Ninja Scout, go Archery or stay Melee? Help!


Advice

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Hello all,

I have a Half-Orc that's level 6 Ninja / Scout combined archetype in PFS (Yes, this is 100% legal). I'm currently level 6 with base 17 Str and 14 Dex and just picked up Spring Attack. I've been trying to decide where exactly to take this character and most recently I've been thinking that going Archery may be a better choice.

I currently don't have a belt of any kind so I could easily be at 17str and 16dex right now if I decided to get a +2dex belt. Or I could grab a +2 Composite Bow and I believe I'd be looking at +9atk, 1d6+6 dmg and +3d6 sneak attack. Normally sneak attack is not really an option for an archer but once I hit 8th level I get sneak attack on a shot after moving 10ft....so I'm limited TYPICALLY to 1 shot but get SA with it. For moments where I can hit an enemy flat-footed I'm able to get more attacks with SA, all while staying out of melee range. Once I hit level 10 I have improved invisibility via Ninja Trick which would make ranged Full-Attacks quite lethal.

I have enough prestige to retrain 2 feats which would get me PBS and Precise Shot for now, and at level 7 pickup another archery feat.

I'm currently at 49hp and 18AC (yeah, my AC is horrible) with no Evasion and no Uncanny Dodge (gave both up to be Ninja / Scout). I'm finding that being in the frontline is pretty dangerous for me and doubting that Spring Attack is going to be the "Answer" to all my problems.

Ranged Tactics Toolbox has an Assassin's Scope that you can set to do SA from 30-60 range or 60-90 range...or I could save up for Sniper Goggles which would let me get SA from further distances after moving at least 10ft. Taking archery feats would also make Flurry of Stars worth grabbing which I'd easily do 1d2+5 (more if deadly aimed) per shuriken, or more with sneak attack.

So What are your thoughts with this? I've got 12k gold and 12prestige and could easily turn my MW Composite Shortbow into +2 and retrain 2 feats (still giving me some gold left to help cover for getting rezzed if I died). With no Evasion, Uncanny Dodge, and horrible AC I'm leaning more towards ranged.


You could try the Hellcat Stealth feat and sniping. Needs investment in stealth, though.

The Exchange

@Paulicus - I have full ranks in stealth and Skill Focus: Stealth. I could pick up Hellcat Stealth next.

1) Any more thoughts / suggestions?
3) What Gear should I go for? Just upgrade my Composite Shortbow to +2 first? I currently have +1 Katana, +1 Cloak of Resistance, Boots of the Cat, MW Composite Shortbow.
4) Any way to make retraining cost less? I could probably use retraining on 4 skills, Ninja Trick: Wall Climber, Dodge, Mobility, and Combat Trick: Spring Attack.
2) What archery feats should I go for if using a bow and typically shooting once due to Skirmisher?


River Shadow-hand wrote:
*Bump*

It is frowned upon to bump threads around here, you should wait at least 24 hours.

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Skylancer4 wrote:
River Shadow-hand wrote:
*Bump*
It is frowned upon to bump threads around here, you should wait at least 24 hours.

My apologies, I will wait 24 hours for a response. Thanks.


There are a couple of things you should keep in mind. First of all unless you are able to fire a bow without provoking an attack of opportunity there will be times you cannot use the bow. Second ranged sneak attacks are often difficult to achieve. Third to use skirmisher you have to move at least 10’ which prevents you from getting a full attack. Archery usually relies on getting extra attacks due to rapid shot and multi shoot.

Your AC is low for a front liner, but I am not seeing that you invested anything to improve it. Rings of protection and amulets of natural armor are not that expensive. You may want to invest some of your wealth in those. Unless you are a fighter or a ranger there is also no reason you cannot do both ranged and melee combat. A lot of people get it in their head that to do archery you have to be an expert with a heavy investment in feats. While having all the archery feats does make you a better archer all you really need is proficiency with the bow and a reasonable DEX.

I would suggest one of two paths. The first would be taking Paulicus’s suggestion and going for Hellcat Stealth. This would benefit you in both melee and ranged combat as you could get a sneak attack on either. You could disappear and then move 10’ and either use a melee attack or the bow. Second if you really want to go archery consider picking up Shot on the Run. Since you are not going to be getting a full attack this would allow you to snipe more effectively. You could start out hiding behind some cover and then move and fire when you have a clear shot, and then move to another location where you have cover. If you could pick up both it would be even better. Than you could start out under cover, move and attack and then disappear. You could also do this with melee with spring attack.


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Are you turning ninja-invisible at the end of combat rounds to reduce the damage you take, and to give you sneak damage on your next attack?

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Matthew Downie wrote:
Are you turning ninja-invisible at the end of combat rounds to reduce the damage you take, and to give you sneak damage on your next attack?

Yes, but I only have 5 Ki so it's used sparingly to either use Vanishing Trick or to get an additional attack during a full round when I'm flanking.

My stats and feats are:

Str: 17
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 14

AC: 18, Touch: 13, Flat-footed: 15

Fort: 7
Reflex: 10
Will: 5

Ki Pool: 5

Feats: Skill Focus: Stealth, Ninja Trick: Wall Climber, Dodge, Ninja Trick: Vanishing Trick, Mobility, Combat Trick: Spring Attack.

Items: +1 Katana, +1 Mithral Chain Shirt, +1 Cloak of Resistance, Boots of the Cat, MW Composite Shortbow, MW Silver Katana, MW Cold-iron Katana, CLW Wand, Truestrike Wand.

Skills: 13 acrobatics, 10 bluff, 17 climb (wall climber), 8 diplomacy, 11 disable device, 8 disguise, 6 escape artist, 6 knowledge local, 4 knowledge nobility, 4 linguistics, 9 perception, 4 sense motive, 8 sleight of hand, 14 stealth, 7 swim, 11 use magic device.

If I picked up Hellcat Stealth, using it is a -10 penalty to Stealth so I'd be rolling at a +4 stealth in broad daylight. Not sure that it's that strong at the moment unless I save up for a Ring of Chameleon, unless there's a wand that'd help negate the penalty.

I've dyed once but other than that my gold has went towards the gear I have currently. I played over the weekend and that's why I have some free gold available.

Before, I was planning on picking up the following feats later on.
7) Hellcat Stealth, 8) Rogue Talent: Offensive Defense, 9) Dampen Presence, 10) Advanced Ninja Trick: Invisible Blade, Advanced Ninja Trick: Evasion (via 6 FCB's saved up by 10th), and 11) Extra Advanced Rogue Talent: Opportunist.


For survival purposes, picking up Shadow Clone to cast min/level Mirror Image based on your Ninja Level - and Extra Ki to fuel both that and more Vanishing Trick - would go a long way. Technically Mirror Image has no effect while you're invisible, but that just means that it's just waiting there to protect you when you're not.

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BadBird wrote:
For survival purposes, picking up Shadow Clone to cast min/level Mirror Image based on your Ninja Level - and Extra Ki to fuel both that and more Vanishing Trick - would go a long way. Technically Mirror Image has no effect while you're invisible, but that just means that it's just waiting there to protect you when you're not.

Quite true, my only problem with that is if I'm relying on both of them then I'm screwed versus anything that has True Seeing or can see through Invisibility & Mirror Image. I could spend more money to increase my AC but I'm not rolling around in Gold and the rest of my gear is lagging behind also.

I think staying ranged would be a better option for survival but I'd have to retrain 2 of my feats (not sure which) and I could pickup Shot on the Run next level maybe. I've died once and dying any more is going to really put this character behind the curve.


Yeah, the dilemma of having a strength-based character in weak armor isn't an easy one. Using illusion to survive is actually a pretty fantastic option compared to what other melee classes would get except when it fails completely.

The big problem with going ranged - other than losing out on your core strength of mercilessly taking stuff down with strength-based katana - is that your dexterity is hardly in a great place to be making ranged attacks with a Ninja's base attack bonus.

A rather radical option for improving survival would be to evolve into a more properly armored character - like a 'shadow warrior' in an O-yoroi rather than a pure slinky ninja - by taking a level in a martial class. Or perhaps retraining to use Crane Style to put up a much stronger defense in close combat - though that then probably means you would want to also pick up Weapon Focus to offset the penalty. You could even toss both options together to fairly quickly redefine your character as a pretty masterful heavy melee combatant with some illusion and stealth ability, though even a mithral O-yoroi is going to hit you with a notable armor check.

Anyhow as it is, you've got a character without any significant ability to dodge blows or hit ranged targets trying to figure out what to do in light armor.

The Exchange

Isn't there a rule that you can't use tumble in medium or heavy armor? I could go with a +1 or +2 O-yoroi (Mithral would be too expensive though) or maybe a +1 mithral Agile-Breastplate? The -10 movespeed of the O-yoroi is probably killer on my Spring Attack. I should probably pickup a wand of Longstrider though.... Not sure why I haven't already.

I know "Offensive Defense" will boost my AC by +4, at 7th level, every round I get Sneak Attack off. When tumbling Mobility boosts me up an additional +4 and Dodge is giving me +1. I may actually be able to play the "AC Game" and stay ahead of the curve if I upgrade my armor to one of the above.

I'd rather not take a Martial Class level because it slows me down from picking up Evasion and Invisible Blade at 10th level (Getting Evasion via 6 levels of FCB and 10th level unlocks Advanced Rogue Talents for selection). Crane Style is a no go, the Ninja Trick states I can get a style that I qualify for and I don't have Improved Unarmed Strike. It'd be too much of an investment, plus the attack penalty would reduce my chances of landing SA and thus hurt my AC by Offensive Defense not working.

Maybe I should retrain a feat to "Medium Armor Training" and take a Mithral Agile Breastplate? Suggestions?


You are spending too much on weapons. You have a magic weapon and three masterwork weapons two of which are made of special materials. You are also spending an extra 850 GP for your chain shirt to be made out of mithral. All that really does for you is give you 0 armor check penalty instead of -1. I assume the bow is allows you to use your STR bonus which would cost 600 GP. For what you invested you could have picked up a ring of protection +1. It may only be +1 AC but every point helps at this point.

Since you are a ninja you may want to consider using shuriken instead of a bow. They may only do 1d2 points of damage, but a short bow only does 1d6. That is only 2 points of damage on the average difference. Shuriken allow you to add your STR bonus without spending extra money. They can also be used with sneak attack and Ki Attack. They also count as ammunition for purpose of drawing so you can draw and throw them as needed. Start out hidden or invisible and throw one for 1d2+3 +3d6 sneak attack. Since they only take one hand to throw you can still have the katana in the other hand. If you get surprise you can use a point of Ki to get an extra attack and sneak attack twice. Then either do it again or use the katana to melee. This allows you to be a switch hitter without spending any feats including quick draw.


River Shadow-hand wrote:
I'm screwed versus anything that has True Seeing or can see through Invisibility & Mirror Image.

This is a standard problem for Ninja. (There are alternatives - for example, there are ways to create fog and see through fog, allowing you to get sneak damage on shuriken, while annoying your allies if you're not careful.)

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Does medium or heavy armor stop you from tumbling or using acrobatics? Assuming either a MW Agile-Breastplate or a Mithral Agile Breastplate is my best option?

If taking a level of Martial what would be my best bet (while picking up Medium & Heavy Armor Training)? Guessing Longstrider could offset my speed penalty of medium or heavy armor but it'd probably be better to have 40ft movement speed?


River Shadow-hand wrote:
Does medium or heavy armor stop you from tumbling or using acrobatics? Assuming either a MW Agile-Breastplate or a Mithral Agile Breastplate is my best option?

When I called it a 'radical option' I meant it; going with a heavy armor would mean giving up the idea of bouncing around tumbling. I just mentioned it in part because looking at a character with 14 DEX who attacks with strength doesn't make me think of trying to dance around with light armor acrobatics. It makes me think of rolling in heavy with a Scout Charge katana murder-stroke, with Ninja illusions providing some security when you want it. It would involve retraining to create a formidable combat-edge instead of Spring Attack tactics.

Now, I'm definitely not telling you that you need to do that. Just that if you're finding your current situation unpleasant, you could potentially evolve into more of a Shadow Samurai sort of concept - heavy armor, protective illusions, devastating katana strikes. If you were to take a level of Fighter and retrain Mobility/Spring at 7, you would have four new feats on top of heavy armor to build a new style.

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Eldritch Guardian looks like a good option for a 1 level dip. Should I go with a +4 initiative familiar or a +2 will save familiar? Currently my Initiative is +2 and Will Save is +5. Thinking that I want to keep Spring Attack, but I could retrain "Skill Focus: Stealth" and "Ninja Trick Wall Climber" to pickup Weapon Focus: Katana and Shadow Clone.

I like the O-yoroi route with 1 level dip of fighter, it'll delay getting my 2 Advanced Ninja Tricks but should the 1 level dip should help shore of my weaknesses.

What feats should I aim for? Thinking Power Attack is not a good choice since I want my attacks to land and Spring Attack + Ambusher means free Sneak Attack which will boost my AC further with Offensive Defense rogue talent. Can't think of any good feats to pickup except maybe Improved Initiative or Toughness?


If you're sticking with Spring Attack to pair it with the Scout Skirmisher ability, consider Furious Focus to make Power Attack a basically free +6 damage, which should be a pretty significant upgrade.

If you were to trade-in Mobility/Spring and take Power Attack, Weapon Focus: Katana, Extra Ki and Furious Focus (and pick up a +2STR belt right away to further boost attack) you would be boosting your base damage to almost 20 while the strength and focus would make your first attack very accurate and your other attacks as good as they were before Power Attack. When you reached level 8 and got an iterative attack, your full attack would be pretty dangerous even if you didn't get sneak. The great thing about Vanishing Trick and Scout Charge though is that you can vanish after charging and then kick-off the next round's full attack with a sneak attack.

As far as other feat options go, Extra Ki adds 40% more uses of powerful abilities per day. Weapon Focus: Katana may be boring, but if you're concerned about landing attacks, there are very few things that just hand over an attack bonus.

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I like melee rogues, I suggest this rogue talent offensive defense

You shouldn't rush in until after the tougher melee move in. grab a spring loaded wrist sheath with a wand of your favorite ranged touch spell that you can sneak attack with, like fiery shurican or scorching ray.

Potions of Mage armor and a pearl of power lvl 1 for when you have a wizard in the group.
A wand of shield for when you can pre buff

The Exchange

Well, going with the 1 level Fighter dip route I'm currently thinking of this.

1) Ninja 1: Bab +0 | RETRAINED: Power Attack (lvl 1), +1hp
2) Ninja 2: Bab +1 | RETRAINED: Ninja Trick: Weapon Training (Weapon Focus: Katana), +1hp
3) Ninja 3: Bab +2 | Dodge (lvl 3), +1hp
4) Ninja 4: Bab +3 | Ninja Trick: Vanishing Trick, +1 Str, +1hp
5) Ninja 5: Bab +3 | Mobility (5), +1/6
6) Ninja 6: Bab +4 | Ninja Trick: Combat Trick Spring Attack, +2/6
7) Fighter (Eldritch Guardian) 1: Bab +5 | Furious Focus (lvl 7), Familiar
8) Ninja 7: Bab +6/+1 | +1 Str, +3/6
9) Ninja 8: Bab +7/+2 | FREE FEAT (lvl 9), Ninja Trick: Offensive Defense, +4/6
10) Ninja 9: Bab +7/+2 | +5/6
11) Ninja 10: Bab +8/+3 | Extra Rogue Talent: Hunter’s Surprise (lvl 11), Ninja Trick: Invisible Blade, +6/6 favored class bonus

Grabbing Offensive Defense as it gives me +4AC vs target of my Sneak Attack for that round, good AC booster I'm thinking.

11th Level picking up Hunter's Surprise, seems that this allows me to add sneak attack to something that is normally immune to sneak attack also except that it's a 1/day ability. Seems good to burst down a Boss or to really dish out extra damage in a tight spot. Maybe not the best pick though? I was going to go for Evasion but it won't work while wearing Heavy Armor.

I have a free feat at 9th level that undecided. Should I pickup Improved Initiative? Toughness? Iron Will? For the 1 level Fighter dip I'm going to take Eldritch Guardian for the familiar. Familiar archetype will be Emissary which should help improve my low Will save. I lose out on the Alertness feat but I'm thinking the tradeoff is worth it?

Emissary (Familiar Archetype):

The emissary is touched by the divine, serving as a font of
wisdom and a moral compass for its master.
Class Skills: An emissary treats Heal, Knowledge
(religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at
will. This ability replaces alertness.
Share Will (Su): Whenever an emissary or its master fails
a save against a mind-affecting effect that affects only one
of them, the other can choose to attempt the save as well.
If this second save succeeds, treat the original save result
as a success, and the emissary and its master can’t use this
ability again for 24 hours. On a failure, both the emissary
and its master suffer the effects of the failed saving throw,
even if one of them wouldn’t ordinarily be a valid target.
This ability replaces share spells.

Anything missing? Am I missing a really useful feat at 9th level? Or a Ninja Trick or Advanced Ninja Trick (or Rogue Talent) that I overlooked? Suggestions?

I must say though, I'm liking the direction that this is taking my character even though it delays Advanced Ninja Tricks by 1 level and voids me being able to use Evasion. Being more tanky will probably keep me up and running a lot longer.


Offensive Defense is very good. I like Hunter's Surprise even if it's only 1/day since it lets you break the rules in such a useful way when you really need it - like when your Invisible Blade power fails you.

The feats you mentioned are all useful, as is Extra Ki. Actually, another that comes to mind is Cornugon Smash - it's a really great automatic debuff that's perfectly themed for a shadow warrior. It's not a difficult intimidate check if you've got the skill and charisma (and your racial bonus), and there's at least one item that helps.

Actually, a Jingasa of the Fortunate Soldier with a Dead Man's Headband attached worn over a Headband of Charisma +2 would be a pretty great 13,000gp stack of headgear to aim for while taking Cornugon Smash. You'd get +3 to indimidate, +1Ki, 1/day critical hit protection, +1AC and -2 enemy ab from intimidate.

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BadBird wrote:

Offensive Defense is very good. I like Hunter's Surprise even if it's only 1/day since it lets you break the rules in such a useful way when you really need it - like when your Invisible Blade power fails you.

The feats you mentioned are all useful, as is Extra Ki. Actually, another that comes to mind is Cornugon Smash - it's a really great automatic debuff that's perfectly themed for a shadow warrior. It's not a difficult intimidate check if you've got the skill and charisma (and your racial bonus), and there's at least one item that helps.

Actually, a Jingasa of the Fortunate Soldier with a Dead Man's Headband attached worn over a Headband of Charisma +2 would be a pretty great 13,000gp stack of headgear to aim for while taking Cornugon Smash. You'd get +3 to indimidate, +1Ki, 1/day critical hit protection, +1AC and -2 enemy ab from intimidate.

I really like the Jingasa, Dead Man's, and Headband suggestion you mentioned. Also thinking that Cornugon Smash would fit in perfectly. Thanks for your suggestions. :)


I've toyed with building a more multiclass Ninja/Martial character so I was just drawing on what I remembered from that. Sometimes I have way too much free time at work...

The Exchange

I've been thinking about it for a bit and I'm thinking that maybe a 1 level dip in Cleric (Crusader Archetype) to pickup the Heavy Armor Proficiency. Deity would be Ng so I could variant positive channel Secrets and also take the Exploration subdomain (+10 movespeed & 3/day Door Sight, plus Expeditious Retreat is a domain spell so I could buy and use a wand of that at the beginning of each battle. At the cost of my 1st turn that'd give me 60ft movespeed in Heavy Armor for Spring Attacks.

I'm losing 1atk by going Cleric but I'd be using Furious Focus anyways....I also only have 10wis so I guess I could only "cast" orisons unless I bought a +2wis headband (which I'm not thinking is worth it entirely just for a few 1st level spells.)

Variant Positive Channel: Secrets:
"Heal: Creatures gain a channel bonus on Sense Motive checks and caster level checks and to save DCs of their divination spells until the end of your next turn." So 5 uses a day of 1d6 divided by 2 with +1 sense motive, and +1 CL & Save DC's of divination spells. Not the greatest but it'll stabilize a dying person and also be useful for sense motive checks and any diviners in the party.

Going Fighter's Eldritch Guardian I'd have +1atk and a familiar (+2 will save and Emissary's ability, or just standard familiar's Alertness feat.) Cleric gives +2fort and +2will saves, so it's the same bonuses as going Fighter. Thinking the +40mspeed, 5 channels, and 3/day Door Sight to look into rooms before opening them would work out better.

What do you think? I also looked at some Oracle options but didn't see anything that really caught my eye, except for the Battle Oracle which can always roll initiative twice. But that doesn't really "help" me get back to 30mspeed or more, like the Cleric can.


River Shadow-hand wrote:

@Paulicus - I have full ranks in stealth and Skill Focus: Stealth. I could pick up Hellcat Stealth next.

1) Any more thoughts / suggestions?
3) What Gear should I go for? Just upgrade my Composite Shortbow to +2 first? I currently have +1 Katana, +1 Cloak of Resistance, Boots of the Cat, MW Composite Shortbow.
4) Any way to make retraining cost less? I could probably use retraining on 4 skills, Ninja Trick: Wall Climber, Dodge, Mobility, and Combat Trick: Spring Attack.
2) What archery feats should I go for if using a bow and typically shooting once due to Skirmisher?

Add the Alacritous Template (+2 CR). It gives you both Dodge and Mobility as free feats, as well as spring attack. I'm doing that with a Magus that I'm currently building.


Going Crusader Cleric for that purpose works well, though I would consider just sticking with basic Travel. The Agile Feet power is really useful for mobility, and Longstrider has an hour-long effect that still brings you up to 40ft.

Another multiclass option with a speed bonus would be to take a level of Bloodrager for +10ft in mithral heavy armor, and just pick up heavy armor instead of weapon focus (leaving your ab the same in the end). There's no Will bonus, but there's Fortitude. You would get 6 rounds of bloodrage (or 12 if you used your 'spare' feat for Extra Rage) to play around with, significantly beefing up your offense at key moments - it actually compliments Ninja powers nicely as a powerful limited-pool ability. You also gain access to an interesting wand list, though sadly there's no movement stuff (well, other than very pricey 1 minute Fly). There are some minor rage bonuses from bloodlines too, like automatic 'good' weapons or sickening criticals.

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1 level dip of vanilla Cleric with Mithral Medium Armor and domains Travel and Darkness seem decent? Darkness domain would gain me the Blind-Fight feat.

I could take Separatist without any real penalty and take Void for the Guarded Mind ability (+2 saving throw vs Mind Effects.)

Either of these sound better than Heavy Armor Proficiency? At level 7 I'd be at a +7 will save.


I'm not sure what 'better' means in this context; will saves are a different issue. You can easily get +2 to all Will saves with Iron Will if you're concerned about it.

If the core concern is that Spring Attack becomes irrelevant once something mean is in your face, and so you want to do what you can to improve your 'stand and fight it out' AC, then heavy armor offers a lot more than medium armor. Note that once you have medium armor heavy armor is one feat away, so multiclassing into something with medium armor doesn't mean you have to stick with medium. Personally I like dipping Barbarian or Bloodrager, because along with +10 movement it offers a potent combat option. You can respond to being 'cornered' - losing your ability to spring because something rushes you - by turning on the Rage, dishing out a +4STR full attack, and then either delivering another raging ki-strike or just vanishing. That's me though... I really like dipping Rage. Must be the northern roots.

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BadBird wrote:

I'm not sure what 'better' means in this context; will saves are a different issue. You can easily get +2 to all Will saves with Iron Will if you're concerned about it.

If the core concern is that Spring Attack becomes irrelevant once something mean is in your face, and so you want to do what you can to improve your 'stand and fight it out' AC, then heavy armor offers a lot more than medium armor. Note that once you have medium armor heavy armor is one feat away, so multiclassing into something with medium armor doesn't mean you have to stick with medium. Personally I like dipping Barbarian or Bloodrager, because along with +10 movement it offers a potent combat option. You can respond to being 'cornered' - losing your ability to spring because something rushes you - by turning on the Rage, dishing out a +4STR full attack, and then either delivering another raging ki-strike or just vanishing. That's me though... I really like dipping Rage. Must be the northern roots.

Well, you almost had me with Bloodrager but I think I like the Cleric side a little better (I'm normally drawn to the Cleric class). I'm not sure if I really need the Agile Feet ability though. Ninja's Light Steps lets me ignore difficult terrain as a full action double move. Sounds like Light Steps only works on natural difficult terrain also.

Not sure if Blind-Fight or a +2will save vs Mind Effects is typically a stronger option? Also, Mithral Medium Armor would allow me to Tumble with Mobility (+4AC) with +10movespeed or I could go with Heavy Armor for the constant +2AC, but no ability to Tumble. I'm just not sure about either of these. Domain bonus and armor choice both seem good, maybe someone has more experience that can suggest one as generally better than the other? Maybe I just need someone to sway me one way or the other a little. ;)

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River Shadow-hand wrote:
BadBird wrote:

I'm not sure what 'better' means in this context; will saves are a different issue. You can easily get +2 to all Will saves with Iron Will if you're concerned about it.

If the core concern is that Spring Attack becomes irrelevant once something mean is in your face, and so you want to do what you can to improve your 'stand and fight it out' AC, then heavy armor offers a lot more than medium armor. Note that once you have medium armor heavy armor is one feat away, so multiclassing into something with medium armor doesn't mean you have to stick with medium. Personally I like dipping Barbarian or Bloodrager, because along with +10 movement it offers a potent combat option. You can respond to being 'cornered' - losing your ability to spring because something rushes you - by turning on the Rage, dishing out a +4STR full attack, and then either delivering another raging ki-strike or just vanishing. That's me though... I really like dipping Rage. Must be the northern roots.

Well, you almost had me with Bloodrager but I think I like the Cleric side a little better (I'm normally drawn to the Cleric class). I'm not sure if I really need the Agile Feet ability though. Ninja's Light Steps lets me ignore difficult terrain as a full action double move. Sounds like Light Steps only works on natural difficult terrain also.

Not sure if Blind-Fight or a +2will save vs Mind Effects is typically a stronger option? Also, Mithral Medium Armor would allow me to Tumble with Mobility (+4AC) with +10movespeed or I could go with Heavy Armor for the constant +2AC, but no ability to Tumble. I'm just not sure about either of these. Domain bonus and armor choice both seem good, maybe someone has more experience that can suggest one as generally better than the other? Maybe I just need someone to sway me one way or the other a little. ;)

Any suggestions on which path to take here?


It's apples and oranges I guess. I don't really use tumble, so I'm not one to say. Of course, if you're only going to end up with medium armor, you could also just take it as a feat. Agile Feet is the kind of thing where it's useless until suddenly it's a huge deal - Light Steps won't let you Spring Attack over difficult ground.

The Exchange

So, after pondering multiple options I've decided to go Metal Oracle to pickup the Martial Weapon and Heavy Armor proficiency revelation and to later pickup a "lesser ring of revelations" for the +10 movespeed revelation to offset the O-yoroi armor I'm wearing.

I'm able to upgrade to a Nodachi since it's classified as a Martial weapon (Why it's not an exotic weapon and Wakazashi and Katana are baffles me...but whatever). Plus I can take the Wolfscarred curse to gain a full BAB 1d4 bite attack (albeit suffering a 20% spell failure chance).

I gain two 1st level spells known. Any ideas on what spells to take? I'm considering Divine Favor since I have Fate's Favored trait (+2atk/+2dmg buff for 1min). If I take that spell then what other 1st level Divine spell would be best?


Nodachi is an odd one... it's pretty obvious that whoever wrote that entry had it confused with another weapon (it's also a brace polearm, apparently). While it's a +1 damage upgrade and has the brace property, it does require two hands to use.

Metal Oracle is a good way to gain both the proficiency and the speed, though it does "lose" a point of BAB. The Extra Revelation feat is another option for immediately grabbing the +10 movement without needing to buy an item (and you could eventually use a mithral full plate with a ring for the Armor Mastery Revelation for another +10, though that's pricey).

Divine Favor is pretty great to have handy when you've got Fate's Favored anyways. Consider Obscuring Mist for perfect Spring Attack stealth synergy.

The Exchange

BadBird wrote:

Nodachi is an odd one... it's pretty obvious that whoever wrote that entry had it confused with another weapon (it's also a brace polearm, apparently). While it's a +1 damage upgrade and has the brace property, it does require two hands to use.

What else I like about it is that a Nodachi can either do Piercing or Slashing damage whereas my old Katana was stuck with Slashing only. Hopefully Fate's Favored will make up for the 1 point of BAB lost. I do have to worry about 20% spell failure chance with CLW, Obscuring Mist, Divine Favor, or Orisons (stabilize for example), but it's either take Wolfscarred for the 1d4 bite attack or take the Tongues curse (which could either be a blessing or a curse).


Oh right, Wolfscarred. Normally extra attacks are great, but a secondary bite if and only if you full attack - and you have to worry that 1/5 castings fail... I wouldn't do it myself. Haunted isn't bad unless you're going to be digging around in a pack during combat; "stored" items shouldn't include things in your belt or your weapon or anything.

The Exchange

BadBird wrote:
Oh right, Wolfscarred. Normally extra attacks are great, but a secondary bite if and only if you full attack - and you have to worry that 1/5 castings fail... I wouldn't do it myself. Haunted isn't bad unless you're going to be digging around in a pack during combat; "stored" items shouldn't include things in your belt or your weapon or anything.

I'm thinking that Haunted will cause some issues with my scrolls that I keep stored for dire use. The alternative I was considering besides Wolfscarred would be the Tongues curse (maybe Celestial speech). You think that option would be better than the Wolfscarred curse?


Yeah, Tongues is a decent option.

The Exchange

I completely forgot that Apsu has the domain Travel and one of his favored weapons is bite. Going Crusader Cleric and picking up Heavy Armor Proficiency, I'll have to stick with the Katana but that's probably best since I'd be selling it anyways and having to buy a new weapon. No curse, bite at full BAB, free channels in case someone is dying and bleeding out, and free +10 move speed without having to spend another feat on it like the Oracle.

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