Ninja or ranger? need help deciding which is best for my group


Advice


The background:

My wife and I and a few friends are starting a new campaign. We have decided to do the Rise of the Runelord campaign since none of us have actually played the adventure path before. We are using a 30 point buy system and we can use any and all official paizo rules, treats, feats, etc.

The other classes in the group are as follows:

human 2 hand fighter (meat shield)
gnome bard (vanilla)
elf witch (vanilla)

and then there is my class. The bard in the group has already said she has no interest in putting points in disable device or doing any "rogue" elements in the group. So I am left thinking of ways to fill the disable device/disable magic device void in our lineup.

My first thought was human ninja and taking the trap finding trait from people of the sands which gives disable device as a class skill and it enables it to also disable magic device.

My friend who is a veteran PFS GM has suggested that instead of ninja I should look at the dungeon rover archetype of ranger which gives disable device as a class skill with the added plus that I may be able to build that class to also become a Red Mantis Assassin later in the campaign.

I will admit the ranger to RMA sounds fun but I want to do what's in the best interest of the group. Appreciate any advice and build recommendations. I have never played a ninja or built one and my last ranger was a while ago.

Dark Archive

Unless your GM is seriously upping the trap content, I wouldn't worry so much about traps. Most traps in Pathfinder can be either bypassed or healed through.


Slayer.

Grand Lodge

Slayer is a good option.

I still like the Guide/Trapper Ranger.

I would go with a Ranged focus, as it is the stronger of options, and you already have a Melee specialist.

It makes a good skillful scout, and still able to assist wonderfully in combat.

Another good option for the position, is the Inquisitor.

It is extremely versatile, and almost always has something to add to a situation.

With this, I would go Ranged as well.

Liberty's Edge

If you can get the Trapfinder trait from People of the Sands/Mummy's Mask, then you have tons of options. Anything with decent skill ranks and Dex would work.

Ranger, Inquisitor, Slayer all combine skills with beats as the need arises. I like the switch hitter Ranger build a great deal.

Alchemist would allow you to take skills, buffs, and explosions in any direction you fancied. With 30 Point Buy you could conceivably play a very effective switch-hitter alchemist- Strength, Int, and Dex for Feral Mutagen and Bombs, depending on the needs.


The bard and witch both said they want to use ranged weapons and frankly I don't want to use ranged. Not that it is a bad suggestion; I just want to go TWF for the sawtooth sabre to go into Red Mantis Assassin.

And yes, I can get the trapfinder trait from the people of the sand book. All official paizo books are in play for our campaign.


I'd say your party needs something more like a cleric, to be honest.
One cleric I played used an Earthbreaker hammer which was pretty awesome... but either way, that's not what you asked, so I digress.

Of the two options you gave, I'd go for the ninja. Ninjas are pretty awesome in my opinion :) I always found it kind of annoying that they lost the ability to find magical traps, though.

Liberty's Edge

If you want TWF and the skills then Slayer sounds like mechanically your best bet. That way you don't have to pick between Ninja or Ranger, you can take Rogue Talents, get some SA, and have access to the TWF tree of Ranger Combat (so you don't have to go overboard with Dex for prereqs).

Grand Lodge

Well, if you are going melee, and two-weapon fighting, you will be drastically behind the Two-Handed Fighter.

Just so you know.

Now, if you want to have a Red Mantis Assassin feel, I would avoid the PrC, and consider an Inquisitor, or Warpriest, of Achaekek.

That will allow you to supplement your martial skill, with the needed Divine casting that your party lacks.

Grand Lodge

Another option, is Swashbuckler or Daring Champion Cavalier.

Nab Slashing Grace for Dex to damage with Sawtooth Sabres.


Grond wrote:

The background:

My wife and I and a few friends are starting a new campaign. The other classes in the group are as follows:

human 2 hand fighter (meat shield)
gnome bard (vanilla)
elf witch (vanilla)

So I am left thinking of ways to fill the disable device/disable magic device void in our lineup.

My first thought was human ninja and taking the trap finding trait from people of the sands which gives disable device as a class skill and it enables it to also disable magic device.

Well, if you can take the trait from people of the sands there's no issues on class at all. You just need to put skill points into it, which would be perfect for a Half-Elf Ancient Lorekeeper Oracle (of Lore if you want a "free skill points from int boost" revelation, otherwise go Life for the channel positive revelation and grab free inflict spells).

For 30-pt:

Half-Elf
Str 13
Dex 10
Con 14
Int 14 (increase every level)
Wis 10
Cha 20 (racial +2)

1: Bonus: Skill Focus (Disable Device), Revelation: Sidestep Secret, Combat Expertise
2:
3: Revelation: Focused Trance, Improved Steal
4: +1 int (You did take the spell pilfering hand, to use disable device at range and steal things, right?)
5: Deft Hands
6:
7: Revelation: Mental Accuity (+1 int and increasing), Skill Focus (Sleight of Hand)
8: +1 int
9: Greater Steal
10: Now you've got (with 10 ranks and a 0 stat or gear mod) +20 to both disable device and sleight of hand which can be used at range.

You can use the favored class bonus to either increase the rate of int gain, add extra spells if you need them, and wind up (from the bonus int) with effectively 6 + int skill points per level.

You could also use the wrecker curse to disarm the traps by touch. And the ability to make your own traps with the symbology revelation is nice too.

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