Ninjas got too many attacks, don't they?


Rules Questions

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Elamdri wrote:
Does Haste Stack with Flurry of Stars?

I don't see why it wouldn't. Flurry of Stars isn't a haste effect.

The Speed enchantment specifies that it doesn't stack with similar effects, such as a haste spell.

Flurry of Stars and the Ki Pool extra attack would stack, but they both require a swift action.


Running out of swifts.

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Midnight_Angel wrote:
cartmanbeck wrote:
Make sure your DM realizes that unless the ninja has greater invisibility, he should only be getting sneak damage on the first shuriken in a round, because attacking automatically kills your stealth check. The only way to keep hidden when attacking but not invisible is to use the sniping rules.

Well... if the ninja wins Initiative (which he seemed to do), he will catch his target(s) flat-footed with the entirety of his attack pattern, invisible or not.

.

3.5 Loyalist wrote:
And that is what happens when you allow multiple sneak attacks in a round.

Last time I checked, 3.5, which you appear to be claiming loyalty to, allowed for multiple sneaks in a round, as well...

.

However,

Zelles wrote:

We had that problem yesterday - He downed 4 CR 10 dudes all by himself (Rakshasa, so not THAT able in Combat)...

His damage accumulated to around 30-40 per shuriken (Holy returning Shuriken, so they're 6d6+1d2+9... meaning he downed them all in one round, without breaking a sweat and before they could react

6d6+1d2+9 averages on 31.5, which is a tad below the '30-40' you claim.

Maximum would be 47. A crit (which is not that frequent with Shurikens) adds a mere 1d2+9, for another 10-11 points.
According to PRD, your friendly vanilla Rakshasa has 115 hit points.
Which means, he needs 4 sneak hits on average for a Rakshasa; or 3 with really high damage rolls.

I am not quite sure how he managed to dispatch all 4 of them in a single round, with 8 attacks, even with all of these shenanigans going on.

OP didn't actually say it was in one round, just that the ninja downed all four of them himself. The first one or two might have been in the first round, though.


From the first post of the thread:

"His damage accumulated to around 30-40 per shuriken (Holy returning Shuriken, so they're 6d6+1d2+9 (str+Enhancement Bonus+Point Blank Shot+Deadly Aim)), meaning he downed them all in one round, without breaking a sweat and before they could react (Because of his gigantic Initiative)."


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I would also say that a case could be made that TWF and Rapid Shot don't stack.


MyTThor wrote:
I would also say that a case could be made that TWF and Rapid Shot don't stack.

Rapid Shot (Combat): "When making a full-attack action with a ranged weapon, you can fire one additional time this round."

A shuriken is a ranged weapon because it is a thrown weapon that is not effective in melee.

Two-Weapon Fighting: "If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.
Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon."

FAQ wrote:

Alchemist: If an alchemist has the Fast bombs discovery, can he use Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, haste, and similar abilities and effects to add more attacks?

As written, yes, all of these apply because fast bombs "functions just like a full-attack with a ranged weapon."

—Sean K Reynolds, 08/18/10


As others have said, the issues is with the house rules, especially the pricing/durability houserule.

If a player came to me and said "hey, I want to throw shuriken, but I don't like the idea of them breaking all the time, could I have them more durable?" I'd point the player to the dagger.


3.5 Loyalist wrote:

From the first post of the thread:

"His damage accumulated to around 30-40 per shuriken (Holy returning Shuriken, so they're 6d6+1d2+9 (str+Enhancement Bonus+Point Blank Shot+Deadly Aim)), meaning he downed them all in one round, without breaking a sweat and before they could react (Because of his gigantic Initiative)."

Yeah but he had to have some insane rolls. With 8 attacks at +8/+8/+8/+8/+8/+8/+3/+3 as was mentioned upthreads, he'd hit less than 50% of the time vs the flat-footed AC of 19 (assuming the rakshasas where completely stripped of equipment and NONE of them rolled above his initiative which in itself is unlikely), and deal an average of 31 damage per hit to an enemy with 115 hp...

Average DPR against that AC is:
( (.5*31.5) + (.05*.5*10.5) ) * 6 +
( (.25*31.5) + (.05*.25*10.5) ) * 2 =
112 vs avg rakshasa hp of 115

So even with that optimization, even with optimal circumstances (underequipped target, he wins initiative), and perfect equipment (piercing holy weapon against an evil opponent that has DR 15/good and piercing) and spending (if we disregard the houserule in question and assume they were instead +1 holy shuriken with no house rules) 2880 gp on that single routine, at average he'd NEARLY kill a single rakshasa.

I think that's comparable to a fey sorcerer being able to pull of a persistant hideous laughter against a CR10 fire giant with about 80% chance of success with no gp cost. Or use a 7th/8th level spell scroll against it which can certainly autokill it.

This isn't an issue with the base rules.


Real bo shuriken (long and straight) and semban shuruiken (flat star shaped) Are quite durable, they aren't just for throwing or distraction, but can but used for gouging and tearing. So if they are used in my game, they are durable.

Now, the issue lies with the DM setting up scenarios where this constantly works. I doubt the Raksasha in question has set up no defenses or detection system. Heck with it's change self and bluff abilities....it could do something crazy like pretend to be a party member using detect thoughts to glean information.


SaddestPanda wrote:

Also, shuriken are ammunition so they would be destroyed on throwing if he hits and would survive only 50% of the time if he misses. So, the real question is how can afford to lose 8 +4 equivalent weapons a round even with them being enchanted as ammunition. This would be 5120 gp a round lost if he hits with all of his attacks, even if he lost the returning due to it not really doing anything for him that is still 2880 gp a round.

Edit: Wow, when I started this post it was on post 2, thats a lot of ninja. ;P

Ya they come back to you in pieces lol.


krevon wrote:
Real bo shuriken (long and straight) and semban shuruiken (flat star shaped) Are quite durable, they aren't just for throwing or distraction, but can but used for gouging and tearing. So if they are used in my game, they are durable.

But do you still charge 1/50th of the enchantment cost compared to all other durable weapons? That's the issue, not the durability itself.

The very reason the cost is 1/50th on ammunition is _because_ you lose it when you use it.

The Exchange

So in summary:

50 x advantage in treating shuriken as weapons, but not requiring each to be enchanted separately.

Incorrectly allowing multiple sneaks due to invisibility. If its a surprise round, in the absence of feats that allow a full action in the surprise round, you only get a standard action.

Too many swift actions being applied.

Incorrectly applying DR (applied against each shuriken)

And not taking standard precautions / defenses that a rakshasa should have (extended duration mage armor).

I'm also willing to bet that the range penalties have not been taken into account.

And you're surprised...


Dex of 26 at level 8? That seems a bit high for the character level. It also is awfully convenient that the ninja is buffed just before leaping into the fray and can still gain surprise, easily and so often. As previously cited by other posters, the ninja would have to be doing some fantastic rolling to hit with everything. I'd watch his rolls in future, just for a session or two, to be sure. The first trouble you have with this scenario is the dm emphasising fun but playing the combat scenarios out like some action movie where the ninja is the amazing protagonist who has not just everything going for him but also the situational stuff like initiative.

The other thing is the twf+rapid shot being able to mix and mesh completely. It has been approved by the devs but lets be honest, it is a stretch to interpret the two as a perfect combination. It is a ruling which I've found to be initially allowed and then very quickly over-ruled because of the sheer imbalance it created. Not to mention that its also downright ridiculous. If your dm or the other players are not ready to accomodate such a stretch of ruling, its going to go downhill really fast, in the context of overall gaming satisfaction of the other players.


The bonuses to attack would be much higher than +8. Based on the OPs setup of 26dex, alter self small, haste, and prayer:

BAB+6, Dex(28)+9, Size(small)+1, enhancement+1, haste+1, prayer+1, Point Blank Shot+1, Rapid Shot-2, Flurry-2, TWF-2 = +14/+9

Against an AC of 19 (underequipped Rakshasa) that winds up being 80%/55% accuracy.

Base Damage+1, Enhancement+1, Prayer+1, Point Blank Shot+1, Sneak attack(4d6)+14, Holy(2d6)+7 = 25 (4 on a critical)

((0.8*25)+(0.8*4*0.05*1)) = 20.16*6 = 120.96
((0.55*25)+(0.55*4*0.05*1)) = 13.86*2 = 27.72
Total: 148.68

Compare this to a rogue doing this with daggers (knifemaster) and without flurry of stars. (Invisibility due to the talent: Major Magic (vanish)).

Without flurry: 90% attack bonus for the main 4 attacks, 65% for the offhand.
Damage: Dagger(1d3)+2, Enhancement+1, Prayer+1, Point Blank Shot+1, Sneak Attack(4d8)+18, Holy(2d6)+7 = 30

((0.9*30)+(0.9*5*0.1*1)) = 27.45*4
((0.65*30)+(0.65*5*0.1*1)) = 19.825*2
Total: 149.45

In short: Being a ninja with Flurry of Stars has virtually no bearing on this when compared to a Rogue. What is relevant is the improper pricing, and the underequipped Rakshasa, and the overequipped Ninja. Even with proper pricing the Ninja/Rogue would still have 18300gp*2 for the stars/daggers and 5000gp for a Blinkback belt. That is already 8600gp over WBL and he doesnt even have armor.

- Gauss


The Equalizer:

Not really. Starting Dex of 20, +2 for levels, +4 via Cats Grace. But, the OP did not mention the Ninja had Cat's Grace so perhaps the Ninja has a Belt of Dexterity +4 (which, would push the Ninja even farther over WBL).

- Gauss


Gauss wrote:

The bonuses to attack would be much higher than +8. Based on the OPs setup of 26dex, alter self small, haste, and prayer:

BAB+6, Dex(28)+9, Size(small)+1, enhancement+1, haste+1, prayer+1, Point Blank Shot+1, Rapid Shot-2, Flurry-2, TWF-2 = +14/+9

Against an AC of 19 (underequipped Rakshasa) that winds up being 80%/55% accuracy.

Base Damage+1, Enhancement+1, Prayer+1, Point Blank Shot+1, Sneak attack(4d6)+14, Holy(2d6)+7 = 25 (4 on a critical)

((0.8*25)+(0.8*4*0.05*1)) = 20.16*6 = 120.96
((0.55*25)+(0.55*4*0.05*1)) = 13.86*2 = 27.72
Total: 148.68

Compare this to a rogue doing this with daggers (knifemaster) and without flurry of stars. (Invisibility due to the talent: Major Magic (vanish)).

Without flurry: 90% attack bonus for the main 4 attacks, 65% for the offhand.
Damage: Dagger(1d3)+2, Enhancement+1, Prayer+1, Point Blank Shot+1, Sneak Attack(4d8)+18, Holy(2d6)+7 = 30

((0.9*30)+(0.9*5*0.1*1)) = 27.45*4
((0.65*30)+(0.65*5*0.1*1)) = 19.825*2
Total: 149.45

In short: Being a ninja with Flurry of Stars has virtually no bearing on this when compared to a Rogue. What is relevant is the improper pricing, and the underequipped Rakshasa, and the overequipped Ninja. Even with proper pricing the Ninja/Rogue would still have 18300gp*2 for the stars/daggers and 5000gp for a Blinkback belt. That is already 8600gp over WBL and he doesnt even have armor.

- Gauss

Gauss you forgot -2 for weapon size. Alter self does not change the size of eq as enlarge or reduce person does. instead Alter self give dark vision and what not. It also lets you choose what size you want medium or small all in one spell. He is only going to have that +12 to attack rolls that is if he with in 10ft of them. Odds are he doing it from 30ft away considering he getting point blank shot or one of his targets is going to be more then 10ft from him. More minus from that.


KainPen, Alter Self does cause your equipment to change size.

CRB p212 Polymorph rules wrote:
If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Regarding your statement as to range. He is sneak attacking 1 target. Not 3. There is no way he will get ranged sneak attacks off on 3 targets in 3 separate rounds if they are all in the same room.

Example: Ninja/Rogue sneaks up on target 1 due to invisibility. He makes 1 sneak attack during the surprise round. Round 2 if he beats the initiative of target 1 he commences with a full-attack +sneak attack (due to the target being flat-footed). Assuming target 1 died, targets 2 and 3 now proceed to attack the Ninja/Rogue. The Ninja/Rogue will not get another full-attack ranged sneak attack unless he has some means to remove their dexterity or cause them to be flat-footed.

Because of this there is no reason he should not get to within 10feet for that first target.

- Gauss


Gauss: You're right on the attack bonus. +8 was stated upthread, I believe an additional -2 to attack +4 damage for deadly aim was included, but you're right it still should be about that high. I think the 26 dex was including alter self?

But the statement in the OP wasn't against a single target though, it was 4 rakshasas in one round, which is far beyond unlikely.


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Ilja: You are right, I had forgotten about the 'in one round' aspect. As for deadly aim I decided to see what the numbers would be without it since Deadly Aim is a losing proposition when making sneak attacks. -2 = +4 works fine for other classes but when making sneak attacks you want to keep the accuracy as high as possible. It just isnt worth it.

- Gauss


Have you ever seen a Catfolk Ninja with the Scout Archetype?

At level 10 they get 5d8 added to every attack due to greater invisibility.

At level 14 they get pounce, which means they are NEVER not sneak attacking.

Your Ninja was powerful because he was breaking the rules, not because he's built awesomely. However, give him two levels and the invisible blade abiliy and he'll be doing a ton of damage legitimately.

He doesn't really need magical weapons.


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Don't you have to double-jump before you can burst-shuriken?


Ilja wrote:
krevon wrote:
Real bo shuriken (long and straight) and semban shuruiken (flat star shaped) Are quite durable, they aren't just for throwing or distraction, but can but used for gouging and tearing. So if they are used in my game, they are durable.

But do you still charge 1/50th of the enchantment cost compared to all other durable weapons? That's the issue, not the durability itself.

The very reason the cost is 1/50th on ammunition is _because_ you lose it when you use it.

No the cost is like a normal weapon not ammunition.

Also this tactic if kinda fun at lower levels but I've found that I need to be doing a bit more around the levels discussed here than sneak attack monkey. When I play something similar to this that is.

Liberty's Edge

KainPen wrote:


alter self only give him dex if he become small but does not change the the size of EQ. This he take -2 to all attack rolls with his weapons are no longer sized correctly. he no longer has any armor that fits also encumbrance and str will also come into play.

Alter self change your equipment size, it is a polymorph spell and the general rules for polymorph spells say "If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size."

(and please, don't invent abbreviations that way, guessing what you were saying was hard).

Liberty's Edge

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Eridan wrote:
Zelles wrote:
Yeah, the DM houseruled them to be Thrown weapons for the purposes of throwing, not ammunition, because "Everyone should have his fun, ....
Through a house rule everyone has fun with the exception of all other players than the ninja.

By the same principle I suppose the wizard has a staff of the magi? After all it should be worth approximately as 8 +1 holy returning unbreakable shurikens. And the figther a epic level vorpal. So everyone would have his fun. And kill nascent demon lords at level 8.

Who need mythic tiers.
[grumble in the background]

Midnight_Angel wrote:
cartmanbeck wrote:
Make sure your DM realizes that unless the ninja has greater invisibility, he should only be getting sneak damage on the first shuriken in a round, because attacking automatically kills your stealth check. The only way to keep hidden when attacking but not invisible is to use the sniping rules.

Well... if the ninja wins Initiative (which he seemed to do), he will catch his target(s) flat-footed with the entirety of his attack pattern, invisible or not.

If I read exactly one of the OP posts the party buffed the ninja during the surprise round, without starting combat and so not alerting the targets [and that includes the bard inspire courage, something that need to be heard or seen!], so the ninja got a full round attack from stealth against surprised targets.

[teeth gnashing sound]

I wouldn't be surprised to discover that this ninja has some trick that allow him to add his dexterity bonus to damage.
Actually the OP groups should make him the party face. apparently the player can run circles around the GM and convince him that every single rule change is harmless while keeping him from seeing the big picture.

[le sigh]


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Guys, it's okay, I've already said I know enough to get the Ninja busted, and before this thread's going to explode of people always repeating the things the people on page 1 said, It'd be nice if you could just leave it at that^^

To the people saying that he's well over his WBL - I've said on page 1 that he got this due to an extraordinary situation where we got the chance to equip ourselves to our liking in a quasi-dreamlike world against a hilariously overpowered endboss, so thats no problem. YES, the rest of the group is equipped more or less equally (more or less since you cant overpower a battlefield-controller Wizard solely by equipment as you can do with a rogue or fighter).

And yes, to all those wondering about his attack bonus: I've explained this on page 1 as well (Fairly at the bottom); He's coming out at about a +15/+16). And those who are suspicious about him getting buffed before a fight - You never had a situation where you KNEW a fight was coming up and were able to buff your party shortly in beforehand? Like you were on the other side of a door and knew bad guys where on the other side or sth?

In this situation, they were there to engage in fake diplomacy (Acting nice but then telling us to lay down or weapons and expose our necks) - The ninja was stealthed and waited behind them until they blew their cover - BAM. Detect thoughts - only one direction. The one Rakshasa watching the other's backs failed on his amulet of proof against detection and location and didnt notice him. He got them by surprised and shanked them before they knew what was coming. Ergo they WERE all within 10/20 feet, albeit him having the longshot spell on him cast since before the diplomats were in sight, so he had 20ft range with them. So no Range penalties, they were all flatfooted, and he won initiative cause he was at +9 Initiative (26+Alter Self), same as them - And rolled an 18. Is that so surprising that everyone needs to make a fuzz about it? O_o Thus, he gained a full round worth of sneak attacks since enemies are flatfooted in the round following a surprise round as long as they arent acting, which they werent since he won initiative.
A few lucky rolls later, they were all down or running more or less solely due to the Ninja.

So to everyone who still wants to post in here - It wont help me anymore :P To everyone who still wants to discuss it - Do as you please, but I wont read it cause I already told my GM about the problem and I'm done with it^^

Have fun and take care ;)


Can't overpower a battlefield-controller wizard with equipments? Say that to someone with a rod of persistant metamagic, a lesser rod of quicken, a decent headband of intellect, and an improved familiar with a wand of fog cloud!

Heeelloooo 3 saves or suck per round + hard to orient for everyone!


Ilja wrote:

Can't overpower a battlefield-controller wizard with equipments? Say that to someone with a rod of persistant metamagic, a lesser rod of quicken, a decent headband of intellect, and an improved familiar with a wand of fog cloud!

Heeelloooo 3 saves or suck per round + hard to orient for everyone!

Yes. Which sucks for everyone :P I've never been a friend of fog-spells (Except Stinking Cloud, mind you). And yes, a Controller cant be as overpowered as a DPS Char - I dont see a problem with that statement. You can easily overpower a DPS Char up to more than 60-70 DMG per Hit, while you can just heighten the Spell DCs of Casting chars by... what? 3 or 4? And thats the important thing - Save or sucks suck if the DCs are too low - Damage is always useful. Esp. if it's enough to kill enemies before they can react.

PS: Okay, now THAT was my last post to this thread :P Take care^^

The Exchange

There's also a slight problem trying to use eight returning weapons, as you generally need to be able to catch them. Catch the first one in your right hand, the second in your left, the third... in your teeth maybe? Chucking multiple shuriken (in the rules this is, not RL) is down to drawing and firing them like ammunition - not the ability to hold a half-dozen in your hand at once. So there seems to be an additional house rule in play there too.


If you are allowed custom magic items you can create an item that would solve the magic shuriken problem.

Create a pouch of abundant ammunition, at spell level 1 and caster level 1 the math comes out to 1*1*2000*2*2 multiplying by 2 twice for a slotless item and because of the duration of the spell it comes out to about 8k gp. If you cast greater magic weapon on the bag it confers a +1 bonus for every 4 caster levels so at lvl 8 you should get a +2 bonus. Price for having that cast by a wizard commercially would be spell level*caster level*10 so 3*8*10=240 add on 7500 for casting permanency and you have a pouch of abundant ammunition that holds +2 shurikens for 15740 give or take some gold.


Your best bet would be a wand of greater weapon or if your gm is insane persuade him that gloves of throwing (weapon enhancement on all thrown weapons) are a good idea argue that you aren't going to be more powerful than an archer just enchanting their bow.


Wind Chime wrote:
Your best bet would be a wand of greater weapon or if your gm is insane persuade him that gloves of throwing (weapon enhancement on all thrown weapons) are a good idea argue that you aren't going to be more powerful than an archer just enchanting their bow.

What are these gloves of throwing? I have never seen a magic item that grants enhancement bonuses to all thrown weapons as most normal thrown weapons can be enchanted as per normal.

Liberty's Edge

Shinigaze wrote:

If you are allowed custom magic items you can create an item that would solve the magic shuriken problem.

Create a pouch of abundant ammunition, at spell level 1 and caster level 1 the math comes out to 1*1*2000*2*2 multiplying by 2 twice for a slotless item and because of the duration of the spell it comes out to about 8k gp. If you cast greater magic weapon on the bag it confers a +1 bonus for every 4 caster levels so at lvl 8 you should get a +2 bonus. Price for having that cast by a wizard commercially would be spell level*caster level*10 so 3*8*10=240 add on 7500 for casting permanency and you have a pouch of abundant ammunition that holds +2 shurikens for 15740 give or take some gold.

Permanency on Greater magic weapon?

Not allowed AFAIK.

The gloves of throwing are a suggested custom magic item, I suppose.


Diego Rossi wrote:


Permanency on Greater magic weapon?
Not allowed AFAIK.

The gloves of throwing are a suggested custom magic item, I suppose.

Aha! You are correct, I was mistaking greater magic fang for greater magic weapon. Though the last line of permanency says "The GM may allow other spells to be made permanent." so it would have to be cleared throught the GM but Greater Magic Weapon could still be used.

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