I want to hit a majority of the time with my ninja


Advice


Hey guys need your help here. In my next campaign i wish to play a ninja and wish to hit as close to all of my attacks as possible. In 3.5 i did this by using a spell that allowed my player to always touch attack every attack. To my knowledge this does not exist in pathfinder. So I ask the community is there any way to hit many or all of my attacks. I have already explored the option of brilliant energy and the whole glows like a torch kinda ruins it for a sneaky character. Higher hit is obvious so no need to suggest this option. What im trying to find is something along the lines of always doing touch attacks. Thanks guys


Here's what I do. I look through various books for all the ways I can find to increase my PC's to-hit modifier, then I arrange them in order of cost-per-+1, then I take/acquire them in order from least to most costly.

For a ninja in particular, since I've played quite a few of these rogue-types...

-The menacing weapon enhancement, preferably on an off-hand weapon or on an amulet of mighty fists, is an inexpensive +2 when flanking.
-The headband of ninjitsu from Ultimate Equipment adds +2 to hit when making a sneak attack. Note that this one requires some planning, as it uses the same slot as your ki-boosting headband of alluring charisma.
-Being good at tripping, or being in a party with a dedicated tripper, really helps. Not only is the target easier to strike, but it'll have trouble moving around and out of your flank.

-Matt


duelist's vambraces would negate the -2 penalty from duel wielding with your offhand attack, making twf worthwhile (since you would always get at least one attack at full bab)

the moonlight stalker feat gives you +2 to hit and damage while you have concealment (like a lesser cloak of displacement). that's about all i can add to the above.


While invisible you gain a +2 bonus on attack rolls and your target is denied his dex bonus to AC. This makes the Vanish trick really useful, especially once you hit level 10 and pick up Invisible Blade.

You could also take Leadership and build yourself a fighter cohort that focuses on Maneuvers that help you out. A Tripper or a Feinter would be useful, setting up opportunities for you to Sneak Attack and giving you a flanking buddy. That also gives you somebody to partner Teamwork feats with.


Oh Wraithstrike--what BS--even worse than my favorite BS spell, Wings of Cover.

Anyway, if you want to hit with most of your attacks as a ninja, you're probably out of luck. Try a different class is just about all I can tell you. Your full bonus swings should probably hit, but after that, it's going to be a crap shoot.


Lods of Dex, Weapon Finesse.

Multiclass to Magus, they get an Arcana that makes them attack Touch AC by spending Arcane Pool. Grab an Agile weapon and goooooo.


Multiclass to Gunslinger.

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Yeah, unfortunately a TWF 3/4s BAB class is not going to be hitting with every attack. One option is to go for natural attacks; several races get bite attacks and various class features give claws (Ranger + natural attack bonus feat, draconic sorcerer, etc.). That way you get 3 attacks at full BAB on a full attack, which ain't bad.

A funny way to go might be to be strength-based, take the Scout archetype, use a greatsword, and invest heavily in the Vital Strike line of feats. Proceed to roll a record number of d6s and be the least sneaky ninja ever.


Catfolk with claws. One lvl dip into monk for flurry and take feral combat training feat to flurry with claws. 3 claw attacks at -2 is pretty solid early on.

Now to keep your damage up later on don't think more attacks. Think more damage. Catfolk have a rogue talent to up SA dice to d8's. Take boar style to do 2D6 bleed when you hit with at least 2 claw attacks. Rending claws. That's off the top of my head I am sure there are other ways to up the damage as one levels up.

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As said, Invisible Blade should do the trick against the right targets.

You could mess around with smoke bombs/wave oracle dip (for the revelation to see through fog and the spell to create it) but the rest of the party might not appreciate that very much.


I am no concerned with early game really its the fact that most late game monsters have low dex and just stack natural armor to the roof. Touch gets by the natural armor. but thank you all for the suggestions all and more are appreciated


3 level fighter dip - Weapon Master. Gives Weapon Training +1 TH / +1 DAM. Then Gloves of Dueling which increase to +3/+3 that stacks with everything. The 2 bonus feats help with having enough feats that were suggested above (and probably below).

Obviously, Weapon Focus.

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