Author Topic: Min/max ninja.  (Read 2236 times)

Offline Caim_Silent_Blade

  • Lurker
  • *
  • Posts: 38
  • Why casters so op?
    • View Profile
Min/max ninja.
« on: January 18, 2014, 09:18:14 PM »
I'm working on a ninja for the mythic rules for pathfinder and I want to get as much damage as absolutely possible. I currently have been told 3.5 is allowed except for the splitting magic property and the double bow. I am currently thinking of Ninja4/Fighter2/Master Thrower1 so I can get master thrower at level 7 otherwise I would have to wait until 8. The DM is not sure how far the campaign is going to go so I'm hoping just a few sessions so I can use it. Probably only make it to level 9 or 10. I am using shuriken and my DM has allowed the creation of a magic shuriken pouch that transfers its magic weapon abilities onto the shuriken it has an infinite amount of from abundant amunition. I currently have vanishing trick and shadow clone but was thinking taking bleeding attack instead of shadow clone.

Any advice would be greatly appreciated and I know its kind of crammed in there but I didnt know how else to present the information.
Someone should really balance casters and everything else.

Offline SorO_Lost

  • Epic Member
  • ****
  • Posts: 7197
  • Banned
    • View Profile
Re: Min/max ninja.
« Reply #1 on: January 19, 2014, 02:26:08 PM »
ToB has a PrC called the Bloodstorm Blade. It's 2nd level Class Feature, Thunderous Throw, let's you treat your ranged attacks as a melee attacks. This lets you use stuff like Power Attack, Iaijitsu Focus, THF bonuses and so on. It's 10th level capstone is the ability to attack everyone once per round, which against a high number of enemies is insanely valuable.

You can also look into Ambush Feats with your Sneak Attack. Less damage yes, but the debuffage can be worth it. Maiming/Disemboweling Strike turns SA into Charisma/Constitution Damage and Head Shot Confuses opponents (50% chance they attack their own allies) for instance.

And as always, Class Boosters and optimize that Sneak Attack value. Like 23d6+20 SA, rerolling 1s, is a good number to look forward to.

Offline awaken_D_M_golem

  • Epic Member
  • ****
  • Posts: 7639
  • classique style , invisible tail
    • View Profile
Re: Min/max ninja.
« Reply #2 on: January 19, 2014, 02:43:18 PM »
Possible subs for Fighter 2 could be dmag
Martial Monk 2 using the exact same feats
you've got; similar the Feat Rogue 2 variant in UA.
here --> http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue

'Course this changes the build a bit (call it options)
maybe not for the better relative to what SorO posted.
Your codpiece is a mimic.

Offline Caim_Silent_Blade

  • Lurker
  • *
  • Posts: 38
  • Why casters so op?
    • View Profile
Re: Min/max ninja.
« Reply #3 on: January 19, 2014, 04:28:49 PM »
ToB has a PrC called the Bloodstorm Blade. It's 2nd level Class Feature, Thunderous Throw, let's you treat your ranged attacks as a melee attacks. This lets you use stuff like Power Attack, Iaijitsu Focus, THF bonuses and so on. It's 10th level capstone is the ability to attack everyone once per round, which against a high number of enemies is insanely valuable.

You can also look into Ambush Feats with your Sneak Attack. Less damage yes, but the debuffage can be worth it. Maiming/Disemboweling Strike turns SA into Charisma/Constitution Damage and Head Shot Confuses opponents (50% chance they attack their own allies) for instance.

And as always, Class Boosters and optimize that Sneak Attack value. Like 23d6+20 SA, rerolling 1s, is a good number to look forward to.
I like the bloodstorm thrower but as I have given up my strength and decided to focus more on sneak attack I'd rather use the sneak attack increases you mentioned for rogue.

We might not last that long so I'm trying to minimize the levels used. That does give me some very good magic items and feats I didn't know of before and makes me feel like I always shorted my rogues or ninjas. There is a rogue talent that makes any ones on full attack sneak attacks count 1 and 2 as three with a -2 on all attacks for the round.
Someone should really balance casters and everything else.