| SMIB |
Take it easy on me. i just started playing 6mos ago while i was on deployment. but i'm addicted!!
playing a friends version of Pathfinder. His own world he created, history, gods, everything. He uses 3.5, and i've just multiclassed my lvl 6 fighter
str 18
dex 14
int 12
con 10
cha 12
wis 10
AC 27
BAB 12/7
class bonuses/feats: mobility, dodge, spring atk, improved initiative, wep focus, pwr atk, shield focus, shield spec, gang up, combat expertise, wep spec+1, bravery+2, armor prof+1.
I'll be now taking classes in Ninja. obviously for the SNK ATK DMG that i'll be gaining.
why multiclass?
group had 2 heavy hitting fighers, 1 mobile fighter, an archer, and a cleric, and a paladin.
i was stuck, not as good as other fighters, but wasn't dragging em down either. wanted to switch it up a little, and bring more to the fight.
the gameplan for my fighter is to leap in/out of battle using spring atk, taking no AoO, flanking on all occasions w/gang up feat.
enabling a 1d8 + xd6 + 8bonus dmg, on both my atks.
what i need help with is figuring out what Ninja tricks would be most beneficial?
my next level, i'll get the ability bonus, where should i put this? cha or dex?
what skills should i start focusing on?
| SMIB |
*Writes a detailed analysis of the best sort of spring attacking fighter/rogue hybrid and the changes needed to get there. Goes to open a tab to reference something and closes the current one by mistake. Stares in shock for a while.*
Well. That sucks.
that sucks hard! hopefully, if you find time, i'll get to see what you came up with. thanks for the input.
| Mystically Inclined |
Okay, let's try this again shall we? Apologies, but this one is going to be more brief and to the point.
First, Ninja is actually a poor choice for what you're trying. I'd recommend a scout archetype Rogue. Yes, Ninja is usually the better class between the two, but most of the advantages the Ninja provides are not things you're going to be able to make good use of. A ninja's big advantage is Ki, which allows them to get an extra attack on a full attack, make a flurry of stars from distance, and go invisible when needed. They can also use it to increase their landspeed, which would be the biggest benefit to your ideal, but your Charisma means a low Ki pool and you won't be able to use it effectively. Ninjas can also take acrobatics tricks, which would help you, but you've got the mobility feat for that (and that trick costs Ki). If you MUST take ninja, focus on ninja tricks that don't require Ki and use your few Ki points for land speed boosts. But really, the scout archetype for Rogue serves you much better.
Retrain your weapon focus and other weapon specific feats/abilities to Greatsword, Earthbreaker, or similar. Retrain shield specialization and shield focus for Furious Focus and Vital Strike. Retrain your Ninja level to Rogue (Scout) and continue taking those from here. Eventually the Scout archetype's ability will allow you get your sneak attack without having to move into flanking, which will help a great deal. If you can use magic to gain some movement, it becomes worthwhile to trade Gang Up and Combat Expertise for Weapon Specialization and a feat of your choice. Possible magical compensation would include boots of striding and springing, boots of haste, or a wand of expeditious retreat.
| SMIB |
Oh, and if your GM doesn't want to just hand-wave the feat and class changes, look at the retraining rules in Ultimate Campaign. The GM will probably allow those. :)
big takeaways: replace my shield, give up some AC, and go w/a heavier hitting weapon, deal double + SNK ATK DMG.
i like this idea, and will keep it well noted. there's a planned trip to our weapons/armor city. i'll be saving everything between now and than for that time. if it goes down, i'm going to need it to happen there and bump the greatsword +1 along w/having the time to retrain everything.
i'll be taking all your suggestions to the GM, and try to convince him of a common ground. the group is well aware of the retraining costs assoociated needs. something that will be taking place our next prolonged town visit. thanks for the inputs. very good info.
| Mystically Inclined |
Normally I'd steer folks away from that build as too hit or miss. Quite a few creatures are immune to nonlethal damage. With this build, it wouldn't be a bad idea. The damage would go from heavy (nonlethal) to the light side of viable (immune to nonlethal). It's feat heavy, but you'd have three feats if trading gang up, combat expertise, and not taking vital strike. I'd still get weapon spec after the sap line of feats. Use the rogue trick combat trick to hurry up the feat line. It would TAKE 6 levels of fighter to get a spring attacking sap master build. That is A LOT of feats.
All in all, a higher damage but more circumstantial build. The vital strike path is more reliable but either is good.