Kemuri Kunoichi
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Let me know if you guys can think of any ways to optimize this build (different feat/trick order, stats, traits, etc). It is a society character, so 20 point stat buy, only PFS legal equipment and abilities. I would like to avoid dump stats, as the GMs in this area like to make players pay for dumping. I would also like to be able to be a face/library, which is why I put the 14 in Int instead of Con.
The focused will be on using a shortbow from stealth as much as possible.
Is poison worth bothering with for Society play?
Str: 12 (-2 racial)
Dex: 16 (+2 racial)
Con: 10
Int: 14
Wis: 10
Cha: 16 (+2 racial)
Race: Kitsune
Traits:
Observant (Grand Lodge Faction) +2 perception
Reactionary +2 initiative
1. Ninja: Poison use, sneak attack +1d6
Feat: Point Blank Shot
2. Ninja: Ki pool
Ninja Trick: Vanishing Trick
3. Ninja: No trace +1, sneak attack +2d6
Feat: Precise Shot
4. Ninja: Uncanny Dodge
Ninja Trick: Weapon Training - Shortbow
5. Ninja: Sneak attack +3d6
Feat: Rapid Shot
6. Ninja: Light steps, no trace +2
Ninja Trick: Shadow Clone
7. Ninja: Sneak attack +4d6
Feat: Snap Shot
8. Ninja: Improved Uncanny Dodge
Ninja Trick: Hidden Weapons
9. Ninja: No trace +3, sneak attack +5d6
Feat: Clustered Shots
10. Ninja: Master tricks
Ninja Trick: Invisible Blades
11. Ninja: Sneak attack +6d6
Feat: Greater Snap Shot
12. Ninja: no trace +4
Ninja Trick: Evasion
| MageHunter |
For the point buy, are you including the racial bonuses in the scores?
If so you bought four 14's which is 20 points.
I would recommend a 13 INT, and 12 CON. Costs the same, but as you level up you could increase INT which counts for skill ranks retroactively. Just the +1 bonus is still better than nothing.
Kemuri Kunoichi
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The stats are after the racial modifiers are applied. Not sure how I missed the BAB reqs for the snap shot feats.
How is this?
Str: 12 (-2 racial included)
Dex: 16 (+2 racial included)
Con: 12
Int: 13
Wis: 10
Cha: 16 (+2 racial included)
1. Ninja: Poison use, sneak attack +1d6
Feat: Point Blank Shot
2. Ninja: Ki pool
Ninja Trick: Vanishing Trick
3. Ninja: No trace +1, sneak attack +2d6
Feat: Precise Shot
4. Ninja: Uncanny Dodge
Ninja Trick: Weapon Training - Shortbow
5. Ninja: Sneak attack +3d6
Feat: Rapid Shot
6. Ninja: Light steps, no trace +2
Ninja Trick: Shadow Clone
7. Ninja: Sneak attack +4d6
Feat: Deadly Aim
8. Ninja: Improved Uncanny Dodge
Ninja Trick: Hidden Weapons
9. Ninja: No trace +3, sneak attack +5d6
Feat: Manyshot
10. Ninja: Master tricks
Ninja Trick: Invisible Blades
11. Ninja: Sneak attack +6d6
Feat: Clustered Shots
12. Ninja: no trace +4
Ninja Trick: Evasion
Gray Warden
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I'd take Deadly Aim at 4th with Combat Trick, Improved Initiative or Extra Ki at 7th and Weapon Training at 8th. However I'm not very keen on Weapon Focus if you don't use it as a prerequisite, so I'd give a second look to the Ninja/Rogue talents in order to fine a more useful one.
I'd also take the trait Deadeye Bowman instead of the +2 on Perception.
Manyshot helps you build up damage through Deadly Aim, so I'd take it even if doesn't double precision damage.
Gray Warden
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Ops, I didn't notice it was longbow only.
However no, Precise Shot lets you get rid of the "melee" penalty. In other words, if the situation is this:
Y------------EA
with Y=you, E=enemy and A=ally, the enemy would have a +4 to AC (or you would have a -4 to hit) because E is threatened by A.
However, if the situation was this:
Y------------AE
then E would have +8 to AC: +4 for being threatened by A, and +4 for soft cover. Precise Shot removes the first +4, Deadeye Bowman removes the second. Without the trait, you would have to take [utl=http://www.d20pfsrd.com/feats/combat-feats/improved-precise-shot-combat---final]Improved Precise Shot[/url], which is a much stronger version, but requires BAB +11.
So, because you can't take either, just try to move away from the cover line if you find yourself in the latter case.
Kemuri Kunoichi
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Ok...went back to the drawing board a bit and decided that going with the unchained rogue instead of the ninja would be a bit better overall. Same stats, race, traits, but I gain weapon finesse for free in case I am ever forced into melee combat, I get evasion at level 2 instead of level 12, I get 2 favored class bonus extra rogue talents. I lose poison...which sucks anyways, and I lose Invisible Blades...which is an amazing ability...but by the time I hit level 10 hopefully I will be able to make up for that loss with magic items.
Vanishing Trick should allow me to move pretty freely to be able to position myself for optimal striking, and the sniper archetype will help me with getting sneak attacks off without having to be in the thick of the melee.
Str: 12 (-2 racial included)
Dex: 16 (+2 racial included)
Con: 12
Int: 13
Wis: 10
Cha: 16 (+2 racial included)
Traits: Observant (Grand Lodge) Perception
Reactionary +2 initiative
1. Feat: Point Blank Shot
Rogue: Finesse Training, Sneak Attack 1d6
Sniper Archetype: Accuracy
2. Rogue: Evasion
Rogue Talent: Ninja Trick – Ki Pool
3. Feat: Precise Shot
Rogue: Finesse Training – Daggers, Sneak Attack 2d6, Danger Sense +1
Sniper Archetype: Deadly Range
4. Rogue: Debilitating Injury, Uncanny Dodge
Rogue Talent: Ninja Trick – Vanishing Trick
Ability Score: +1 Int
5. Feat: Deadly Aim
Rogue: Sneak Attack 3d6
Rogue: Rogue's Edge – Stealth
6. Rogue: Danger Sense +2
Rogue Talent: Ninja Trick – Shadow Clone
Favored Class Rogue Talent: Combat Trick – Rapid Shot
7. Feat: Extra Ki
Rogue: Sneak Attack 4d6
8. Rogue: Improved Uncanny Dodge
Rogue Talent: Ninja Trick – Deadly Range
Ability Score: +1 Dex
9. Feat: Manyshot
Rogue: Sneak Attack 5d6, Danger Sense +3
10. Rogue: Advanced Talents, Rogue's Edge - Acrobatics
Rogue Advanced Talent: Stealthy Sniper
11. Feat: Clustered Shots
Rogue: Finesse Training - Rapier, Sneak Attack 6d6
12. Rogue: Danger Sense +4
Rogue Talent: Hunter's Surprise
Favored Class Rogue Advanced Talent: Ninja Trick – Pressure Points
Ability Score: +1 Dex