Author Topic: Optimizing javelins?  (Read 13026 times)

Offline zook1shoe

  • DnD Handbook Writer
  • ****
  • Posts: 4938
  • Feeling the Bern
    • View Profile
Re: Optimizing javelins?
« Reply #20 on: October 17, 2013, 07:58:03 PM »
As a side note, wouldn't it be cool if you could fire something as a free action, you just couldn't hit anything? So, with the Glove and the above Ice Chucker you can just scream and unload an unlimited number of Force Javelins that just fly all over the place as a free action, but nothing gets hit?

Top of the world, Ma! TOP OF THE WORLD!!! HAHAHAHAHAHAHAHAHAHA
TwangTwangTwangTwangTwangTwang...

+2 circumstance bonus to intimidation.

sort of like this...

does that stack w Splitting for 2 arrows at all the enemies within 30ft?

(click to show/hide)
add me on Steam- zook1shoe
- All Spells
- playground

Offline Iainuki

  • DnD Handbook Writer
  • **
  • Posts: 249
  • Breaker of games
    • View Profile
Re: Optimizing javelins?
« Reply #21 on: October 18, 2013, 11:09:50 AM »
Stormlord requires too many feats for an already-starved character. You need PBS, Precise Shot, Rapid Shot, Extend Spell, Persist, Brutal Throw, Power Throw, and DMM Persist. That's just the MEAT of the character. Any feat-requiring prestige classes are out the door for this, IMO.

If you're not taking stormlord, there's no reason to necessarily have any kind of casting in the first place.  What classes do you propose in place of stormlord?  You need classes with features that will add damage to javelins, and a lot of the typical throwing classes don't actually do that.  I'm not sure all those feats are actually needed, either.  Where are you going to get enough attack bonus to use Power Throw efficiently?  What ability are you maxing, and how much attack bonus is Power Throw going to grant?  It also depends on what's allowed.  For instance, I don't play with Persistent Spell or Divine Metamagic because they break the game.

I don't necessarily have answers to these questions, I don't know how to get enough damage on this character.  Because you can't improve the javelins themselves, whether with spells like GMW or as magic items, you need some large source of off-weapon damage, from spells or other class features.  At the same time, you do want some of the ranged weapon feats for the standard reasons.
« Last Edit: October 18, 2013, 11:22:18 AM by Iainuki »

Offline skydragonknight

  • DnD Handbook Writer
  • ****
  • Posts: 2660
    • View Profile
Re: Optimizing javelins?
« Reply #22 on: October 18, 2013, 02:06:52 PM »
I would still be useful to be a mostly-full divine caster and take the Holy Warrior reserve feat. Up to 9 free damage is nothing to scoff at.

For a non-caster, I would highly recommend the Ranged Weapon Mastery route, as in addition to the extra hit and damage it adds +20 ft to the base range of the javelins, prior to any doubling effects.
« Last Edit: October 18, 2013, 02:09:47 PM by skydragonknight »
Hmm.

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Optimizing javelins?
« Reply #23 on: October 18, 2013, 05:02:40 PM »
Stormlord requires too many feats for an already-starved character. You need PBS, Precise Shot, Rapid Shot, Extend Spell, Persist, Brutal Throw, Power Throw, and DMM Persist. That's just the MEAT of the character. Any feat-requiring prestige classes are out the door for this, IMO.

A) If you're not taking stormlord, there's no reason to necessarily have any kind of casting in the first place.  What classes do you propose in place of stormlord?  You need classes with features that will add damage to javelins, and a lot of the typical throwing classes don't actually do that.  I'm not sure all those feats are actually needed, either.  Where are you going to get enough attack bonus to use Power Throw efficiently?  What ability are you maxing, and how much attack bonus is Power Throw going to grant?  It also depends on what's allowed.  For instance, I don't play with Persistent Spell or Divine Metamagic because they break the game.

B) I don't necessarily have answers to these questions, I don't know how to get enough damage on this character.  Because you can't improve the javelins themselves, whether with spells like GMW or as magic items, you need some large source of off-weapon damage, from spells or other class features.  At the same time, you do want some of the ranged weapon feats for the standard reasons.

A) Everything depends on what's allowed. That was a needed comment? Divine Power gives you enough attack bonus to Power Throw. For classes, anything that gives extra domains. I'd probably start out Cloistered Cleric (keeping Knowledge), Church Inquisitor (keeping Inquisition), and extend a Subsititue Domain spell on them every so often. This would probably do well as an RKV build at some point.

B) Damage? Brutal Throw? Power Throw? Divine Power and Righteous Might?
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline snakeman830

  • DnD Handbook Writer
  • ****
  • Posts: 1091
  • BG's resident furry min/maxer
    • View Profile
Re: Optimizing javelins?
« Reply #24 on: October 18, 2013, 07:47:54 PM »
To be fair, this is really just a sort of exercise, not actually going to be used in a game.
"When life gives you lemons, fire them back at high velocity."

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Optimizing javelins?
« Reply #25 on: October 19, 2013, 02:46:47 AM »
Then you need Bloodstorm Blade in here.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Iainuki

  • DnD Handbook Writer
  • **
  • Posts: 249
  • Breaker of games
    • View Profile
Re: Optimizing javelins?
« Reply #26 on: October 19, 2013, 02:07:32 PM »
Monster HP scales about 15/CR and monster AC starts at 13 and scales about 1/CR.  A character with 16 in Str or Dex with full BAB has about a 50% chance of hitting a target neglecting weapon enhancement bonuses and Str or Dex boosts.  Over 1st to 11th level, characters will get about +2 Str from items, +2 from level-based increases, and +1 attack from weapon enhancements, which approximately cancels out the loss of to-hit from 3/4 BAB and gives full BAB characters a 15% or so increase in their to-hit chances with their primary attack.  It should be evident that with a 50% or even a 65% hit rate, 1d6+3 plus 3 damage over 10 levels doesn't remotely keep up with 15 HP/CR.  Even with Brutal Throw and full DMM (Persistent) abuse for divine favor and divine power, the javelins from the gloves of endless javelins don't do that much damage.  You get +4 effective Str and full BAB from divine power, and +1 attack and damage per 3 levels from divine favor.  The flat Str bonus brings the base hit chance up to 75% for a primary attack while damage goes up to 1d6+3 plus 8 damage over 10 levels.   I haven't done the algebra for Power Throw, but it's not going to increase the numbers much more than that and not enough for 15 HP/CR.  Getting enough damage with javelins is hard.

Offline muktidata

  • Hero Member
  • ***
  • Posts: 695
  • Ephesians 2
    • View Profile
Re: Optimizing javelins?
« Reply #27 on: October 20, 2013, 12:09:43 AM »
So buff your strength?
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline StreamOfTheSky

  • DnD Handbook Writer
  • ****
  • Posts: 1219
    • View Profile
Re: Optimizing javelins?
« Reply #28 on: October 20, 2013, 02:16:37 PM »
The gauntlets give size-appropriate javelins, right?  So I'd say a race with powerful build (or better, the strong arm bracers) are a good option.

Tormtor School is really cool.  I'd just worry...doesn't the ranged attack still provoke?  Spells have that handy little note that swift ones don't provoke.  Ranged attacks aren't so fortunate...
Not seeing the appeal of Scorpion Heritor, it looks like a terrible class and the level 5 ability is weak poison and only 3/day.

Since this is a throwing build, Master Thrower is a great choice, as always.  Trip Shot is good, and the Weak Spot is amazing with Power Throw.  Bloodstorm Blade 4 is also great as always, but kind of invalidates the whole point of using the endless javelins.

It's a shame D&D's always been so allergic to items or class features that just plain imbue every attack you make with an enhancement bonus, aside from Vow of Poverty.  I made a custom item for that, but that's probably not helpful to the OP.

EDIT: I think dipping Hit and Run Fighter for dex to damage on flatfooted foes, then dipping a sneak attacking class (best option: Swordsage to acquire Assassin's Stance, but rogue works) for sneak attack so you can get Craven is important.  To help with the damage problem.
« Last Edit: October 20, 2013, 02:18:49 PM by StreamOfTheSky »