| Robot_nachos |
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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.