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shendelzar
2013-10-03, 10:32 AM
All,
My friend is obsessed with League of Legends and wants to do a campaign where we basicly build our toons off of LoL character concepts.

The toon we are working on right now is twisted Fate. For those that dont know LoL, he is basicly like Gambit form Xmen and can infuse cards with different powers as well as an ultimate teleport ability.

I feel the best way to pull off this concept is to take levels of Artificer and Master Thrower, mixed with a little rogue for flavor.

the build right now is this:
Rogue
Artificer
Artificer
Rogue
Artificer
Artificer
Rogue
Artificer
Master Thrower
Master Thrower
Master Thrower
Master Thrower
Master Thrower
Ex wep master
Artificer the rest of the way

This gives him the ability to infuse his deck of cards with some temporary enchantment on the fly and spam the field with cards

Feats we woudl like are PBS, Precise Shot, TWF, Rapid Shot, Deadeye - along with the palm shot and weakness shot abilities form master thrower means he can basicly hit you with multiple attak rolls vs your touch AC and then roll dmg twice(palm shot).. in the mid to upper levels he can basicly spam 12 cards at you with 6 attack rolls vs Touch AC all doing 10+dmg per card for 120 dmg a round.

Does anyone have any other ideas or suggestions for this build?

Egopunk
2013-10-03, 10:44 AM
Ranger(mystic ranger perhaps) would be a better fit than rogue. Also, if you didn't want all levels of master thrower, consider jaunter from the Expidition to the Demonweb Pits adventure. It gives a whole host of teleport based abilities in 4 levels.

Deca4531
2013-10-03, 10:50 AM
i dont know if it will be of any help to you but these are the notes from a Thor guild i put together, you might find something of use in it.

class:
Warblade 5 (Tome of Battle: The Book of Nine Swords variant, p. 20)
Bloodstorm Blade (Tome of Battle: The Book of Nine Swords variant, p. 100)
or
Fighter 5
Hulking hurler 3

Hammer of Thunderbolts (DMG p279): This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant Strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).

When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.

Strong evocation, necromancy, and transmutation; CL 20th; Weight 15 lb.

----or----

weapon enchantment:
flying +1 (magic of faerun p141)
metalline +2 (MIC p38)
immovable rod handle +5,000g
crystal of returning (MIC p65) 1000g lesser (4000g greater)

gauntlets of extended range (MIC p103) 2000g

lv1:power atk
Ftr1:brutal throw
Ftr2:power throw
lv3:point blank shot
Ftr4:
lv6:
ftr6:
ftr8:
lv9:

feats:
Throw Anything(CWar p105) Dexterity 15/ Base Attack Bonus +2
You may throw a melee weapon with which you are proficient as if it were a ranged weapon with a range increment of 10’ with no penalty on the attack roll.

Power Throw(CAdv p111)Strength 13/ Brutal Throw/ Power Attack
On your round before making an attack, you may choose a number X to subtract from all thrown weaponattacks and add it to your damage until your next round. The number X may be no more than your base attack bonus.

Leap Attack(CAdv p110) Power Attack/ Jump: 8 ranks
You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal distance and end in a square which threatens your opponent, you deal +100% Power Attack damage.

Power Attack(PH p98) Strength 13
On your round before making an attack, you may choose a number X to subtract from all melee attacks andadd it to your damage (as indicated below) until your next round. The number X may be no more than your Base Attack Bonus.
Damage bonus:
No damage bonus – Light Weapon; secondary end of a Double-Weapon
+X damage bonus – One-Handed Weapon used in one hand; primary end of a Double-Weapon
+2X damage bonus – Two-Handed Weapon; One-Handed Weapon used in two hands; Double-Weapon when only one end is being used for an attack

Brutal Throw(CAdv p106)
Use your Strength modifier instead of your Dexterity modifier as a bonus to attack rolls with throw weapons.

Far Shot(PH p94)(CAdv p10)Point Blank Shot
Range increment of projectile weapons you use is multiplied by 1.5.
Range increment for thrown weapons is multiplied by 2.

Far Throw Prereq: Str 15, Point Blank ShotBenefit: Thrown weapons have a maximum range equal to the range of projectile weapons. Furthermore, a thrown weapon does not take range increment penalties until the fourth range increment. Normal: Thrown weapons have a maximum range of 5 range increments. Range increment penalty is -2 per range increment after the first range increment. Projectile weapons have a maximum range of 10 range increments.Special: This is a fighter bonus feat.This feat counts as Far Shot for the purpose of prerequisites.

Melee Weapon Mastery – Bludgeoning (PH2 p81) Base Attack Bonus +8/ Weapon Focus (any bludgeoning melee)/ Weapon Specialization(any bludgeoning melee)
Any Melee Bludgeoning weapon you wield has a +2 bonus on attack & damage rolls.

Penetrating Shot(PH2 p81)Strength 15/ Base Attack Bonus +10/ Point Blank Shot
As a Standard Action, you may attack all creatures in a 60’ Line with a single projectile weapon attack. Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only applies to the first.

Point Blank Shot(PH p98)(CAdv p10)
+1 bonus on attack & damage rolls with ranged weapons when used within 30’ of their target. A spellcaster receives this bonus when using a Ray or Energy Missile spell.

Ranged Sunder(CWar p104)Strength 13/ Base Attack Bonus +5/ Point Blank Shot/ Precise Shot
When attacking an object, you deal full damage (instead of ½ damage) with Slashing or Bludgeoning Ranged Weapons –or– ½ damage (instead of no damage) with Piercing Ranged Weapons. You must be within 30’ of your target to use this feat. This feat does not stack with Improved Sunder.

Ranged Weapon Mastery – Bludgeoning(PH2 p82) Base Attack Bonus +8/ Weapon Focus (any bludgeoning ranged)/ Weapon Specialization (any bludgeoning ranged)
Any Ranged Bludgeoning weapon you wield has a +2 bonus on attack & damage –and– +20’ range increment.

Ansem
2013-10-03, 01:05 PM
But.... what about a ricocheting returning longbow being thrown?!