300+ dpr level 12 ninja? Did I break the game, or am i doing this wrong?


Advice

51 to 79 of 79 << first < prev | 1 | 2 | next > last >>

Mu'Randa wrote:
The barb is focused on trolling

trolling? Like grabbeling and tripping? or like annoying folks on internet forums?


Mu'Randa wrote:
That being said, I feel like I have to play down to their level for them to be happy. Suggestions?

Easy: play down to their level.

Or if that makes YOU unhappy, find another group.

I have GM'd groups like this, where several players were fairly new or were just not interesting in winning a DPR race. They built characters that looked and functioned more or less like the iconics. Basic, fun, and definitely not OP. But in these groups there was one player who gamed the system and built a duper-OP character. All legit, nothing wrong with that. But he didn't fit that group. It was like Batman and a bunch of Robins. Nobody wants to be Robin. It completely destroys the fun for everybody else to do the best they can and be nearly worthless compared to another PC. Some players are OK with that but IME most are not. And it's a nightmare for any GM who wants an interesting and realistic challenge - how do I challenge batman without killing any Robins, and yet make the Robins feel like they made a difference (and then do it 4 times each day with new and interesting solutions). Believe me, the choices are a tiny sliver of a fraction that are available to challenging 4 Batmans or 4 Robins.

So, long story short, play their game and make it fun for everybody or leave and find another group that plays the way you like.

Liberty's Edge

From my perspective...
Your character is far from uber, it is a glasscannon, as soon as anything sees it he'll probably drop vs a fort or will save. Blur or darkness will negate all sneak attack. Ninjas in general can at level 12 look amazing on paper but the enemies should have sufficient means to dodge sneak attacks about 50% of the time in decent battles.

However, you've done a great job building that ninja and it is cleverly built, so it deserves the respect his contribution offers the team, just don't forget to commend the others for what they do. Dealing damage is about a fifth of what decides a battle.
Someone will need to act as a distraction/tank, someone will confuse/debuff, someone will be the teams guardian with heals, protective spells and antdebuff/anticurse spells and someone should be focused on reducing the enemies to a 'non battle ready state'. The latter is probably your role. Make sure the rest are conscious about how they contribute and the envy will likely disappear.

But if they have monks with their main stat being charisma... Advice them to build character concepts that have their roreplaying skills and strength supported by the class and race they play.

Sovereign Court

Revolvers are OP in general. They should be allowed at all. In addition - their touch attacks get rid of the main disadvantage of a ninja - accuracy - giving you more advantage from them.

In addition - levels 10-13ish is the high-point of a ninja's career. 10 being when you get greater invis, and past 13ish - too many enemies start have either

1. Ability to see through invis consistently

2. Resistance to sneak attack. (It's around then when at least light fortification becomes more common, not to mention any other class/monster abilities.)

(Of note - I'm assuming you took the Shadow Strike feat so that you aren't hard-countered by any sort of concealment.)

If your GM banned advanced firearms - you'd have a very solid if somewhat standard ninja build, though different in that most go melee vs ranged. If your GM does ban revolvers - you could rebuild into a thrower build with a blinkback belt - the hand-crossbow thing would have issues with enchantment. You'd lose touch attacks, but you'd gain the option to melee.


Does this character in question have the mythic weapon ability to make himself undetectable while invisible? If so, no creature would be able to spot him or detect him through true seeing.


Personally, i think the problem is not with the build but the weapon. In my experience, guns brake the game period. We ran a Shattered Star campaign for a bit with a kobold gunslinger using a musket, and was doing far more damage than my 2h fighter. Even had the same ac and saves. Our gm was getting really annoyed with the hit on touch AC with such a powerful weapon.


Guns and Firearms don't break the game. Hitting Touch AC with Deadeye Deed breaks the game. Well, maybe Double barreled guns break the game. Especially when hitting Touch AC.


How do you have low-light vision as a racial trait as a human?


@Scott Wilhelm - How did you defeat all those monsters in 1 round with a grappler? I usually think of grappling as taking a round to get started since you have to wait until the second round of grappling to "maintain the grapple", which is usually what allows you to inflict damage multiple times, pin the opponent, rake, etc.


Devilkiller wrote:
@Scott Wilhelm - How did you defeat all those monsters in 1 round with a grappler? I usually think of grappling as taking a round to get started since you have to wait until the second round of grappling to "maintain the grapple", which is usually what allows you to inflict damage multiple times, pin the opponent, rake, etc.

You can build a grappler to tie up an enemy in only a single round, bushwhacked, and greater grapple allow you to pin and tie someone up right after the initial grapple.


I wasn't previously aware of the bushwhack feat. Being able to pin an unaware and flat-footed foe as a free action sounds great for a stealthy grappler. It certainly gives me a new feat to consider taking in the future. I'm not sure how Greater Grapple would help you here though since you have to wait until the round after you start the grapple to use a move action to maintain the grapple with Greater Grapple. At least I think there was a ruling like that, and the combat trick for Greater Grapple in Pathfinder Unchained certainly reads as if such a rule is in place.


Devilkiller wrote:
I wasn't previously aware of the bushwhack feat. Being able to pin an unaware and flat-footed foe as a free action sounds great for a stealthy grappler. It certainly gives me a new feat to consider taking in the future. I'm not sure how Greater Grapple would help you here though since you have to wait until the round after you start the grapple to use a move action to maintain the grapple with Greater Grapple. At least I think there was a ruling like that, and the combat trick for Greater Grapple in Pathfinder Unchained certainly reads as if such a rule is in place.

Where is the rule that you have to wait? From all I've read it's a standard to start -> bushwhacked triggers -> use move to maintain (tie up). I've seen nothing to say you have to wait, even greater grapple says you can make 2 grapple checks a round. Now whether you get the +5 is ambiguous.

Well the new action economy actually broke up the actions with explanations that make it a much more explicit in when and what you can do.


Devilkiller wrote:
@Scott Wilhelm - How did you defeat all those monsters in 1 round with a grappler? I usually think of grappling as taking a round to get started since you have to wait until the second round of grappling to "maintain the grapple", which is usually what allows you to inflict damage multiple times, pin the opponent, rake, etc.

You combine Greater Grapple and Expert Captor. With Greater Grapple, you can maintain a grapple as a Move Action after making a grapple check as a Standard Action. With just Greater Grapple, you can have your opponent Pinned in 1 round. With Expert Captor, a Cavalier Order of the Penitent ability, you can Tie Up an opponent you have Grappled, not Pinned, and you don't take the normal -10 to do it.

Then comes cozening the bonuses. There are a lot of ways to gather those bonuses and finding good rope.


Scott Wilhelm wrote:
Devilkiller wrote:
@Scott Wilhelm - How did you defeat all those monsters in 1 round with a grappler? I usually think of grappling as taking a round to get started since you have to wait until the second round of grappling to "maintain the grapple", which is usually what allows you to inflict damage multiple times, pin the opponent, rake, etc.

You combine Greater Grapple and Expert Captor. With Greater Grapple, you can maintain a grapple as a Move Action after making a grapple check as a Standard Action. With just Greater Grapple, you can have your opponent Pinned in 1 round. With Expert Captor, a Cavalier Order of the Penitent ability, you can Tie Up an opponent you have Grappled, not Pinned, and you don't take the normal -10 to do it.

Then comes cozening the bonuses. There are a lot of ways to gather those bonuses and finding good rope.

Awesome now I know more, I combined the above with the equipment trick (rope) to achieve similar except my tie up was at -5.


Some simple things which may or may not have already been factored in:

Sassone Leaf Residue has an onset time (delay) of 1 minute before the first damage is felt by the target (so it will not enter into DPR until one minute [10 rounds] have passed).

When you use deadly aim with a gun, the gun no longer targets touch AC (this will likely lower DPR dramatically).

If you are human (i.e. receive the human bonus feat), and using greater sniper goggles you do not have low light vision (without houserules), without low light or darkvision you cannot take moonlight stalker. Maybe this is a mythic thing + retraining (can't retrain the bonus feat actually); I don’t know what abilities you have there.

The greater sniper goggles grant +2 attack when applicable (i.e. making a sneak attack), and +12 dmg/attack when within 30’ when applicable (making a sneak attack). Presumably this is precision damage since it interacts with sneak attack, although this is not explicitly stated. Also presumably you've been making these attacks within 30'.

You can make up to 12 shots total before you have to reload your pistols; so even assuming weapon cords your “optimal damage zone” is the first 3-4 rounds, after that you fall off, or stop for a bit to reload. OR it requires quickdrawing new preloaded guns which you have not specified here and would double your effective optimal damage zone (and consequent reload time).

So what you’re looking at now (assuming revolvers):

Damage:
7.5 average damage per shot (1d8+3)
33 average damage per sneak attack (factoring goggles)
No damage from the poison (assuming typical fight length of =<5 rounds)

No moonlight stalker, and no deadly aim would put you at 53.5 average damage per shot – you could bump this up via talents, but ignoring that:

FF + Touch:
Targeting flatfooted touch AC (10-13 for almost everything + any relevant penalties) you hit until you misfire (breaking your gun until you can get it fixed) which has a 5% chance of happening per shot since revolvers have the minimum possible misfire value (1).

NOTE:
NOTE: Although I doubt it matters for guns given your level, do remember to factor in hard/soft cover (i.e. firing through teammates), TWF, and firing into melee penalties (so enemies have an effective AC of say 20-your dex-2invisible-2goggles-3 (magic item bonus)-your BAB = you always hit if you have at least a +2 dex mod on your main attacks, or +7 on iterative even in a worst case scenario).

Pretty easy to pull 200+ DPR (assume the average enemy has at least some DR), of course almost everything CR10+ can see through invisibility, which would negate your ability to stealth, hence completely nullify your damage.

Ignoring that for a minute, but assuming you use deadly aim (which negates targeting touch AC)

FF only:
Enemies now have a pretty wide spectrum of ACs against you (starting at 10, averaging mid 20s, but possibly going as high as low 30s). Assuming average you’re not much worse off than a worst case scenario from before (see NOTE), except you now need around a +9 dex mod to be guaranteed to hit on your primaries (assuming no misfire and factoring the added miss chance from DA), and some buffs for the iterative (Mythic TWF can help a lot by negating penalties). VS bosses (FF AC high 20s/low 30s) you’ll need better options or miss 50-75% of your attacks. On the plus side the bonus damage will negate about half the DR most enemies will have.

Now assuming most enemies can see you despite invisibility (but not using DA so you still get touch AC).

Touch:
Enemies will have an AC starting at 10, and going as high as the low 30s (Monks). Since almost everything is not a Monk you’re still guaranteed to hit on primaries assuming a reasonable dex bonus, guaranteed on secondaries if it’s high (I’m guessing it is). You’re now doing 7.5 average damage per shot, which is not penetrating their DR (so maybe that poison will eventually come into play if they aren't immune to poisons).

Lastly assuming you use DA (so no touch AC), and the enemies can see you anyways

Switch to Melee:
you get a 50-75% miss chance from enemy AC, and when you hit it's for 13.5 average damage per shot (3.5 +/-5 assuming DR). Which is not good at your level.

Maths ignoring Crits/Misfire.


Firearms explicitly work with Deadly Aim:

Quote:

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.


redward wrote:

Firearms explicitly work with Deadly Aim:

Quote:

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Allow me to highlight the relevant bit for you. No one is saying you can't use deadly aim; you don't target touch AC when you do so - normally the draw for using a gun in the first place.


Trekkie90909 wrote:
redward wrote:

Firearms explicitly work with Deadly Aim:

Quote:

Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Allow me to highlight the relevant bit for you. No one is saying you can't use deadly aim; you don't target touch AC when you do so - normally the draw for using a gun in the first place.

That is what allows you to use Deadly Aim with firearms at all. Normally it doesn't work with touch attacks.


It's posts like this that remind me why I've become disenchanted with pathfinder


Regarding deadly aim and touch attacks with guns, I've been under the impression that they work together and this is one of the reasons guns can easily become unbalanced. The idea of Deadly Aim and Power Attack is to trade some chance to hit for some extra damage if you do hit. With touch attacks there's very often no reduction in your effective chance to hit even on iterative attacks. Even -4 from TWF penalties and -4 for firing both barrels of a double barreled gun at the same time might not be enough to cut down your hit chance to much below the 90-95% range.

Regarding the grapple sidebar, Expert Captor looks like a powerful ability in and of itself, but I'm still not sure if Greater Grapple can be used to grapple as a move action in the same round where you initiate the grapple as a standard action. I think I've seen developer posts saying it doesn't work (contrary to an old post by James Jacobs saying it did). Pathfinder Unchained also has the following on page 112:

Quote:

Greater Grapple (Combat): After you take a move action

to successfully maintain a grapple, you can spend 5 stamina
points before the end of your turn to maintain that grapple
as a swift action. This allows you to make up to three grapple
checks to maintain a grapple during a round, but you still
can’t maintain a grapple until the round after you initiate it.

If anybody would like to discuss this further I have a recent thread titled "Hurtful + Grab" where I hoped to get some input on grappling issues, or we could start a new thread.

@The Saltmarsh 6 - Sometimes the problems discourage me. Other times they make me hope to see fixes. The Unchained Summoner, which is compulsory for PFS, seems to be a nerf in some ways, so I wouldn't rule out the idea of Paizo nerfing other controversial material in the future. Of course the nerf itself is often even more controversial (eg Crane Wing)


redward wrote:
That is what allows you to use Deadly Aim with firearms at all. Normally it doesn't work with touch attacks.

It doesn't work with touch attacks here either.


Trekkie90909 wrote:
redward wrote:
That is what allows you to use Deadly Aim with firearms at all. Normally it doesn't work with touch attacks.
It doesn't work with touch attacks here either.
Deadly Aim derail:
Deadly Aim wrote:
...The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Firearms wrote:
...the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim.

The attack resolves against touch AC within the first range increment.

It is not considered a touch attack for Deadly Aim.

So it is an attack that resolves against touch AC to which Deadly Aim applies because it is not specifically a touch attack.

If you don't believe me, search "firearms deadly aim" and read through the threads that pop up.

Community & Digital Content Director

Removed a series of posts. If you have an issue with a moderation decision, email community@paizo.com.

51 to 79 of 79 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / 300+ dpr level 12 ninja? Did I break the game, or am i doing this wrong? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Druid Gear