keeper2161
2020-07-26, 09:10 AM
So this is my Strength Based throwing build I have been making in the last few weeks.
Race: Goliath
Attributes:
25 point buy Total 32 point buy Total
Str 14 18 16 20
Dex 15 13 16 14
Con 14 16 14 16
Int 10 10 10 10
Wis 10 10 10 10
Cha 9 9 10 10
Level 1: Fighter (take two flaws) (Dungeon Crasher Alternative Class)
Feats: Point Blank Shot, Farshot, Weapon Focus (crossbow bolts), Power Attack
Level 2: Fighter
Feat: Precise Shot
Level 3: Fighter
Feat: Brutal Throw
Level 4: Fighter
Feat: Improved Bullrush
Attribute point put into dex
Level 5: Warblade
Level 6: Bloodstorm Blade
Knock Back
Level 7: Bloodstorm Blade
Level 8: Master thrower
Attribute point put into dex
Level 9: Fighter
Feat: Manticore's Sting
Level 10: Fighter
Feat: ??
Level 11: Master Thrower
Level 12: Master Thrower
Feat: ??
Level 13: Master Thrower
Level 14: Master Thrower
Level 15: Fighter
Level 16: Fighter
So with this build your main weapon will be throwing large crossbow bolts. I will explain later why. From level 1 and 2 just use a great sword or really any melee weapon. Once you get to level 3 start throwing daggers or any throwing weapon. Talk to your DM about getting some gloves that pass on their enchantments onto the throwing weapons. You know like any other range weapon does to it's ammo. Something like this at the bottom of the post https://forums.giantitp.com/showthread.php?247386-throwing-gloves(3-5-D-amp-D-item-PEACH). Once you get to level 4 feel free to bull rush whenever you want. Once you hit level 6 and take Bloodstorm Blade you can start throwing large crossbow bolts. As crossbow bolts are improvised weapons when thrown and Bloodstorm Blade removes any penalties from improvised weapons. You want large bolts particularly because a crossbow bolt is a light weapon if its your size. As a large weapon it loses the light properties. And as a Goliath you won't take any penalties for it being large. If I am reading the rules wrong then use huge bolts and eat the -2 to attack.
Level 7 is where the build picks up. Knock back says when you hit you can bull rush with a melee weapon. For Bloodstorm Blade level 2 as a swift action all thrown attacks act like melee attacks. So this means you can bull rush from a distance. You can also start adding power attack which also adds to your bull rush roll. And, because the bolts aren't light, you can "two-hand" the bolts for the -1 to attack +2 to damage power attack. Because of Dungeon Crasher you get a 4d6+str*2. So that is 2 attacks with bull rush giving 4d6+str*2 plus the normal weapon damage and str damage plus power attack. Once you get level 8 master thrower get the weapon trick palm throw. Palm throw says "small weapon" and, for a goliath, your crossbow bolts are small. Very similar to darts. If your dm says large bolts aren't small then just use normal bolts. You will lose a bit of damage but not too much. This is where it really picks up. You lose strength damage on weapon rolls but you double your bullrush attempts. You keep the strength on the bush rush attempt. And because Knock Back says "to hit" and not "attack" it applies to palm throw. That means 4 attacks at 4d6+str*2 plus weapon damage. And you can move people around with bull rush which is always helpful. Level 9 is where you can start doing this as a standard action with a -4 to hit with Manticore's Sting. You need a 17 dexterity though so if you don't want to go through the headache of getting that just drop it. Otherwise grab some dexterity granting items, put your attribute bonus at level 4 and 8 into dexterity, and you're good to go. Also Manticore's Sting requires you to be a Mror dwarf but most people drop racial regional feats requirements so talk to your DM. But honestly Manticore's Sting doesn't really do much for damage. It just help the action economy. Level 10 is where the big damage comes in. Dungeon Crasher turns from a 4d6+str*2 to 8d6+str*3. With a 20 strength that's 4 attacks with a total, if you bull rush them into a wall or solid object, +12 to hit 32d6+60 damage plus weapon damage, and point blank shot for that extra 4 damage. Oh and as a standard action. Must be within 30ft, if you chose to keep Manticore's Sting, but honestly most combat happens within 30ft. This is where I consider the build done as most games wont go beyond level 10. Everything after that is just gravy. You can continue into anything you want after 10. I chose Master Thrower because of it's weapon tricks. One allows you to roll a concentration to throw in a threatened square to avoid attacks of opportunity. The DC is so tiny it you should hit it no problem. Another one allows you to throw as a touch attacks against your size or larger.
Now you are probably wondering why crossbow bolts. Why not literally any other weapon? Well there is a little enchantment in the Forgotten Realms book Champion of Ruin called Splitting. It splits an arrow or bolt into two. With all other enchantments on it. So with palm thrower that turns, at level 10, your 4 attacks into 8. That's eight bull rushes equaling 64d6+128 damage as a standard action, or full round if you didn't take Manticore's Sting. And for every iterative that adds 3 additional attacks, one from Palm Throw and two from Splitting, for a total of 16 attacks making 128d6+256 damage at level 16 as a standard action! And that's only at 20 strength. Just by the core rules you can get at least a 30. Keep stacking strength and that damage will only get higher. And the more strength you have the harder it is to avoid your bull rushes. And the best part is because you are a Goliath you can jump as though you were running. A five feet jump is only a DC of 20. And you can make a jump check as part of your movement. With Manticore's Sting as a standard action you can take a 5 foot movement "step" as a jump and still attack. Then using the rest of you movement fall down. So jump up five feet and pile driver your enemies into the ground with the force of a f****** mountain!
Items to grab
Gloves that pass on their enchantments to your throwing weapon. You can combine that with Gauntlets Of Extended Range to throw 40ft without penalties. You can find the rules for this in the dm's guide page 288 under adding new abilities.
Strength granting items. I would go with belt of gaint strength for added theme building.
Two arm of nyr. Together they are only 24k and give you +4 untyped bonus to strength and dexterity. Plus having mithral arms is just awesome!
Goggles of far shot.
Race: Goliath
Attributes:
25 point buy Total 32 point buy Total
Str 14 18 16 20
Dex 15 13 16 14
Con 14 16 14 16
Int 10 10 10 10
Wis 10 10 10 10
Cha 9 9 10 10
Level 1: Fighter (take two flaws) (Dungeon Crasher Alternative Class)
Feats: Point Blank Shot, Farshot, Weapon Focus (crossbow bolts), Power Attack
Level 2: Fighter
Feat: Precise Shot
Level 3: Fighter
Feat: Brutal Throw
Level 4: Fighter
Feat: Improved Bullrush
Attribute point put into dex
Level 5: Warblade
Level 6: Bloodstorm Blade
Knock Back
Level 7: Bloodstorm Blade
Level 8: Master thrower
Attribute point put into dex
Level 9: Fighter
Feat: Manticore's Sting
Level 10: Fighter
Feat: ??
Level 11: Master Thrower
Level 12: Master Thrower
Feat: ??
Level 13: Master Thrower
Level 14: Master Thrower
Level 15: Fighter
Level 16: Fighter
So with this build your main weapon will be throwing large crossbow bolts. I will explain later why. From level 1 and 2 just use a great sword or really any melee weapon. Once you get to level 3 start throwing daggers or any throwing weapon. Talk to your DM about getting some gloves that pass on their enchantments onto the throwing weapons. You know like any other range weapon does to it's ammo. Something like this at the bottom of the post https://forums.giantitp.com/showthread.php?247386-throwing-gloves(3-5-D-amp-D-item-PEACH). Once you get to level 4 feel free to bull rush whenever you want. Once you hit level 6 and take Bloodstorm Blade you can start throwing large crossbow bolts. As crossbow bolts are improvised weapons when thrown and Bloodstorm Blade removes any penalties from improvised weapons. You want large bolts particularly because a crossbow bolt is a light weapon if its your size. As a large weapon it loses the light properties. And as a Goliath you won't take any penalties for it being large. If I am reading the rules wrong then use huge bolts and eat the -2 to attack.
Level 7 is where the build picks up. Knock back says when you hit you can bull rush with a melee weapon. For Bloodstorm Blade level 2 as a swift action all thrown attacks act like melee attacks. So this means you can bull rush from a distance. You can also start adding power attack which also adds to your bull rush roll. And, because the bolts aren't light, you can "two-hand" the bolts for the -1 to attack +2 to damage power attack. Because of Dungeon Crasher you get a 4d6+str*2. So that is 2 attacks with bull rush giving 4d6+str*2 plus the normal weapon damage and str damage plus power attack. Once you get level 8 master thrower get the weapon trick palm throw. Palm throw says "small weapon" and, for a goliath, your crossbow bolts are small. Very similar to darts. If your dm says large bolts aren't small then just use normal bolts. You will lose a bit of damage but not too much. This is where it really picks up. You lose strength damage on weapon rolls but you double your bullrush attempts. You keep the strength on the bush rush attempt. And because Knock Back says "to hit" and not "attack" it applies to palm throw. That means 4 attacks at 4d6+str*2 plus weapon damage. And you can move people around with bull rush which is always helpful. Level 9 is where you can start doing this as a standard action with a -4 to hit with Manticore's Sting. You need a 17 dexterity though so if you don't want to go through the headache of getting that just drop it. Otherwise grab some dexterity granting items, put your attribute bonus at level 4 and 8 into dexterity, and you're good to go. Also Manticore's Sting requires you to be a Mror dwarf but most people drop racial regional feats requirements so talk to your DM. But honestly Manticore's Sting doesn't really do much for damage. It just help the action economy. Level 10 is where the big damage comes in. Dungeon Crasher turns from a 4d6+str*2 to 8d6+str*3. With a 20 strength that's 4 attacks with a total, if you bull rush them into a wall or solid object, +12 to hit 32d6+60 damage plus weapon damage, and point blank shot for that extra 4 damage. Oh and as a standard action. Must be within 30ft, if you chose to keep Manticore's Sting, but honestly most combat happens within 30ft. This is where I consider the build done as most games wont go beyond level 10. Everything after that is just gravy. You can continue into anything you want after 10. I chose Master Thrower because of it's weapon tricks. One allows you to roll a concentration to throw in a threatened square to avoid attacks of opportunity. The DC is so tiny it you should hit it no problem. Another one allows you to throw as a touch attacks against your size or larger.
Now you are probably wondering why crossbow bolts. Why not literally any other weapon? Well there is a little enchantment in the Forgotten Realms book Champion of Ruin called Splitting. It splits an arrow or bolt into two. With all other enchantments on it. So with palm thrower that turns, at level 10, your 4 attacks into 8. That's eight bull rushes equaling 64d6+128 damage as a standard action, or full round if you didn't take Manticore's Sting. And for every iterative that adds 3 additional attacks, one from Palm Throw and two from Splitting, for a total of 16 attacks making 128d6+256 damage at level 16 as a standard action! And that's only at 20 strength. Just by the core rules you can get at least a 30. Keep stacking strength and that damage will only get higher. And the more strength you have the harder it is to avoid your bull rushes. And the best part is because you are a Goliath you can jump as though you were running. A five feet jump is only a DC of 20. And you can make a jump check as part of your movement. With Manticore's Sting as a standard action you can take a 5 foot movement "step" as a jump and still attack. Then using the rest of you movement fall down. So jump up five feet and pile driver your enemies into the ground with the force of a f****** mountain!
Items to grab
Gloves that pass on their enchantments to your throwing weapon. You can combine that with Gauntlets Of Extended Range to throw 40ft without penalties. You can find the rules for this in the dm's guide page 288 under adding new abilities.
Strength granting items. I would go with belt of gaint strength for added theme building.
Two arm of nyr. Together they are only 24k and give you +4 untyped bonus to strength and dexterity. Plus having mithral arms is just awesome!
Goggles of far shot.