Ways to Increase Throwing Range & Carry Capacity


Advice


What are they? Let's say I'm using Throw Anything and am chucking Dwarven Waraxes. How can I increase my range without taking cumulative -2 penalties due to exceeding range?

Let's say I'm making a silly fellow that carries a BUNCH of these axes. I know of muleback cords, gloves of weapon storing, and bags of holding; but muleback cords will only cover so much, gloves of weapon storing only store a single weapon at a time, and I'm unsure if having every weapon inside the bag of holding (see: the exact same kind of axe) and not caring which one you want would reduce the time necessary to yank one out of the bag; elsewise that's a move or full-round action to draw an item from it given how full it is. So, are there any other good ways to increase carrying capacity?

Grand Lodge

Not sure the bag of holding is a good idea. Isn't there a mechanic involving Sharps cutting the inside of the bag and its entire contents spilling out?


tchrman35 wrote:
Not sure the bag of holding is a good idea. Isn't there a mechanic involving Sharps cutting the inside of the bag and its entire contents spilling out?

All the more reason I want alternatives. And yeah, it does say that.

Dark Archive

Range:
Distance is a +1 enchantment that doubles the range increment of the weapon. Belt of Mighty Hurling grants +10ft.

Carrying Capacity:
The obvious one is increase strength :) There's a PFS trait called Muscle of the Society that boosts your strength by +2 for the purposes of carrying capacity. Masterwork Backpack increases strength by +2 for the purposes of carrying capacity. Handy Haversack, unlike Bag of Holding, allows you to grab a specific one. Belt of Mighty Hurling causes thrown weapons to return to you, so you can potentially carry fewer of them (and it also counts as a strength belt).

Liberty's Edge

Well, longterm I'd say it's best to get a Blinkback Belt so that you get up to 2 axes/round back (since they're 1-handed). Distance enchantment on them can double the range increment. If you also took Distance Thrower and Far Shot you would be able to throw up to 55ft without penalty using +1 Distance Throwing dwarven waraxes. Or 25 ft with nonmagical ones.

As for carrying capacity, the Heavyload belt counts as ant haul (for *3), but it conflicts with a Blinkback Belt (amongst other things).

I'm not sure anything not based on extradimensional spaces can convince a DM to let you carry more than a few dwarven waraxes. They aren't small. Carrying capacity would not be the issue.

Scarab Sages

If you can get warpriest blessings, the minor Air blessing allows you to ignore range increment penalties. Combine it with a blinkback belt and you can throw things far.


Why do you need that many axes?

Can't you just a few Returning axes and go with that?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If your GM allows for it, just pay the heavyload belt's cost +50% to add it as an additional property to the blinkback belt.

Scarab Sages

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If you have two feats and an adventuring equipment, you can reach your 5th range increment without penalties.

Hunter's Sight
Distance Thrower
Far Shot

Far Shot reduces the penalty after the first to -1 per range increment, to the max of -4.
Distance Thrower reduces the any penalties from range increments by 2.
Hunter's Sight reduces the any penalties from range increments by 2.

This results in a -4 reduced by 2 twice for a penalty of 0 at the 5th range increment for thrown weapons.


Winding Path Renegade adds 10 feet to ranged weapons. Probably works.


So, here's another question: given a blinkback belt, I can reduce the number of axes I need to be able to carry at high levels considerably, and with returning axes for the others I'd be A-okay. However, the build I'm dorking around with will eventually end up with Rapid Shot + Greater TWF at level 13... Full BAB, that means the character chucks 8 axes a round, I think (or is it 7?).

So, what are all the possible places a character can store 7-8 dwarven waraxes or battleaxes on their person and still feasibly reach them as free actions with Quick Draw?

Alternatively, building this character as a human would let me use ordinary Throwing Axes instead. Would that allow me to use a normal bandolier?

By the way, thanks for the brainstorming, everyone. This is good stuff.

The Exchange

Barbarian (Hurler)
Strong Arm, Supple Wrist trait
Both of these combined with the brawler archetype previously mentioned would make quite a potent thrower.
Axes are normally one of the worse thrown weapons, but here is the catch: Sliding Axe Throw makes axes better than most other thrown weapons, for the sweet sweet ranged trips.


Covert Operator wrote:

Barbarian (Hurler)

Strong Arm, Supple Wrist trait
Both of these combined with the brawler archetype previously mentioned.
Axes are normally one of the worse thrown weapons, but here is the catch: Sliding Axe Throw makes axes better than most other thrown weapons, for the sweet sweet ranged trips.

You know exactly what sort of build I'm trying to tinker with, then. Sliding Axe Throw + TWF silliness. I think I'll scrap Rapid Shot, though -- it only adds one attack (just gave it a lot of scrutiny) for a -2 penalty.


Wait. I have it. This is ridiculous, but I have a means of holding more axes. Mutation Warrior with arms taken twice would allow four axes to be held at once; assuming each of them can return some way, those + 2 on a Blinkback Belt would cover 6 attacks in a round. Tack on a Glove of Storing for another axe and you have 7 axes.

Exactly what I'd need to TWF with full BAB at max level.

So, carrying weapons is covered. Human Swash 1 / Hurler 1 / Mutation Warrior 15 for a level 16 plan. -2 to attacks thanks to TWF; -2 more for Sliding Axe Throw, so 7 attacks at 4 less AB than usual...

Range: Hurler + 10 base for Throw Anything = 20; + Hunter's Sight + Far Shot + Distance Thrower = 100 foot range before penalties?

Agile Maneuvers + Fury's Fall = Dex x2 bonus to CMB to trip opponents.

* * * * *

Feat Line + Important Abilities:

Chuckles the Chunky Chucker (Human)
STR 10, DEX 19 (23), CON 14, INT 12, WIS 12, CHA 8 (20 point buy)

1 - Swashbuckler 1. Weapon Focus (Battleaxe), Slashing Grace (Battleaxe), Swashbuckler Finesse
2 - Hurler 1. Skilled Thrower
3 - Mutation Warrior 1. Point Blank Shot, Throw Anything
4 - Mutation Warrior 2. Precise Shot
5 - Mutation Warrior 3. Sliding Axe Throw
6 - Mutation Warrior 4. Quick Draw
7 - Mutation Warrior 5. Agile Maneuvers, Weapon Training 1
8 - Mutation Warrior 6. Fury's Fall
9 - Mutation Warrior 7. Far Shot, Vestigial Arm
10 - Mutation Warrior 8. Weapon Specialization (Battleaxe)
11 - Mutation Warrior 9. Two-Weapon Fighting, Weapon Training 2
12 - Mutation Warrior 10. Improved Two-Weapon Fighting
13 - Mutation Warrior 11. Greater Two-Weapon Fighting. Vestigial Arm
14 - Mutation Warrior 12. Clustered Shots
15 - Mutation Warrior 13. Greater Weapon Focus, Weapon Training 3
16 - Mutation Warrior 14. Distance Thrower
17 - Mutation Warrior 15. Improved Precise Shot, Greater Mutagen

* * * * *

Decent setup? I feel like I need more AB on this build to make up for the -4 attack penalty, but being able to chuck axes from 100 feet without many problems is nice. DEX to damage with the battleaxes doesn't hurt with a +4 item and +6 DEX from Mutagen either.

This character will be fighting in the melee at the low levels using Slashing Grace.

Does this all check out? Does it work without clashing with breaking game mechanics rules? And does it seem functional?

EDIT: Tempted to put Deadly Aim where Greater Weapon Focus is. My concern is that's an additional -5 to attack where he already suffers a -4 for TWF with Sliding Axe Throw.


I hate to mention this but you have another competitor for your already overburdened belt slot.
The belt of mighty hurling lets you use your STR score for ranged attacks with thrown weapons.
Saves you the feats you have to spend to get Slashing grace and lets you deal quality damage at range as well as melee.
Heavyload belt can be emulated with either a magic item or a spell caster of L8-12ish casting the Ant haul spell on you.

Also due to the number of weapons you will be using enhancments with magic are going to be exceedingly difficult to manage without a permissive GM. as such the Clustered shots feat is absolutely necessary and I would suggest grabbing it much sooner than L12 if this build is ever actually going to be used.

There is no feat for TWF with multiple arms higher than Multiweapon fighting. However with 4 arms that does give you the same number of attacks and saves you some feats.
This would open up an option for selecting the combat expertise, improved trip and greater trip feats. Gloves of the skilled maneuver and whatever ioun stone that gives you a +2cmd/cmb as a resonance would be give items as well.

Scarab Sages

Make note that if you do succeed in tripping an opponent, your following attacks against them will be more difficult, due to the +4 AC they gain against ranged attacks for being Prone.

Scarab Sages

Finding someone with Inscribe Magical Tattoo might help with your belt slot woes.

Scarab Sages

Movin wrote:


There is no feat for TWF with multiple arms higher than Multiweapon fighting. However with 4 arms that does give you the same number of attacks and saves you some feats.

Vestigial arms won't give the character extra attacks


You could take a look at the psionic classes from dreamscarred press.
First there is the Aegis, a class that creates an armor made of ectoplasm that has various customizations, one being extra arms.

Second there is the soulbolt archetype of the soulknife. This class can create weapons to throw them and can use full attacks doing so. He can create three sizes of weapons and can choose how they look like. Long range: low damage, no hand needed; medium range: medium damage one hand needed; short range: Highest damage die + strength mod short range.

At higher levels the weapons get magical bonuses and the class gets blade skills that can further customize them, like not provoking with the ranged attacks or the like.

Edit: As you can choose how the weapons look you can have the one-handed or two-handed version look like a dwarven waraxe. It returns to your hand quick enough to make full attacks with it and has a magical bonus without you needing to spend money on it.
You would not, however, be able to use those weapons in melee until higher levels if I remember right.


B. A. Robards-Debardot wrote:
Movin wrote:


There is no feat for TWF with multiple arms higher than Multiweapon fighting. However with 4 arms that does give you the same number of attacks and saves you some feats.
Vestigial arms won't give the character extra attacks

They do not give you attacks by themselves but they can hand your normal arms the weapons so you can make your full normal amount of attacks without needing actions to draw them.

The Exchange

blinkback belt wrote:
When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

It teleports after the attack is resolved, not after your turn ends.

You can just have 1 axe on the belt and throw it over and over again.

Shadow Lodge

Here's some more options:
For higher levels the greater version of the belt of mighty hurling adds returning to all weapons you throw.
The Juggler bard archetype from the Ranged Tactics Toolbox player companion are proficient with all martial thrown weapons and can wield 3 at a time, plus more as they level up.


Covert Operator wrote:
blinkback belt wrote:
When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

It teleports after the attack is resolved, not after your turn ends.

You can just have 1 axe on the belt and throw it over and over again.

...Well then.

That makes things way less complicated and removes the need to become a human marilith.

Quote:
Finding someone with Inscribe Magical Tattoo might help with your belt slot woes.

How so? Can I have someone inscribe a belt tattoo on a slot that's not my belt? Elsewise I'd still only have one belt slot, right?

Also, the reason I haven't made a Strength-based version of this yet (but I am about to) is Strength-based means I won't have the Dexterity score to TWF. That said, it DOES allow me to take Two-Handed Thrower and Deadly Aim without feeling silly, and I'd be wielding Greataxes instead of Battleaxes.

Scarab Sages

Inlaa wrote:
Quote:
Finding someone with Inscribe Magical Tattoo might help with your belt slot woes.
How so? Can I have someone inscribe a belt tattoo on a slot that's not my belt? Elsewise I'd still only have one belt slot, right?
From the Inscribe Magical Tatoo Feat wrote:
Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots

So can wear say a Blinkback Belt and have a tattoo of a Lesser Belt of Mighty Hurling. FYI, I don't believe PFS allows this though.

Liberty's Edge

B. A. Robards-Debardot wrote:
Inlaa wrote:
Quote:
Finding someone with Inscribe Magical Tattoo might help with your belt slot woes.
How so? Can I have someone inscribe a belt tattoo on a slot that's not my belt? Elsewise I'd still only have one belt slot, right?
From the Inscribe Magical Tatoo Feat wrote:
Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots
So can wear say a Blinkback Belt and have a tattoo of a Lesser Belt of Mighty Hurling. FYI, I don't believe PFS allows this though.

You also have to reprice it as slotless to do this (which doubles the price).

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