I'd like some advice about a kitsune ninja pls.


Advice


Ok so first off I'll give my stats and c what u all think of those. These will include my racial pluses.

STR 10
DEX 18
Con 10
INT 13
WIS 10
CHA 16

Now for my two game plans that I need help deciding between. First is just pure ki pool focused ninja. Not much else to say other than I'm not sure what tricks would be best but I'll get to that in a second. Second thought is dipping two levels into Master of Many styles to get Crane Wing nice and early as well as buffed unarmed damage for a blunt weapon, evasion, and some other style feat tree when I meet the prerequisites. I was thinking maybe snapping turtle style?

Now on to the tricks. frankly there are so many to pick from along with rouge tricks that I'm kinda overwhelmed. I really like shadow clone, vanishing trick, and wall climber though. Other than that I'm not sure what to take. I'm also not sure how good any of these are. Any thoughts on the matter are appreciated. :)


Oh btw meant to mention that I was wanting to have the 13 int for combat expertise so I could get improved feint so fighting defensively would be less detrimental.


First thing that jumps at me: Con 10 is terrifying for anything that is meant to enter combat, especially with the ninja's tiny HD. It can be done, but you're going to rely on luck and the rest of your party to keep you alive until you can get a belt or ioun stone.

Lantern Lodge

I 2nd what Rei mentioned.

10 con is very scary to play. You just won't have the HP to take a hit or 2.
And you will want that HP to take a hit or 2 if you are planning to frontline.

I once GMed a game with a 8 con Monk. He went down on the first turn of the first round of combat. One high DC AOE dmg attack and he just dropped. The other players have no choice, but to leave him there so they can focus on taking out the enemies.

There are just some things that even with evasion and crane wing you can't avoid. So you would want the HP to tank that damage. Giving you the chance to regroup or just buy time for allies to help you.
(In the Monk's case, the DC to the aoe attack was so high that even thought he has a very good reflex save, he wouldn't have made the save short of a natural 20. Such high DCs are uncommon, but far from rare.)


Ok good point. How do these stats sound, again these include my racial bonuses.

STR 10
DEX 18
CON 14
INT 10
WIS 10
CHA 15

Now this would mean giving up improved feint though. I don't know how detrimental that is but I think that's about as high as I can pump constitution. Still would like some thoughts on the monk dip though as from what I have heard pathfinder kinda frowns upon multi classing. But not having evasion until tenth level seems harsh and id like my fists to deal some damage but Pathfinder society play only goes to about level 11 and the first advanced talent I would want would be evasion.


Get away from the 18 Dex start at 17 and then at 4th level raise it to 18.

This would let you get higher stats in other areas.

STR 10 (im assuming you'll be a dex based damage dealer.)
DEX 17 (raise at 4h lvl)
CON 14
INT 13
WIS 10
CHA 15 (raise at 8th level)

Sczarni

June Soler wrote:

Get away from the 18 Dex start at 17 and then at 4th level raise it to 18.

This would let you get higher stats in other areas.

STR 10 (im assuming you'll be a dex based damage dealer.)
DEX 17 (raise at 4h lvl)
CON 14
INT 13
WIS 10
CHA 15 (raise at 8th level)

What June says, it's better to leave room for levels 4 & 8, you get more mileage out of your point buy this way.


Well I typically like to only have one odd number as u only get 3 points assuming u make it to level 12. I was wanting 20 dex to make the most of the dex bonus that a mithral shirt gives u that u reasonably can, but if thats the general consensus I guess that is what I oughta do.

Sovereign Court RPG Superstar 2014 Top 32

As an aside, Invisibility Trick is easily the Ninja's best trick.

Silver Crusade

This thread should really be in the advice subforum, not the PFS discussion area.

That said, your first post stats look exactly like my kitsune ninja, except with con and int reversed. I went 13 con for the HP, and 10 int, figuring 8 skill ranks per level should be just about enough. I wasn't worried about Combat Expertise and other feats that rely on it.

I'm doing three weapon fighting (wakazashi in each hand, plus the bite attack), starting at level 3. I'm only level 2 so far, but here's my plan for feat/trick progression:

1. Weapon Finesse
2. Vanishing Trick
3. Two Weapon Fighting
4. Pressure Points
5. Weapon Focus
6. Forgotten Trick
7. Extra Ki
8. Improved Two Weapon Fighting (Combat Trick)
9. Combat Reflexes
10. Invisible Blade
11. Improved Critical
12. Evasion

Probably not the most optimal build, but good enough. Forgotten Trick is there just to be able to pull out an oddball ability once per adventure, since there are a lot of tricks that can be situationally useful, but aren't good enough to take as permanently known. It just seemed like it could be fun and flavorful to do something different every time I play him.

Silver Crusade

I would suggest a level 1 to 3 dip in swashbuckler, you have the right stats for it, it will improve your saves (level 2 charmed life)and you won't need 13 Int.

Swashbuckler Finesse (Ex)::
At 1st level, a swashbuckler
gains the benefits of the Weapon Finesse feat with
light or one-handed piercing melee weapons, and she
can use her Charisma score in place of Intelligence as
a prerequisite for combat feats. This ability counts as
having the Weapon Finesse feat for purposes of meeting
feat prerequisites.

And the first level deeds should do wonders for your DPS and survivability.

Having GMed a Ninja through Kingmaker, I can attest, that two weapon fighting looks great, but unless you are flanking or invisible you will miss quite a bit (and vanish only helps with the first attack roll). Oh and the trick with the exploding thrown weapon is very good against swarms.

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