Scottie81
2018-11-07, 07:50 PM
So, I've been invited to a new campaign of 3.5 and I told the DM I typically prefer martial types. He told me "that's great" because the other four are a druid, cleric, sorcerer, and rogue. I'll be the defacto tank. That said, I've played a number of two-handed melee and sword-and-board characters before and I've really grown to appreciate the need for a ranged attack. With that in mind, I want to be a big, hulking axe thrower. Since I'm a big fan of orcs, I asked him if he's ok with any homebrew buffs to half-orc, otherwise, I'd probably just be human. He said I might just want to look into a full orc in that case. As the conversation continued, it became clear that he is of the mindset that casters have it so easy that he's fine with martial classes pulling from any splat book to gain an edge.
The plan is to do a few introductory missions before the DM runs a 6-10 module. After that, we'll see if we want to keep going. It's an Eberron campaign, but again , the gloves are off when it comes to martial classes. I'm looking for any tweaks I can use to optimize my character.
Here's what I'm thinking (28 point buy)
Barbarian 1 / Fighter 4 / Master Thrower 5
Str: 16(+4)= 20
Dex: 15 = 15
Con: 12 = 12
Int: 10(-2) = 8
Wis: 12(-2) = 10
Cha: 8(-2) = 6
Slight of Hand: 4 (pre-req)
Listen: 4
Spot: 9
Concentration: 8
Feats:
Level 1 Two Weapon Fighting
Level 2 (Fighter 1 Bonus Feat) Weapon Focus Hand Axe (pre-req)
Level 3 Point Blank Shot (pre-req)
Level 3 (Fighter 2 Bonus Feat) Brutal Throw
Level 5 (Fighter 4 Bonus Feat) Precise Shot (pre-req)
Level 6 Far Shot
Level 6 (Master Thrower 1) Quick Draw
Level 9 Weapon Specialization Hand Axe
Level 9 (Master Thrower 4) Snatch Arrows
Level 10 (Master Thrower 5) Improved Critical Hand Axe
Class Abilities:
Rage 1/day (Barbarian 1)
Fast Movement (Barbarian 1)
Evasion (Master Thrower 2)
Thrown Weapon Tricks:
Double Toss (Throw two weapons as a standard action)
Defensive Toss (Concentration check: Prevent AoO when throwing while threatened)
Deadeye Toss Hand Axe (Increases the crit multiplier from 3x to 4x)
If we keep going past level 10, I was thinking weaving in levels of Barbarian and Fighter and picking up either Power Attack and Power Throw or Improved Buckler Defense and Two Weapon Rend.
For equipment, I'm looking at the following:
Sundark Goggles (Races of the Dragon)
Gloves of Taarnahm the Vigilant (PGtF...providing the DM allows a Forgotten Realms item)
Mithral Breastplate (DMG)
Belt of Strength (DMG)
Hand Axe +1 with either Collision (MIC) or Exit Wound (CW)
Questions:
1) Can I use Hand Axes for Master Thrower? Master Thrower requires Weapon Focus with a thrown weapon so I was originally planning on going with Throwing Axes, but then the entry for Deadeye Toss makes a specific example of increasing a Hand Axe from 3x to 4x. Does a Hand Axe count as a thrown weapon just because I can throw it (albeit at -4 until I get the gloves)?
2) Does Two Weapon Rend work with Double Toss?
3) If so, would the strength-based damage of Two Weapon Rend be affected by my crit multiplier? I know bonus damage dice (like Flaming) aren't increased by crits, but it seems like static damage usually is multiplied.
4) Can Exit Wound be put on a thrown weapon? I'm not sure if a thrown weapon counts as a ranged weapon, but I love the idea of my axes ripping through enemies.
5) Does the +5 damage for Collision get multiplied by crits? Same reasoning as the strength-based damage of Two Weapon Rend. With a 19-20 4x crit, I think I should really be looking to maximize that damage.
And, most importantly:
6) Are there any changes to consider that might make him a bit more effective?
Any help would be appreciated. Thanks!
The plan is to do a few introductory missions before the DM runs a 6-10 module. After that, we'll see if we want to keep going. It's an Eberron campaign, but again , the gloves are off when it comes to martial classes. I'm looking for any tweaks I can use to optimize my character.
Here's what I'm thinking (28 point buy)
Barbarian 1 / Fighter 4 / Master Thrower 5
Str: 16(+4)= 20
Dex: 15 = 15
Con: 12 = 12
Int: 10(-2) = 8
Wis: 12(-2) = 10
Cha: 8(-2) = 6
Slight of Hand: 4 (pre-req)
Listen: 4
Spot: 9
Concentration: 8
Feats:
Level 1 Two Weapon Fighting
Level 2 (Fighter 1 Bonus Feat) Weapon Focus Hand Axe (pre-req)
Level 3 Point Blank Shot (pre-req)
Level 3 (Fighter 2 Bonus Feat) Brutal Throw
Level 5 (Fighter 4 Bonus Feat) Precise Shot (pre-req)
Level 6 Far Shot
Level 6 (Master Thrower 1) Quick Draw
Level 9 Weapon Specialization Hand Axe
Level 9 (Master Thrower 4) Snatch Arrows
Level 10 (Master Thrower 5) Improved Critical Hand Axe
Class Abilities:
Rage 1/day (Barbarian 1)
Fast Movement (Barbarian 1)
Evasion (Master Thrower 2)
Thrown Weapon Tricks:
Double Toss (Throw two weapons as a standard action)
Defensive Toss (Concentration check: Prevent AoO when throwing while threatened)
Deadeye Toss Hand Axe (Increases the crit multiplier from 3x to 4x)
If we keep going past level 10, I was thinking weaving in levels of Barbarian and Fighter and picking up either Power Attack and Power Throw or Improved Buckler Defense and Two Weapon Rend.
For equipment, I'm looking at the following:
Sundark Goggles (Races of the Dragon)
Gloves of Taarnahm the Vigilant (PGtF...providing the DM allows a Forgotten Realms item)
Mithral Breastplate (DMG)
Belt of Strength (DMG)
Hand Axe +1 with either Collision (MIC) or Exit Wound (CW)
Questions:
1) Can I use Hand Axes for Master Thrower? Master Thrower requires Weapon Focus with a thrown weapon so I was originally planning on going with Throwing Axes, but then the entry for Deadeye Toss makes a specific example of increasing a Hand Axe from 3x to 4x. Does a Hand Axe count as a thrown weapon just because I can throw it (albeit at -4 until I get the gloves)?
2) Does Two Weapon Rend work with Double Toss?
3) If so, would the strength-based damage of Two Weapon Rend be affected by my crit multiplier? I know bonus damage dice (like Flaming) aren't increased by crits, but it seems like static damage usually is multiplied.
4) Can Exit Wound be put on a thrown weapon? I'm not sure if a thrown weapon counts as a ranged weapon, but I love the idea of my axes ripping through enemies.
5) Does the +5 damage for Collision get multiplied by crits? Same reasoning as the strength-based damage of Two Weapon Rend. With a 19-20 4x crit, I think I should really be looking to maximize that damage.
And, most importantly:
6) Are there any changes to consider that might make him a bit more effective?
Any help would be appreciated. Thanks!