Anulat Throwing Neraphim

Post/Author/DateTimePost
#1

gorunnova

Jun 01, 2008 6:32:17
Hi,

My GM is planing to start a new campain in a Planar setting.
And i decidet to play a Neraphim using Anulats as his Main weapon start level will be 2.

We are using 32 pointbuy system and most feats of the Complet seris is open (gm will handpick the feats we can use) but most PrC are close or need to be opend by roleplaying.

I dicetet to play Ranger/Rogue going for Master Thrower (i got the GMs permision for that) how ever he ruled that Palm Throw wont work whit Anulat.

Now i cant decite which Tricks to take and i somhow not good in choosing Favored Enemies.
And also i have no idear which feats to take after Pointblank Shot and Precise Shot.
Can somone help me to gether a few inspiration for the charakter progression?

Maby you heav also some advices for me how to put my stats?
#2

Balthanon

Jun 01, 2008 7:47:53
Which other books do you have open? Tome of Battle if available has a very nice prestige class for throwing weapons (Bloodstorm Blade) which I would aim for if possible. Posting the stats you rolled or the point buy that you are using will help on that end as well.

For your favored enemies, in the outer planes I would consider going with various subtypes of outsider as your favored enemies. You are likely to be running into quite a few of them over time.

For feats, I would certainly consider Brutal Throw early on as that will let you concentrate on Strength for attack and damage, rather than splitting those two between Dex and Str. I would try and pick up a magic item that grants Far Shot as well, since that tends to be fairly cheap and will double your range increment to 60 ft.

For tricks, Trip Shot would let you add some battlefield control to your character (though if you focus on this, Brutal Throw may not be appropriate). Deadeye Shot could also be decent on a 19-20 weapon and if you have enough sneak attack and don't have much strength, then Sneaky Shot might be worthwhile if you don't have a method of going invisible.
#3

gorunnova

Jun 01, 2008 7:56:00
Which other books do you have open? Tome of Battle if available has a very nice prestige class for throwing weapons (Bloodstorm Blade) which I would aim for if possible. Posting the stats you rolled or the point buy that you are using will help on that end as well.

For your favored enemies, in the outer planes I would consider going with various subtypes of outsider as your favored enemies. You are likely to be running into quite a few of them over time.

For feats, I would certainly consider Brutal Throw early on as that will let you concentrate on Strength for attack and damage, rather than splitting those two between Dex and Str. I would try and pick up a magic item that grants Far Shot as well, since that tends to be fairly cheap and will double your range increment to 60 ft.

For tricks, Trip Shot would let you add some battlefield control to your character (though if you focus on this, Brutal Throw may not be appropriate). Deadeye Shot could also be decent on a 19-20 weapon and if you have enough sneak attack and don't have much strength, then Sneaky Shot might be worthwhile if you don't have a method of going invisible.

Tome of Battle will not be open.
And PrCs are extremly limitit in fact the GM only grandet me the use of Master Thrower to use to help me making my concept effecktiv.

We are using 32 Point buy i could need advice how to put the stats hear.

The Neraphim Racial Featur is Motion Camoflage which alowes me to deniye my enemys the Dexterity Bonus to AC onc per encounter per Enemy. (but only while charging or Throwing a Weapon.)

For feats my GM is favoring the Feats out of the Complet Series and disliking tome of battle.
#4

Balthanon

Jun 01, 2008 14:20:46
The feats that I named were from the Complete series. Your stats depend partially on what other aspects of your character you care about-- if you want decent skills, you will want to bump up Intelligence, if you're going to be handling social skills as well Charisma becomes more important, scouting requires Wisdom, etc...

Going with a typical trapfinder/scout build and Brutal Throw, I would probably go with something like:

Str 16 (10 pts), Dex 14 (6 pts), Con 14 (6 pts), Int 14 (6 pts), Wis 12 (4 pts), Cha 8 (0 pts)

Hide, Move Silently, Listen, Spot, Search, Disable Device | Maxed
Sleight of Hand, Tumble | High to Maxed
Balance, Jump | 5 ranks

See if your DM will let you use Strength for tripping with Trip Shot in combination with Brutal Throw as well. Normally that uses Dexterity, but that is probably at least partially because ranged attacks normally use Dexterity.

For a build, you probably want something like Rogue 4/Ranger 2/Master Thrower 3 and then Rogue 9/Master Thrower 2 in whatever order you like. That will get you a decent amount of sneak attack, Rapid Shot from Ranger, +16 BAB, +5d6 sneak attack, some rogue special abilities, and all the goodies from Master Thrower.

I would also see if you can convince your DM to allow the Player's Handbook II-- that has the feat Telling Blow, which should be very nice for your character. Any time you crit, it adds your sneak attack damage to the attack-- with a 17-20 crit range, that should be a fairly frequent occurrence.
#5

gorunnova

Jun 02, 2008 2:13:47
The feats that I named were from the Complete series. Your stats depend partially on what other aspects of your character you care about-- if you want decent skills, you will want to bump up Intelligence, if you're going to be handling social skills as well Charisma becomes more important, scouting requires Wisdom, etc...

Going with a typical trapfinder/scout build and Brutal Throw, I would probably go with something like:

Str 16 (10 pts), Dex 14 (6 pts), Con 14 (6 pts), Int 14 (6 pts), Wis 12 (4 pts), Cha 8 (0 pts)

Hide, Move Silently, Listen, Spot, Search, Disable Device | Maxed
Sleight of Hand, Tumble | High to Maxed
Balance, Jump | 5 ranks

See if your DM will let you use Strength for tripping with Trip Shot in combination with Brutal Throw as well. Normally that uses Dexterity, but that is probably at least partially because ranged attacks normally use Dexterity.

For a build, you probably want something like Rogue 4/Ranger 2/Master Thrower 3 and then Rogue 9/Master Thrower 2 in whatever order you like. That will get you a decent amount of sneak attack, Rapid Shot from Ranger, +16 BAB, +5d6 sneak attack, some rogue special abilities, and all the goodies from Master Thrower.

I would also see if you can convince your DM to allow the Player's Handbook II-- that has the feat Telling Blow, which should be very nice for your character. Any time you crit, it adds your sneak attack damage to the attack-- with a 17-20 crit range, that should be a fairly frequent occurrence.

Wow thats just what i was searching for the build seems well roundet not to powerful but also not weak !

Thx for your help!