miknick55 |
Hello! I am designing a vigilante and I’m wondering about the Teisatsu Talents. It appears that they can take a Ki Power or a non-master Ninja Trick in place of a Vigilante Talent, but it is stated in Vigilante Talents that: “Unless otherwise noted, a talent can be selected only once.
Does this mean that a Teisatsu Vigilante can only have one Ki Power and one Ninja Trick from the Teisatsu archetype?
Thank you!
Michael
Derklord |
Sadly, yes.
A Teisatsu's only ninja trick is going to be Vanishign Trick, and one has to think hard about which Ki Power to take: Empty Body for sheer power and versatility? Ki Leech for infinite ki? Freedom of Movement for swift action get-out-of-imparements? Tough choice!
miknick55 |
Sadly, yes.
Ah, that’s okay! Still a cool touch to my build.
A Teisatsu's only ninja trick is going to be Vanishign Trick, and one has to think hard about which Ki Power to take: Empty Body for sheer power and versatility? Ki Leech for infinite ki? Freedom of Movement for swift action get-out-of-imparements? Tough choice!
Do you mean Vanishing trick is just the best? Or some limitation I’m missing? Yeah haven’t even looked at the all yet, tricks or powers. Infinite Ki sounds nice for sure!
Derklord |
Do you mean Vanishing trick is just the best?
Yes. It's basically the signature ability of the Ninja (and the reason to play Ninja over Rogue). The only real alternative I see is Forgotten Trick.
Nite: Teisatsu does not have access to Invisible Blade, which is basically the only thing that prevents it from utterly outclassing the Ninja in virtually every aspect. If your campaign is expected to reach high levels, Vanishing Trick will probably fall off, that's the downside of the archetype.
Temperans |
One thing to keep in mind is that you do not have to build Teisatsu as a Ninja.
This allows you to do some really interesting things like:
* Flurry of Stars with the Vigilante's Returning Weapon. This makes it so you can uber flurry infinite shurikens.
* Ki Venom along with Vigilante's great ability to blend in. This also combos with Vigilante Poisoner.
* There are some silly things that can be done with combat maneuvers.
* Style feat sillyness.
* etc.
Also remember you can always just get Ninja/Rogue/Monk levels as normal. Yes it means less levels in vigilante, but honestly its not that big a deal. You are likely to get all the talents you want earlier rather than later anyways. Ex: Ninja 10(12)/Vigilante 10(8) works really well.
Name Violation |
One thing to keep in mind is that you do not have to build Teisatsu as a Ninja.
This allows you to do some really interesting things like:
* Flurry of Stars with the Vigilante's Returning Weapon. This makes it so you can uber flurry infinite shurikens.
At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out.
infinite shurikens at 14th level... meh
Totally Not Gorbacz |
Temperans wrote:One thing to keep in mind is that you do not have to build Teisatsu as a Ninja.
This allows you to do some really interesting things like:
* Flurry of Stars with the Vigilante's Returning Weapon. This makes it so you can uber flurry infinite shurikens.
At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out.
infinite shurikens at 14th level... meh
In Tempereans' low-power games where core Rogue is a deadly combatant, this is indeed a borderline game-breaking ability.
Temperans |
Temperans wrote:One thing to keep in mind is that you do not have to build Teisatsu as a Ninja.
This allows you to do some really interesting things like:
* Flurry of Stars with the Vigilante's Returning Weapon. This makes it so you can uber flurry infinite shurikens.
At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out.
infinite shurikens at 14th level... meh
1) You do get returning with all your shuriken just by taking that, which makes things a lot easier.
2) The level 14 thing is a quality of life upgrade since it means you no longer have to worry about getting more shurikens. Its just a way to save gold.3) I never said that it was fast, I said that there are more options than just Vanishing Trick. How good any option is is 100% on the player and campaign, so why you two booing me for giving options?
*******************
Instead of spending that talent on invisibility, it could be spent on something else since you can gain invisivility via a magic item for fairly cheap.
Also there is the fact that Hidden Strike =/= Sneak attack. So you have to use the Teisatsu talent if you want to apply a ninja trick to that. By comparison you can get vanishing trick via a dip with no issues.
Totally Not Gorbacz |
How good any option is is 100% on the player and campaign, so why you two booing me for giving options?
Because your games are low-powered outliers from PF1 norm. I'm not saying it's the wrong way to play Pathfinder, but it's far from the usual fare, and assessing the game through the prism of a metagame outlier is ... not very helpful.
The default scenario is that Vanishing Trick is the only reasonable choice, because it's an incredibly powerful, versatile and thematic (poof, ninja disappears, classic) ability that's simply flat-out superior to every other choice. Saying that infinite returning shurikens are a viable alternative is like telling a Fighter with 2h weapon that Power Attack isn't a must-take feat, you could instead pick one that gives you +2 to hit while you're standing in running water during full moon.
Temperans |
Temperans wrote:How good any option is is 100% on the player and campaign, so why you two booing me for giving options?
Because your games are low-powered outliers from PF1 norm. I'm not saying it's the wrong way to play Pathfinder, but it's far from the usual fare, and assessing the game through the prism of a metagame outlier is ... not very helpful.
The default scenario is that Vanishing Trick is the only reasonable choice, because it's an incredibly powerful, versatile and thematic (poof, ninja disappears, classic) ability that's simply flat-out superior to every other choice. Saying that infinite returning shurikens are a viable alternative is like telling a Fighter with 2h weapon that Power Attack isn't a must-take feat, you could instead pick one that gives you +2 to hit while you're standing in running water during full moon.
......
Umm, quick question why are you taking this personally? Follow up quick little question have you even read Zenith's guide to ninja?
Did I ever say that Vanishing Trick was weak? No I said it wasn't the only option.
If you are so keen on "having the most powerful option" then you would know that Vanishing Trick isn't even the best trick since that would be Invisible Blade; Which Teisatsu, is not allowed to take. Do you know what are the top 6 basic ninja tricks? Let me list them: Combat Trick, Rogue Talent, Shadow Clone, Flurry of Stars, Weapon Training, and Offensive Defensive. All of which are better than Vanishing Trick, specially when as a teisatsu you don't have access to Invisible Blade.
So don't come here speaking as if my opinion is invalid because you have some weird hang up about how I may or may not play some of my games. Its creepy, pointless, and an overall waste of breath. If someone doesn't like advice given or if it doesn't fit their table and/or playstyle that is for them to decide. Not you, me, or any other rando on the internet.
Derklord |
So don't come here speaking as if my opinion is invalid
That's funny. Your post de facto says that my opinion that only Vanishing Trick is worth it is invalid. So get off your high horse, Totally Not Gorbacz isn't doing anything you haven't already done.
Instead of spending that talent on invisibility, it could be spent on something else since you can gain invisivility via a magic item for fairly cheap.
Please name the magic item that grants swift action ivnisibility "for fairly cheap". Or are you unable to grasp the benefit of not wasting a standard action?
1) You do get returning with all your shuriken just by taking that, which makes things a lot easier.
It doesn't make anything easier for a shuriken thrower. Even under the very bening interpretation that it overrides the "all ammunition that hit and 50% of ammuniitom that misses is destroyed" it only saves a bit of gold. If you don't enchant shurikens, sopmething I consider the norm because the alternative is to literally throw away money, it has almost no effect at all.
How good any option is is 100% on the player and campaign, so why you two booing me for giving options?
Because you mention "options" that are terrible in virtually every campaign, and for virtually every playstyle. Style Master is a single non-prereq-ignoring feat. Flurry of Stars is the equivalent of a single feat, because both Rapid Shot and the TWF feat (and using the TWF option) does the same thing, and a medium BAB class with no accuracy boost certainly can't stack all three. Ki Venom is too slow and unimpactful for all but the lowest power campaigns, and I don't see which ninja trick is supposed to help with combat maneuvers.
Do you know what are the top 6 basic ninja tricks? Let me list them: Combat Trick, Rogue Talent, Shadow Clone, Flurry of Stars, Weapon Training, and Offensive Defensive.
Offensive Defense isn't even a Ninja Trick. By listing it you have shown that you have no idea what the hell you are talking about. Also, you're the only person on this planet that believes that a mere feat is better than Vanishing Trick.
If you actually want to help other people, learn to understand that your campaign where "I don't need sneak attack because Magic Trick (Magic Missile) 4 times a day is more than enough in most cases." is basically a different game from what everyone else plays.
We have a right to call out unhelpful advise, whether you like it or not.
Name Violation |
Name Violation wrote:Temperans wrote:One thing to keep in mind is that you do not have to build Teisatsu as a Ninja.
This allows you to do some really interesting things like:
* Flurry of Stars with the Vigilante's Returning Weapon. This makes it so you can uber flurry infinite shurikens.
At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out.
infinite shurikens at 14th level... meh
1) You do get returning with all your shuriken just by taking that, which makes things a lot easier.
2) The level 14 thing is a quality of life upgrade since it means you no longer have to worry about getting more shurikens. Its just a way to save gold.
3) I never said that it was fast, I said that there are more options than just Vanishing Trick. How good any option is is 100% on the player and campaign, so why you two booing me for giving options?*******************
Instead of spending that talent on invisibility, it could be spent on something else since you can gain invisivility via a magic item for fairly cheap.
Also there is the fact that Hidden Strike =/= Sneak attack. So you have to use the Teisatsu talent if you want to apply a ninja trick to that. By comparison you can get vanishing trick via a dip with no issues.
returning doesnt really work on ammo, since they automatically break if they hit.
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.
so you have a 50% chance of returning working if you miss, otherwise it does nothing
Temperans |
Temperans wrote:......
Yes you are right that swift action invisibility can't really be gotten with items. But invisibility itself is not that hard. That is one of the reasons why Vanishing Trick is so good, but how does that become the only option? Not every player or character wants to use invisibility.
Returning ammunition/thrown weapons is always good in my opinion since it solves a lot of issues with having enough. I agree its not the best, but its also not bad. So lets agree to disagree, I don't see either of usnchanging our minds on this.
In my view getting more feats is always good to the point that "get a combat feat" is a straight up Avenger Vigilante talent. Style Master is no different from Combat Trick.
Flurry of Stars is the equivalent of 2 feats, rapid shot and manyshot, and it stacks with rapid shot and TWF (if you have the proper build). Just Flurry of Stars lets you do 4 attacks at level 8 when you are normally only making 2, and it can grow bigger by using flurry of blows, haste, and other effects for 6+ attacks. At high level you can get a truly outstanding number of attacks that all deal Xd8 + some other effect.
Regarding Poison they can be pretty strong, I should know given one of my players use con damage, and ability damage/drain has consistently caused the most issues. But if you are facing creatures that are immune yeah it becomes worse, so its more dependent on the campaign than it being good/bad.
Yeah I messed up with Offensive Defensive. I was copying the guide and forgot to check if that was a ninja trick or rogue talent. My bad on that one.
**********************
Finally, you three clearly disagree with my opinion that there is more than just Vanishing Trick. I really didn't think that was just a hot take so as to start what ever this is, but here we are I guess. I'll just take my leave and leave the thread, there is no point in losing sleep over this.
OP have fun making the Teisatsu Vigilante it is a fun archetype with a lot of potential. People really undersell some options, but its best to come up with your own conclusions based on your tastes and the type of character you want.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
returning doesnt really work on ammo, since they automatically break if they hit.RAW wrote:Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of...
Easy fix, durable shuriken.
While Kyonin archers prefer alchemical arrows to other missile weapons, characters can infuse other ammunition and thrown weapons that deal piercing damage (such as crossbow bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative types of alchemical ammunition have effects identical to the alchemical arrows listed here.
Name Violation |
Name Violation wrote:
returning doesnt really work on ammo, since they automatically break if they hit.RAW wrote:Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of...Easy fix, durable shuriken.
alchemy manual pg 20 wrote:While Kyonin archers prefer alchemical arrows to other missile weapons, characters can infuse other ammunition and thrown weapons that deal piercing damage (such as crossbow bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative types of alchemical ammunition have effects identical to the alchemical arrows listed here.
There ya go.
Solutions.