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  1. - Top - End - #1
    Dwarf in the Playground
     
    PirateGuy

    Join Date
    May 2005
    Location
    lunar penal colony

    Default Throwing Fighter

    I'm tossing around a build in my mind for a Human STR based thrower using spears and javelins and I need some assistance in optimizing it without cheesing it up too much, Form over Function as it were.

    Brutal Throw and Power Throw are pretty much my only two restrictions when it comes to feats, and of course Power Attack since its a pre-req. This is a build for a 2 man session with the possibility of adding a DMNPC later on.

    We're starting out at 1st level so there's no immediate need for a full build but I'd like some suggestions on PRC's and other feats that might help. Right now I'm looking at taking the full 5 levels in Master Thrower but I haven't played many ranged combatants other than casters so I need a little help on its viability.

    I've got access to just about every book. I'm wanting to lean away from the ToB just because I'm not too familiar with it and the DM is still ambivalent towards it. Other than that and the previously mentioned feats and race the field is open to suggestions.

    Thanks in advance,
    Aerlock

  2. - Top - End - #2
    Retired Mod in the Playground Retired Moderator
     
    kpenguin's Avatar

    Join Date
    Feb 2007
    Location
    Northern California
    Gender
    Male

    Default Re: Throwing Fighter

    Take Precise Shot. Trust me, that -4 penalty hurts, especially early on.
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  3. - Top - End - #3
    Banned
     
    Zeful's Avatar

    Join Date
    Nov 2005
    Gender
    Male

    Default Re: Throwing Fighter

    And get far shot and point blank shot. You get a +1 with in thirty feet and twice the range incriments.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Iku Rex's Avatar

    Join Date
    Jun 2007
    Location
    Norway
    Gender
    Male

    Default Progress sketch

    Human Barbarian1/Fighter4/Master Thrower 5/Fighter 2 (lv 12)

    You need fighter levels to get enough feats, and barbarian works well for a Str based thrower.

    Feats: Power Attack (H), Brutal Throw (CAdv) (1), Power Throw (CAdv) (F1), Point Blank Shot (F2), Precise Shot (3), Weapon Focus (Javelin) (F4), Quick Draw (MT1), Rapid Shot (6), Weapon Specialization (Javelin) (9), Improved Critical (Javelin) (MT5), Ranged Weapon Mastery (PHBII) (12), Far Shot (F6)

    Two-weapon fighting is also an option, but in this case I think you're better off hiding behind a tower shield while throwing.

    Good Master Thrower tricks: Deadeye Shot, Defensive Throw (or Two With One Blow) and Weak Spot (if DM allows with Power Throw).

  5. - Top - End - #5
    Dwarf in the Playground
     
    PirateGuy

    Join Date
    May 2005
    Location
    lunar penal colony

    Default Re: Throwing Fighter

    Well I've thought about it and the mental image I had come to mind for some reason was a dual wielder of spears. I'm going with shortspears right now, but I'm going to try and kill a few catgirls to get my DM to let me dual wield spears.

    I'm undecided on the Armor Specialization but am leaning towards Breastplate so I can have a Mithral Breastplate that grants me the DR2 of an Adamantine Breastplate.

    Please take a look and let me know what you think.

    Human Fighter 20

    1.) Able learner, Point blank shot, Brutal throw
    2.) Weapon focus (Shortspear)
    3.) Precise shot
    4.) Quick draw
    6.) Two Weapon Fighting, Oversized TWF
    8.) Weapon Specialization (Shortspear)
    9.) Ranged Weapon Mastery (Piercing)
    10.) Rapid shot
    12.) Power attack, Power throw
    14.) Greater Weapon Focus (Shortspear)
    15.) Greater Weapons Specialization (Shortspear)
    16.) Far shot
    18.) Weapon supremacy, Armor Specialization (undecided)
    20.) Driving attack

    Aerlock

  6. - Top - End - #6
    Orc in the Playground
    Join Date
    Oct 2006

    Default Re: Throwing Fighter

    Mobility is important for a ranged weapons user because putting distance between your character and the monsters gives you your edge.

    Going Catfolk[miniatures Handbook], taking a Flaw from Unearthed Arcana, taking a Benefit that gets you some extra move, and the first level of Barbarian will get you to 60ft. move whereas most creatures and especially humanoids are 30ft. move. That leaves you with a move and a standard action to attack.

    Human may be slightly more efficient with the extra feat but the tribal flavor of the Catfolk grooves well with your class choices and weapon selection. Its a trade off that makes things more interesting.


    Mithril doesn't give adamantine DR but Breastplate is an efficient option.
    Last edited by Machete; 2007-08-19 at 12:02 AM.
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  7. - Top - End - #7
    Ogre in the Playground
     
    GnomePirate

    Join Date
    May 2005
    Location
    Appalachian Mountains

    Default Re: Throwing Fighter

    You NEED Far Shot earlier. Range Increments are small with ranged weapons, and as a ranged weapon fighter, your party will expect you to be able to pick off fleeing enemies reliably. Far Shot is really made for thrown weapon fighters, honestly- bows don't need the extra range.

    Unless you have precision-based damage in there somewhere.


    1.) Able learner, Point blank shot, Brutal throw
    2.) Far shot
    3.) Precise shot
    4.) Weapon focus (Shortspear)
    6.) Rapid shot , Quick draw
    8.) Weapon Specialization (Shortspear)
    9.) Ranged Weapon Mastery (Piercing)
    10.) Two Weapon Fighting,
    12.) Power attack, Power throw
    14.) Greater Weapon Focus (Shortspear)
    15.) Greater Weapons Specialization (Shortspear)
    16.) Oversized TWF
    18.) Weapon supremacy, Armor Specialization (undecided)
    20.) Driving attack
    My suggestion.
    Last edited by Skjaldbakka; 2007-08-19 at 12:07 AM.
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

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