Any throwing weapon builds?

Post/Author/DateTimePost
#1

MrBloodpuppy

Nov 14, 2014 18:38:09

 

One of my all time favorite builds was the shield thrower in 3.5

I don't know if there is a return magic yet, but at this point what would be a good build? 

 

 

I'm thinging 3 lvl ranger, maybe weapon bond to summon your weapon back. I don't know if that would work on a sheath of daggers or darts

 

Any ideas?

#2

Jordan175

Nov 15, 2014 14:16:53

MrBloodpuppy wrote:
#3

mellored

Nov 15, 2014 14:36:26

It's possible, but not really a good choice.

#4

randl

Nov 15, 2014 16:28:14

This is where I think they missed on feats.  I like the feats they have, but most the combat feats are about making already good weapon choices better.  There are really no feats that promote the use several different weapon types and groups.  Hopefully this is a case of just leaving design space for future feats that make more varied characters. 

#5

mellored

Nov 15, 2014 17:22:34

randl wrote:
#6

Knight_Marshal

Nov 15, 2014 20:38:03

I am hoping that they add that one throwing prestige class as an option for fighter or rogue with some feats that will make it better.

#7

Yunru

Nov 16, 2014 4:17:29
Hail of Blades:

● +1 Dex

● When you make a ranged attack with a thrown weapon you can draw another weapon as part of the attack.

~~~ Double line breaks don't work on phones ~~~

Doesn't solve the issue of magic weapons or needing a lot of thrown weapons but...
#8

Undrhil

Nov 16, 2014 6:23:36

Start as Ranger.  Take a one level dip in Monk.  Now, throw handaxes and light hammers using your DEX modifier since they are "monk weapons".  If you want the returning weapon, then just start as Fighter instead of Ranger and get the Eldritch Knight archetype for the Weapon Bond feature.  Now, you can bond two handaxes or whatever. 

 

Weapon Bond only allows you to summon one with your bonus action, at a time.  So, if you are dual-throwing, you'll need to keep a supply of non-bonded throwing weapons on hand as well.

#9

mellored

Nov 16, 2014 9:38:34

Yunru wrote:
(Reply to #9)

Nachturnus

Instead of a feat, why not just come up with some enchanted non-weapon items? I don't know that I've ever seen an archtypal hero in fantasy who was based around throwing their melee weapons at people. Sure, there are guys with Boomerangs or the Krull Glaive (which I'd argue were ranged weapons, not melee) but chucking your sword at someone isn't really something we see a lot. Instead of trying to make their weapon crazy good, why not just give them something they don't throw:

----
Armbands of the Pyroclastic Hurler-
These armbands, forged by the Fire Giants of the eastern ranges, were originally designed to allow their humanoid slaves to handle the giant's fiery forge implements. When the rebelions came, the giants found to their horror that the armbands served as a weapon against them as much as a tool of their oppression as their slaves flung those same tools at their masters with the force of a volcanic eruption.

"A creature wearing these armbands treats all weapons with the 'Thrown' property as having a +1 Enhancement Bonus to attack and Damage rolls, deal fire damage, and considered magical for the purpose of determining resistance. If a ranged attack is made with such a weapon, the weapon does an additional 1d6 thunder damage."
----


To boot, thrown weapons are melee weapons (even though they aren't making a melee attack) so a lot of them actually have properties that carry over. For example, Dueling Fighting Style works with throwing weapons, as does Two-Weapon Fighting. This gives them rather a lot of customization, as they're melee weapons that make ranged attack rolls. To be fair, this means that they don't gain the advantage of Archery Style or Sharpshooter (rather hefty ones at that,) but they do benefit from having superior versitility to ranged-only builds.

#11

Psikerlord

Nov 16, 2014 20:37:06

Just play a rogue, one dagger in each hand. Throw two every round, you get 2 chances to land your SA damage. You might need to carry what 10 daggers for 5 rounds of combat (and after that, just get stuck in melee style).

 

That should work perfectly well in most games. Great focus fire damage while also keeping at range. Naturally you'll need a warrior or simliar to pair up with to be the guy adjacent to your target.

#12

Coredump00

Nov 17, 2014 7:20:42

Technically you would need a feat to draw two weapons a turn.  Though I would allow it...

 

 

#13

BRJN

Nov 17, 2014 14:20:17

Get your DM to houserule that magic weapons, if thrown, automatically return to your hand at the end of your turn.  (Not so good for Fighters throwing Greatswords.)  You still have to find a supply of magic weapons equal to your number of attacks per turn of course.

 

If your group is going to start the fight (say by kicking down a door) tell the table beforehand, "I get two throwing daggers out."

 

Or create an Armband of the Boomerang: Any one thrown weapon may be sheathed in this armband.  Such a weapon, if thrown, returns to your hand at the end of your attack.  If you have the Extra Attack feature, the weapon is available again for each attack you take on your turn.

 

Just beware that you don't throw a weapon at a Monk3+, who catches it in mid-air and throws it at your friends - and the darned thing returns to HIS hand at the end of your turn !