Dal manuale Ultimate Combat, in arrivo a luglio, finalmente una classe ninja che non faccia cagare, come era invece in D&D 3.x
Anzi, forse hanno discretamente esagerato.
attacco furtivo come un ladro, usa i trick del ladro più trick esclusivi da ninja che sono fortissimi, e la solita abilità megasgrava da livello 20 che caratterizza tutte le core\base class di pathfinder:
invisibilità migliorata che inganna vista cieca, percezione tellurica, visione del vero, salcazzi. e invece che fare un furtivo +10d6 ti faccio un furtivo -10 COS, o -10 int\wis\cha se sei un caster :| è un one shot one kill diretto, diciamo.
decisamente meglio delle save-or-die date agli altri damage-dealer di livello 20
Anzi, forse hanno discretamente esagerato.
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Poison use, sneak attack +1d6
2nd +1 +0 +3 +0 Ki pool, ninja trick
3rd +2 +1 +3 +1 No trace +1, sneak attack +2d6
4th +3 +1 +4 +1 Ninja trick, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Light steps, ninja trick, no trace +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, ninja trick
9th +6/+1 +3 +6 +3 No trace +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Master tricks, ninja trick
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Ninja trick, no trace +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Ninja trick
15th +11/+6/+1 +5 +9 +5 No trace +5, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Ninja trick
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Ninja trick, no trace +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Hidden master, ninja trick
1st +0 +0 +2 +0 Poison use, sneak attack +1d6
2nd +1 +0 +3 +0 Ki pool, ninja trick
3rd +2 +1 +3 +1 No trace +1, sneak attack +2d6
4th +3 +1 +4 +1 Ninja trick, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Light steps, ninja trick, no trace +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, ninja trick
9th +6/+1 +3 +6 +3 No trace +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Master tricks, ninja trick
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Ninja trick, no trace +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Ninja trick
15th +11/+6/+1 +5 +9 +5 No trace +5, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Ninja trick
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Ninja trick, no trace +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Hidden master, ninja trick
Hidden Master (Su)
At 20th level, the ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 2 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed. This penalty does not stack with itself and cannot reduce an ability score below 1.
invisibilità migliorata che inganna vista cieca, percezione tellurica, visione del vero, salcazzi. e invece che fare un furtivo +10d6 ti faccio un furtivo -10 COS, o -10 int\wis\cha se sei un caster :| è un one shot one kill diretto, diciamo.
Real Ultimate Power
Meet Makoto, a level 20 ninja. Her clan has been beset by demons for generations and she has built herself up as a slayer of demons. Here is her abridged character sheet (built with 20 points, yes I adapted her from Tanaka from my other review):
STR: 16 [20 w/belt]
DEX: 26 [30 w/belt]
CON: 16 [20 w/belt]
INT: 10
WIS: 10
CHA: 10 [16 w/headband]
Her equipment:
+5 holy cold iron short swords (x2) - 200,620 gp
+5 Greater Shadow Improved Fire Resist Mithral Chain Shirt - 102,000 gp
+4 Shortbow - 32,330 gp
Headband of Alluring Charisma +6 - 36,000 gp
Belt of Phys. Perfection +4 - 64,000 gp
Cloak of Resistance +5 - 25,000 gp
Pale Green Prism Ioun Stone - 30,000 gp
Ring of Protection +5 - 50,000 gp
Ring of Evasion - 25,000 gp
Amulet of Nat. Armor +5 - 50,000 gp
Winged Boots - 16,000 gp
Manuals - 220,000 gp
Other Gear - 29,050 gp
Feats:
Human Bonus Improved Initiative
1st level Weapon Finesse
3rd level Two-Weapon Fighting
5th level Weapon Focus (Short Sword)
7th level Toughness
9th level Dodge
11th level Improved Critical (Short Sword)
13th level Improved Two-Weapon Fighting
15th level Stealthy
17th level Alertness
19th level Greater Two-Weapon Fighting
Tricks (13 ki points): Vanishing Trick, Fast Stealth, Shadow Clone, Smoke Bombs, Hidden Blade, Blinding Bomb, Sudden Disguise, Ghost Step, See the Unseen.
Skills: Let's say she took the favored class bonus every level for an extra skill point.
Acrobatics 20 ranks +10 dex +3 trained = +33
Bluff 20 ranks +3 cha +3 trained = +26
Climb 20 ranks +5 str +3 trained = +28
Disguise 20 ranks +3 cha +3 trained +6 no trace = +32
Disable Device 20 ranks +10 dex +3 trained = +33
Escape Artist 20 ranks +10 dex +4 feat +3 trained = +37
Perception 20 ranks +0 wis +4 feat +3 trained = +27
Sleight of Hand 20 ranks +10 dex +3 trained = +33
Stealth 20 ranks +10 dex +4 feat +15 armor +3 trained = +52 (+6 while motionless)
Use Magic Device 20 ranks +3 cha +3 trained = +26
Hit Points: Assume max for 1st level and average for every other roll
8+4.5(x19)+100 (con) +20 (toughness) = 213(.5) hit points.
She is primarily a two-weapon fighter, but resorts to bow shots when necessary.
Attack Bonus with her short swords is: +15 BAB +10 DEX +1 Weapon Focus +5 enhancement bonus, -2 dual-wielding = +29/+29/24/+24/+19/+19
Damage line for his katana is: 1d6 +10 (+7 on offhand) +2d6 vs evil (17-20/x2)
AC: 35 (+9 armor, +6 dex, +5 deflection, +5 natural)
CMD: 40 (+15 BAB, +5 STR, +10 DEX)
Her saves are:
Fort: +16
Refl: +27
Will: +11
Just for a lark, let's say she goes and infiltrates a Balor's stronghold on her earthly plane. Let's assume this place is filled with guards, some magical traps and mundane traps. Even if she rolls a 1 on stealth, only the Balor can detect her and even then only has a 25% chance to succeed. But, say she has to avoid some pitfalls and magic seals and whatnot. Let's say she blows 5 points of her ki pool using improved invisibility and ghost step to circumvent traps and make it to the Balor's sanctum. She is now in the room, hiding comfortably as she observes him. In the optimum of situations she is able to use Hidden Master and calmly sneak up beside him, unleashing a single attack in the surprise round. Since she cannot be detected by any means, not even sipdey sense can allow the Balor to detect her.
Let's continue to use average rolls. On a 10, Makoto will hit the Balor's flat-footed AC. She will opt to ignore her extra damage dice and instead deal 10 points of juicy con damage to the balor. In addition to 20 points of damage from her blade, the Balor also loses 100 hit points from his con damage.
Initiative happens. Once again, average rolls, Makoto goes first. On a roll of a 10 she will hit on every single attack. Each attack will deal 55 points of damage. That is a total of 330 points of damage. The Balor is dead in approximately 9 seconds from when she started. Afterwards, she makes her reflex save on a 10 to avoid his death throes taking no damage, and prances her way out the way she came, running at maximum speed and ghost-stepping through walls until she is a safe distance away. Or, if she has a scroll of teleport, she uses it on an average skill check result and disappears.
Ok, fine...but she's specialized to fight against demons. Let's do a Solar instead.
Makoto infiltrates the heavens themselves, her stealth score easily keeping her hidden and her natural invisibility helping her to move from cover to cover. The Solar has to roll a natural 20 to detect Makoto if she gets close enough. Again, let's say she uses 5 points of her ki pool evading patrols, walking through walls, and the like. She is now in the room where the Solar is leading a prayer to the gods of goodness and light. Once again, she fires off Hidden Master and walks calmly up to the Solar.
Makoto still manages to hit on an average roll of a 10, but her weapon doesn't overcome DR this time. She'll have to keep 1d6 sneak attack in order to deal enough damage to overcome the Solar's DR. So that's only 88 points of hit points removed from massive con loss. Oh and another 1 point of damage from the sword slice.
Makoto wins initiative again. This time she has a harder time of it, slicing away with basic rolls she will only hit on her first two attacks for another 80 points of damage total. About a third of the Solar's hit points gone. She would not be able to assassinate him easily with her current set up since the Solar would be able to simply heal itself while he waited for Makoto's invisibility to wear off.
Still, in 9 seconds, she reduced the HP of a CR 23 creature by 1/3. Nothing to shake a stick at, but considering that the solar would laugh off the save or die attack of a rogue, it further serves to how Hidden Master can be used to great effect.
Meet Makoto, a level 20 ninja. Her clan has been beset by demons for generations and she has built herself up as a slayer of demons. Here is her abridged character sheet (built with 20 points, yes I adapted her from Tanaka from my other review):
STR: 16 [20 w/belt]
DEX: 26 [30 w/belt]
CON: 16 [20 w/belt]
INT: 10
WIS: 10
CHA: 10 [16 w/headband]
Her equipment:
+5 holy cold iron short swords (x2) - 200,620 gp
+5 Greater Shadow Improved Fire Resist Mithral Chain Shirt - 102,000 gp
+4 Shortbow - 32,330 gp
Headband of Alluring Charisma +6 - 36,000 gp
Belt of Phys. Perfection +4 - 64,000 gp
Cloak of Resistance +5 - 25,000 gp
Pale Green Prism Ioun Stone - 30,000 gp
Ring of Protection +5 - 50,000 gp
Ring of Evasion - 25,000 gp
Amulet of Nat. Armor +5 - 50,000 gp
Winged Boots - 16,000 gp
Manuals - 220,000 gp
Other Gear - 29,050 gp
Feats:
Human Bonus Improved Initiative
1st level Weapon Finesse
3rd level Two-Weapon Fighting
5th level Weapon Focus (Short Sword)
7th level Toughness
9th level Dodge
11th level Improved Critical (Short Sword)
13th level Improved Two-Weapon Fighting
15th level Stealthy
17th level Alertness
19th level Greater Two-Weapon Fighting
Tricks (13 ki points): Vanishing Trick, Fast Stealth, Shadow Clone, Smoke Bombs, Hidden Blade, Blinding Bomb, Sudden Disguise, Ghost Step, See the Unseen.
Skills: Let's say she took the favored class bonus every level for an extra skill point.
Acrobatics 20 ranks +10 dex +3 trained = +33
Bluff 20 ranks +3 cha +3 trained = +26
Climb 20 ranks +5 str +3 trained = +28
Disguise 20 ranks +3 cha +3 trained +6 no trace = +32
Disable Device 20 ranks +10 dex +3 trained = +33
Escape Artist 20 ranks +10 dex +4 feat +3 trained = +37
Perception 20 ranks +0 wis +4 feat +3 trained = +27
Sleight of Hand 20 ranks +10 dex +3 trained = +33
Stealth 20 ranks +10 dex +4 feat +15 armor +3 trained = +52 (+6 while motionless)
Use Magic Device 20 ranks +3 cha +3 trained = +26
Hit Points: Assume max for 1st level and average for every other roll
8+4.5(x19)+100 (con) +20 (toughness) = 213(.5) hit points.
She is primarily a two-weapon fighter, but resorts to bow shots when necessary.
Attack Bonus with her short swords is: +15 BAB +10 DEX +1 Weapon Focus +5 enhancement bonus, -2 dual-wielding = +29/+29/24/+24/+19/+19
Damage line for his katana is: 1d6 +10 (+7 on offhand) +2d6 vs evil (17-20/x2)
AC: 35 (+9 armor, +6 dex, +5 deflection, +5 natural)
CMD: 40 (+15 BAB, +5 STR, +10 DEX)
Her saves are:
Fort: +16
Refl: +27
Will: +11
Just for a lark, let's say she goes and infiltrates a Balor's stronghold on her earthly plane. Let's assume this place is filled with guards, some magical traps and mundane traps. Even if she rolls a 1 on stealth, only the Balor can detect her and even then only has a 25% chance to succeed. But, say she has to avoid some pitfalls and magic seals and whatnot. Let's say she blows 5 points of her ki pool using improved invisibility and ghost step to circumvent traps and make it to the Balor's sanctum. She is now in the room, hiding comfortably as she observes him. In the optimum of situations she is able to use Hidden Master and calmly sneak up beside him, unleashing a single attack in the surprise round. Since she cannot be detected by any means, not even sipdey sense can allow the Balor to detect her.
Let's continue to use average rolls. On a 10, Makoto will hit the Balor's flat-footed AC. She will opt to ignore her extra damage dice and instead deal 10 points of juicy con damage to the balor. In addition to 20 points of damage from her blade, the Balor also loses 100 hit points from his con damage.
Initiative happens. Once again, average rolls, Makoto goes first. On a roll of a 10 she will hit on every single attack. Each attack will deal 55 points of damage. That is a total of 330 points of damage. The Balor is dead in approximately 9 seconds from when she started. Afterwards, she makes her reflex save on a 10 to avoid his death throes taking no damage, and prances her way out the way she came, running at maximum speed and ghost-stepping through walls until she is a safe distance away. Or, if she has a scroll of teleport, she uses it on an average skill check result and disappears.
Ok, fine...but she's specialized to fight against demons. Let's do a Solar instead.
Makoto infiltrates the heavens themselves, her stealth score easily keeping her hidden and her natural invisibility helping her to move from cover to cover. The Solar has to roll a natural 20 to detect Makoto if she gets close enough. Again, let's say she uses 5 points of her ki pool evading patrols, walking through walls, and the like. She is now in the room where the Solar is leading a prayer to the gods of goodness and light. Once again, she fires off Hidden Master and walks calmly up to the Solar.
Makoto still manages to hit on an average roll of a 10, but her weapon doesn't overcome DR this time. She'll have to keep 1d6 sneak attack in order to deal enough damage to overcome the Solar's DR. So that's only 88 points of hit points removed from massive con loss. Oh and another 1 point of damage from the sword slice.
Makoto wins initiative again. This time she has a harder time of it, slicing away with basic rolls she will only hit on her first two attacks for another 80 points of damage total. About a third of the Solar's hit points gone. She would not be able to assassinate him easily with her current set up since the Solar would be able to simply heal itself while he waited for Makoto's invisibility to wear off.
Still, in 9 seconds, she reduced the HP of a CR 23 creature by 1/3. Nothing to shake a stick at, but considering that the solar would laugh off the save or die attack of a rogue, it further serves to how Hidden Master can be used to great effect.
decisamente meglio delle save-or-die date agli altri damage-dealer di livello 20