

06-04-06, 03:00 AM
If you have specific throwing blades, they should count as "one item" particularly shuriken which can only be thrown. I suggest taking a level of sorcerer/wizard/cleric/psion/psychic warrior because just about all of these get Magic Weapon or Metaphysical Weapon as a level 1 spell, that will give your ammo a +1 bonus.

Other advice ... Brutal Throw from Complete Adventurer is a feat that allows you to add your full strength bonus to thrown weapons, very useful if it is ... well, anything, especially with shuriken which do not do much damage. +1 from magic and +1 from strength doubles the average damage of each.

If you decide to go for Shuriken, a level of monk is a must as shuriken can be Flurried. Even one level will give you an extra attack (both at -2 to hit but it is worth it against anything you'd hit with lass than a 19). Ninja and Monk work well together, and you can use Ascetic Rogue to multi-class without penalties. Come to that, Rogue and Monk also work very well together and has better Sneak Attack opportunities.
X-Codes

06-04-06, 03:59 AM
If you have specific throwing blades, they should count as "one item" particularly shuriken which can only be thrown. I suggest taking a level of sorcerer/wizard/cleric/psion/psychic warrior because just about all of these get Magic Weapon or Metaphysical Weapon as a level 1 spell, that will give your ammo a +1 bonus.
50 Shuriken can be enchanted as one magic weapon. One dagger is one magic weapon, and theres a bracer in some obscure splatbook somewhere that gives all weapons held the throwing and returning enchantments (a bracer if memory serves).

Other advice ... Brutal Throw from Complete Adventurer is a feat that allows you to add your full strength bonus to thrown weapons, very useful if it is ... well, anything, especially with shuriken which do not do much damage. +1 from magic and +1 from strength doubles the average damage of each.
The big ability of the Master Thrower, Weak Spot, removes the strength bonus to damage of the master thrower, plus theres trip shot that uses the Master Thrower's dexterity modifier for a trip attempt, which means keeping the attack roll on dexterity a lot smarter.

If you decide to go for Shuriken, a level of monk is a must as shuriken can be Flurried. Even one level will give you an extra attack (both at -2 to hit but it is worth it against anything you'd hit with lass than a 19). Ninja and Monk work well together, and you can use Ascetic Rogue to multi-class without penalties. Come to that, Rogue and Monk also work very well together and has better Sneak Attack opportunities.
No, monk isn't required, especially if you already have a level of Ninja. Ninja and Monk don't work together because their Wis to AC abilities don't stack. The Monk is also ill suited for ranged combat since all of it's abilities (barring Deflect Arrows) can only be used in melee. Also, when doing any ranged build there is no difference at all between Sneak Attack and Sudden Strike because the only way you can get that damage bonus is by catching them flat-footed either way.

Ninja 7/Master Thrower 5 is a good start. If you want, you can pick up Zen Archery and practically negate the need for Dexterity (assuming you don't mind missing out on TWF and Improved Precise Shot). Fitting in something that gives Use Magic Device as a class skill will pay off in later levels, as a Wand of Flame Arrow will radically improve your damage output. Early on use a +1 shortbow as a backup to your shurikens, since getting even +1 ammo is expensive until a decent time after DR X/Magic comes around.
tofu6564

06-04-06, 10:53 AM
Well I would like to thank everyone for there help. As per getting rid of the dex requirement for throwing with zen archery, I don't that would be to good of a idea for my charcter concept since this is more of a dex rogue type idea. As per the PHB on pg 113 you already add your str to damage with a thrown weapon, the brutal throw feat allows you to use str for the attack roll. Given the charcter with be more of a dex monkey I think sticking with dex would work best for the attack roll.

The main trick I wanted was sneaky shot and though I didn't catch it at the time I orginally posted, it looks like I use a move action anyway to use it. That trick is why i said ninja or rogue to get that sneak attack off each round without having to be in melee is the basic idea and with a d6 hit points for either class it seemed a good one.

I guess given I won't have other attacks anyway It probely be best for just returning on the weapon. The DM did tell me of a glove I can't remember the book so don't ask but its 10k and puts returning and throwing on any melee weapon. It also adds distance to any throwing weapons as well so I might just get that.
tofu6564

06-04-06, 11:07 AM
i almost forgot for anyone playing a rogue type and not wanting to give up on some sneak attack. The craven feat out of the FR champions of ruin is almost a must have as long as you don't mind the penatly that comes with it.

I also like the fire wand idea but it looks like I'll probelly just go dagger and get the bracer/glove whatever and put enhancements on it.
Dragon Snack

06-04-06, 12:54 PM
Alternately, if your DM allows it, you could use a variation of the Quiver of Anariel:

Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.

The stats are taken from THIS (http://www.wizards.com/default.asp?x=books/fr/lonedrowstats) WotC page.