I need characte help


Advice


My GM started a sandbox evil campaign. In this homebrew house-ruled world I've made a ratfolk ninja.

Unchained Ninja MCV Magus

01 two-weapon fighting, improve initiative*, reactionary, carefully hidden
02 weapon focus* (shuriken)
03 finesse training (wakizashi), arcane pool
04 flurry of stars
05 point blank shot, signature skill*acrobatics
06 rapid shot*
07 ki arcana
08 vanishing trick
09 greater two-weapon fighting,
10 invisible blade, signature skill*stealth
11 spellstrike, tailblade
12 crippling strike
13 (feat)
14 (ninja trick)
15 bane blade, signature skill*bluff
16 (ninja trick)
17 improved two-weapon fighting
18 (ninja trick)
19 (magus arcana), (weapon)
20 (ninja trick), (skill*)

I need help with are filling in the blanks

And I need how some abilities stack together.

ki pool + signature skill (acrobatics) =

vanish/invisible blade + signature skill (stealth) + no trace =

I can see the dots but I can't seem to put them together for the big picture. Please point me in the right direction.


I know this is a annoying question but does it have to be a ninja? Ninja is among the weakest classes in the game, IMOP. I am unsure how unchained ninja work so that is hard to advice on. the VMC magus can be used to get level to damage on a onehanded piercing weapon, dosent work with TWF but you most likely want that. And get that feat that allow you to do precision damage against folks with concealment.
Good luck:)


What exactly are you looking to get out of the VMC?


@kestral287 Primarily the combined ki and arcane pools with ki arcana, bane blade, and my GM ruled wands work with spellstrike.
I was kinda torn between magus for a larger pool of points or cleric with channel ki to recover ki points. i ended up running with magus for the smaller feat investment

@cap. Darling yeah, it has to be a ninja we're already 6th level and I know they're weak, but I'm probably the strongest in my party.

It's a tweaked classic ninja build and it focusses on flurry of stars and peppering my opponent with as many sneak attack shurikens in a round as possible. It reaches full potential when it gets crippling strike at 12.

while typing out my acrobatics question I think I answered my own concerns lol. I really wanted to know if combining the ki pool bonuses stacked with the acrobatics skill unlocks and they do except it's only for jumping not avoiding opponents. For jumping I'll be able to 1/2 the DC and double the result of my roll it. That would have been really nice during combat otherwise. can moving through my opponents threatened area be considered a jump? Lol

And again with my stealth questions I find the answer as I'm typing. it was about standing still and making a full attack sniping with invisibility and no trace, but sniping is a move action so a full attack can't happen.

So, I guess now I'm just looking for some advice filling in the blanks. Strength and intelligence ended up being dump stats for the character so that marginalizes the usefulness of the majority of the magus arcana.


At level 6 I ended up opting for forgotten trick over combat trick (rapid shot). I couldn't give up the versatility. I also realized I need hasted assault and I want to fit rapid shot back into the picture. My blanks are filling in pretty nicely. still seeking more suggestions though.

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