Clockwork Librarian

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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. 103 posts (114 including aliases). No reviews. No lists. No wishlists. 1 alias.



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First, a word of forewarning: The pathfinder role-playing game has several built in checks and balances to insure that both players and enemies are at a certain level of power at any given point in the game. These balances can be circumvented by players by taking advantage of feats, class features, and/or items that may not have been thought all the way through by the paizo designers before being written into a book. The GM can circumvent these balances by ignoring them. It's that simple. making a character designed to destroy encounters is a great way to get the GM to kill your character again.

Now that that's out of the way, let's talk about ninjas. more specifically ninjas and guns.

The main problem with sneak attack as a class feature is that between the rogue and by extension the ninja, having 3/4 ths BAB and no built in method of gaining a bonus on attack rolls (something that every full BAB class has access to) ninjas and rogues don't hit frequently enough to deal damage on par with damage dealing classes. As guns target touch AC they allow just about anyone to hit anything that isn't exceptionally dodgy, and those things can be dealt with by getting them flat-footed.

With the ninjas main problem of hitting the opponent out of the way you can reliably expect to deal about your weapon's damage die with each attack +4d6. if you use a revolver that's about 18 damage an attack without any feats or magic to increase that result. You can by default as a ninja make 2 attacks if you choose to spend a ki point as part of that full attack action.

That's about 36 damage with a single full attack action that you can get sneak attacks off with. An average monster at your CR might have about twice that many hit points. This is just what you can do as gun ninja out of the box. Some tips to optimize:

Vanishing Trick (ninja trick): not directly related to your DPR but it's a great way to set up for sneak attack, be sure to pick up Invisible Blade when you hit 10th level.

Rapid shot: take a -2 to hitting their flat-footed touch AC and make an extra attack, going from ~36 DPR to ~54 in a round.

Two weapon fighting: reduce the penalty for firing with two weapons in a round from "could conceivably miss" to "I still hit" same results as taking rapid shot, but you can use them both at the same time jumping you up to ~72 DPR a round. be sure to pick up improved two weapon fighting at the next level.

Merciful guns and Sap adept + sap Master:
Guns deal bludgeoning and piercing damage and if you make them merciful they deal nonlethal damage. Which allows them to qualify for sap adept and sap master. Taking your average damage from weapon damage +4d6 to weapon damage + 16 + 8d6 per attack, between that and the 1d6 points of damage that you get from merciful that's about 50 points of damage. per attack. Even if you only take this combo and nothing else you'll wreck average CR encounters.

Sniper goggles: Sneak attacking from more then 30 feet away is cool, gaining a +2 on damage rolls for each sneak attack die you roll is even cooler, works great with sap master and sap adept.

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s.

deadly aim: This is normally the go to feat for most ranged characters, but gun ninja only gets a +4 bonus on damage rolls out of the deal. Not terrible but not useless either.


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The spell transformation actually does specify character level, not caster level.


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I remember back when the APG came out I had a idea similar to FuelDrop's, save that it was a sorcerer with leadership using a bunch of clerics with the arcane subdomain, so it was increasing the save DC. However with this ruling on speed weapons made it clear that that particular combo doesn't work (and made boots of speed much better then the speed property in all but the most intense dungeon crawls). I'm not sure if the grippli ball of doom fails on similar grounds. Now being in a literal sphere of grippli jam packed down to the cubic inch probably blocks line of sight and line of effect, which is kind of important for spellcasters. More importantly I'm a bit fuzzy on the logistics of the accursed bloodline arcana.

accursed bloodline arcana wrote:


Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

Aid another requires an attack roll against AC 10, which for a first level sorcerer is kind of difficult, and I'm not even sure who you'd make it against, unless the last sentence in aid another means that other uses of that ability don't have a chance of failure.

Back on point however the shocking, voidfrost, and blazing robes increase the wearer's caster level by 1 for the purpose of spells with the electricity, cold, and fire descriptors respectively.


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Scythia wrote:

It seems pretty metagamey that three times a day a guy can roll sulpher in bat guano and make a huge fireball, but if he does it a fourth time it just doesn't work anymore. I mean, I can jump and gravity will return me to the ground every time.

** spoiler omitted **

Actually when a wizard prepares a spell in the morning he's preforming 99% of a lengthily, complex ritual and leaving that last 1% left undone for when he needs the effect to occur. It's not so much that he doesn't know how to cast that spell again, it's that he isn't prepared to do so.

Star Voter Season 6, Star Voter Season 7

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cmjohnst wrote:

Hey, I'd love to get some feedback on my item if anyone has time!

Astral Thief’s Opera Gloves:

Astral Thief’s Opera Gloves

Aura Moderate divination and evocation, minor necromancy; CL 11th
Slot Hands; Price 24,000 gp; Weight

Description

These elbow-length gloves were conceived by interplanar cat burglars to break into the most secure locations, or perhaps merely to escape from a dreadful opera. Through cunning magic each glove can be worn on either hand, but their powers only work when both are worn simultaneously.

The glove of thin air makes the wearer’s arm nearly invisible. When she looks through her gloved hand, she can see extradimensional spaces, such as of a bag of holding. These appear as opaque bubbles (‘shadows’) with volume equal to the space’s internal size and centered around their access portal. The wearer can make a steal combat maneuver to reach inside of an adjacent shadow and grab an object inside whose location she knows. This glove has the ghost touch property and deals piercing damage with unarmed attacks.

The glove of quicksilver ripples like liquid metal, and is sharp to the touch. If the wearer touches the glove to an extradimensional space’s shadow, she gains tremorsense across the space’s internal surfaces. She can attempt a sunder combat maneuver with the glove to slice a Small-sized hole in an adjacent shadow, which knits shut three rounds afterwards. This glove overcomes silver damage reduction and deals slashing damage with unarmed attacks.

Extradimensional spaces have a CMD of 10 + their creator’s caster level for the purposes of both gloves.

When worn as a pair, one glove is designated as primary, and the other as off-hand for unarmed attacks. The wearer can suppress the gloves’ effects for a round with a free action, during which time they assume an elegant silk form.

Construction

Requirements Craft Wondrous Item, contact other plant, forceful hand, spectral hand;...

I remember these things, they where pretty nifty I up-voted them almost every time I saw them (and I saw them about 12 times). My only complaints are that this isn't one item it's two that only work in tandem and that's kinda weird. The other is that this seems to exist almost exclusively to troll players.


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As someone who has played as a swash and played against a swash I thought I would put my 2cp in. Most of my big concerns about the class have been gone over(Poor fort save, needing feats to use class features, poor mobility, ect)I personally liked the idea of giving the swashbuckler a combat style kind of like the ranger and feel that precise strike's wording to be better inclusive (while using his main hand to attack) rather then exclusive (cannot attack with a weapon in his other
hand). It would nip a lot of cheese (armor spikes, having more then two arms, and the like) in the bud, and the possibilities of extra attacks that deal 1/2 str damage with the option to take a feat to double it does not seem that bad.

My big problem however is actually targeted strikes, I don't like this in the gunslinger and I like it even less here. You spend a panache and a full round action to bypass the CMD rules. As I was playing a free hand fighter who's CMD against disarm was over twenty points higher(favored class, disarm feats, class feature) then his AC. after investing that many resources it felt very unfair that the swashbuckler was able to just ignore all of it by spending a full round action and a panache point. I also don't like subtle blade for similar reasons, and would much rather see it grant a sizable bonus against those maneuvers.