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Switch to Forum Live View The Complete Ninja - Guide & Handbook
8 years ago  ::  Oct 14, 2005 - 5:57AM #1
Elephant_Jack
Date Joined: Dec 12, 2003
Posts: 49
COMPLETE NINJA

Hi @ all! This is my first guide on the CO-Boards, so please excuse any errors or misunderstandings (concerning the rules or otherwise).

I've tried to keep the first part of this guide modular - just look what books you got and see what you can use for your Ninja.
The second part of this guide lists some builds - their will be no "ready for play" characters, I'll post them in "sketch-form" so you can flesh them out as you wish.



NINJA BASICS
Let's have a closer look at the Ninja-skeleton:


  • Mediocre BAB (3/4)
  • 6+Int skills per level
  • Reflex is good save


This seems to be worse then rogue... true, the Ninja-skeleton looks quite disgusting. So, what makes the Ninja interesting? Of course, it's class features. A short list of the Ninja's features:


  • AC bonus - Wis to AC, monk-like AC bonus at every five levels
  • Trapfinding (as rogue) - a most useful ability, especially for the frequent dungeon-visitor
  • Sudden strike - a "non-flanking" sneak attack?!
  • Ki power - ki pool equal to [Ninja level : 2]+Wis. If it isn't empty, you get +2 on Will saves
  • Ghost step (invisible) - basically swift invisibility (see below), consumes 1 ki pool
  • ki dodge - swift blur for 1 rd., could be useful sometimes, consumes 1 ki pool
  • Ghost strike - strike incorporeal or ethereal creatures as move action (works fine with ghost walk (ethereal) to hit corporeal enemies), consumes 1 ki pool
  • Ghost step (ethereal) - wow, swift etherealness for 1 rd., this is neat! Consumes 1 ki pool
  • Greater ki dodge - as ki dodge but 50% miss chance, will be useful often but kicks in late (level 18). Consumes 1 ki pool
  • Ghost walk - ethereal jaunt? Consumes only 2 ki pool? Ah, comes at level 20. Ok, this is nice, but definitively not overpowered.
  • Poison use - as Assassin
  • Great leap - emulates Run feat for Jump checks (cool), make long jumps without running starts (very cool)
  • Acrobatics +2/+4/+6 - unnamed bonus on Climb/Jump/Tumble? Great
  • Speed climb - this is what I call Ninja-style... running up walls is just plain cool
  • Improved poison use - poisons weapon as a move action, interesting
  • Evasion - as monk/rogue
  • Ghost mind - resistance to scrying (20+Ninja class level), great flavor!
  • Ghost sight - see invisible and ethereal creatures... fantastic, but kicks in at level 16


Wow, this list is quite impressive and makes Ninja 20 a viable build, but later more. Please note that most abilities can be used only if the Ninja isn't carrying medium or heavy load or any type of armor/shield.



THE SUDDEN STRIKE ISSUE
The fact that a Ninja takes no advantage in flanking an opponent is quite disappointing. If you are playing a higher level ninja you can compensate this due to your ability to become invisible quite often per day. For Ninja-dips this ability is no alternative to the Rogues sneak attack ability!
To make it short: If you want to play a sneak-attacker, don't play a Ninja! If you want to use sudden strike often, max out your Initiative-modifier and your Wisdom for a huge ki pool.
Please note that sudden strike counts as sneak attack when qualifying for prestige classes.



THE GHOST STEP ISSUE
One important thing about this ability: Ghost step (invisibility) turns you invisible for one full round. It isn't invisibility, swift! This makes this ability much more interesting (and even more powerful) for a 2nd level character. Just to remind you: Spring Attack/Shot on the Run + ghost step allow you to attack from ambush and move back into a new hiding-place. Ah, and you won't get any AoO. Plus: Your AoO's will be sudden strike attacks because you're invisible...



NINJA-DIP LEVELS/BREAKING POINTS
If you don't want to go Ninja 10+, these levels are good breaking points in your career as a Ninja:

1st - ki power pool (+2 Will saves), Wis to AC, sudden strike +1d6 and trapfinding (definitively better then Rogue 1, IMHO)
2nd - Ghost step (invisible) 1+Wis/day - not bad, not bad
3rd - Sudden strike +2d6, poison use - one might argue if poison use is useful, if your DM allows you to get your hand on good poisons, it's worth it!
4th - Great leap - fantastic if you go for Leap Attack (CV) or Battle Jump (UE)!
6th - Acrobatics +2, ki dodge - might be useful for some builds
7th - Sudden strike +4d6, speed climb - along with great leap and some uses of ghost step this ability adds great flavor to any Ninja build

Of course you can take 5 levels of Ninja for 3d6 sudden strike and +1 dodge bonus to AC or 8 levels for ghost strike, but IMO these aren't good breaking points.



NINJA RACES
The SRD
The SRD has two of the best available Ninja races: Humans and Halflings.

  • are good for nearly any character class, but the Ninja needs the extra feat and bonus skill points more then most - the fact that humans have "any" class as favored class makes them a no-brainer for multiclassed builds or Ninja dips.
  • make nice Ninjas due to their stealth/skill capabilities - the biggest problem is their low speed (20 ft. are quite low for most of the mobility-based features of the Ninja). Ask your DM if Ninja qualifies for the favored class of halflings and they are a decent choice.
  • make decent combat-oriented Ninjas, but LA +1 hurts a bit.
  • are good, not only for Pun-Puns. Speed as a medium character and stealth as a small character are good for any Rogue-like/Infiltrator builds. Avoid combat-builds, the Str -4 and Con -2 are too heavy to compensate.
  • , yeah baby! Master Splinter anyone? No joke, afflicted were-rat is a perfect choice for higher starting-level Ninjas! Weapon Finesse, Alertness, and Iron Will as bonus feats, +6 Dex, +2 Con, and +2 Wis are fantastic solutions for the Ninjas MAD and the stealthy dire rat form is just plain cool! If you're going for a combat-heavy build, chose afflicted were-leopard (wow); your opponents will be quite confused (and dead) when they're hit by an invisible pouncing 5 times sudden strike damage cat-style-Ninja - the skill modifiers are great, too!

The other races make ok-Ninjas, but they have no good synergies with the class.


Races of Stone

  • are natural Ninjas. silence as a spell-like ability, high speed, and good skill modifiers (+8 on Hide checks!!!) are hard to come by. Note: The LA +1 was a mistake (thx to mod5000), these guys have no LA.


Player's Guide to Faerûn
In the PGtF there are some nice variants of classic faerûnian races: The lesser races. They generally have no LA (unlike their "greater" counterparts) but share many of their features (thx to rilem!).

  • Those little guys come with some nice +2 to Dex, darkvision, stonecunning, +2 on saves vs. spells/effects, +1 dodge bonus to AC, racial weapon familiarity (hooked hammer), some spell-like abilities and a nice +2 on Hide checks (+4 underground).
  • Heyho! As their greater counterparts, without the Outsider type and no LA! +2 to Wis and Cha, elemental resistances and some skill mods make the Lesser Aasimar a perfect choice for Lawful Good Ninjas.


Other books
I don't have acces to Races of the Wild/Races of Destiny/Races of Eberron (or any other Eberron book). If there are more good Ninja-races, please post them!



NINJA STATS
The Ninja is quite MAD (multi-ability depending):


  • Str is needed for decent melee builds
  • Dex is most important for high Initiative and good ranged attacks; in addition this helps to keep your no-armor AC high
  • Con keep it high if you go for melee combat, keep it positive/zero if you go for ranged combat; also helps your (very) low Fort save
  • Int keep it positive if you go for a skill monkey build or if you need to fill the Rogue-role in your party; dump it for a pure-combat build
  • Wis max this out if you want to use your ki-abilities often! Also helps your AC and low Will-save
  • Cha this is perhaps the best dump-stat... if you are going to play a social interaction-heavy campaign, this could be quite useful since Bluff, Disguise and Gather Information are on your list of class skills

For the average Ninja I'd say Wis=Dex>Str=Con>Int>Cha is a good way to chose your ability scores.

Surgo suggests Wis=Dex>Con>Int>Str>Cha.



NINJA SKILLS
There are several ways to play a Ninja... here are some ideas:

  • The "classic" Infiltrator - Max out/focus on Balance, Climb, Disable Device, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, and Tumble. You'll need high Int and Dex scores; Halflings and Humans are predestinated for this role.
  • The "social" Impersonator - Max out/focus on Bluff, Concentration, Craft, Disguise, Escape Artist, Gather Information, Listen, Search, Sense Motive, Sleight of Hand, and Spot. High Int/Cha is needed, Humans/Half-elves/Doppelgangers are predestinated for this role.
  • The Sniper - Max out/focus on Balance, Climb, Craft, Hide, Jump, Listen, Move Silently, and Spot. High Dex/Wis is needed. Elves/Humans/Halflings work perfectly with this.
  • The stealthy Brute - Max out Climb, Hide, Jump, Move Silently, Swim, and Tumble. You focus only on combat-related skills; Half-orcs/Humans work quite good with this build.
  • The dungeoneering Ninja (Rogue-role) - Max out/focus on Climb, Disable Device, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sleight of Hand, and Spot. Nearly nobody will notice that you are no Rogue. Humans/Halflings/Gnomes are predestinated for this build.

Of course there are more roles to fill, but this should work for many character builds.



NINJA FEATS
The SRD
There are many feats that improve your skill checks with unnamed bonuses, like Skill Focus or Acrobatics. They can be useful for a Ninja, but since you'll get no bonus feats, I can't really recommend them. Feel free to add them anyway if you're really going to be a Skill-specialist.


  • For low-level Ninjas this feat is sometimes worth it. At level 16 you'll get ghost sight and the usefulness of this feat decreases. Only take it, if your DM loves invisible/darkness-casting monsters.
  • Might be interesting for brute-builds - one way to apply your sudden strike damage multiple times (if you're invisible or surprising your opponents). Nice synergy with Spring Attack (if I don't misunderstand something).
  • Might be useful if you want to go for the Improved Disarm/Feint/Trip route or if you're going to be a melee fighter. Otherwise, leave it alone (Int 13+ just adds another ability to your MAD).
  • Ninja-style feat, but at later level (with increasing AC and the improved ki dodge feature) its usefulness decreases.
  • Prerequisite for Spring Attack, a most useful feat for any fighting Ninja. A must have if you're going to be a melee fighter.
  • Bleh, you are proficient with most Ninja-style weapons - leave the spiked chain for the Fighters.
  • Mostly useless since your sudden strike feature only works if you're within 30 ft. of your foe.
  • See Cleave, although it's quite hard to 1-strike kill your opponents at higher levels.
  • In some campaigns, this feat is a must have. Usefulness decreases with Fighter-class dips or high Con.
  • Useless in my opinion. Grab a keen weapon.
  • You've got mediocre BAB, usually a low Str and are probably of small size - leave the Disarming/Tripping to Monks/Fighters/Druids. Might work with some Daggerspell Shaper-builds.
  • Nice! If you're playing a impersonator/social-Ninja, go for Bluff and Improved Feint to apply sudden strike in nearly any situation.
  • Go for it! A must have for most Ninja builds.
  • Precise Shot is a must have if you're going for a ranged Ninja... Improved Precise Shot is nice but has very high requirements.
  • Nice for most sneak attackers, though I can't really recommend this for a Ninja since your invisible-time is limited and you'll win Initiative only 1/encounter (usually). Might work with some kind of pounce-ability.
  • Nice flavor.
  • Not quite as useful as Great Fortitude (since you'll get +2 from ki pool and +2-4 from your high Wis), but should be useful in some campaigns.
  • Bleh, there are better builds for this feat. If you take it: Choose a Caster/Monk w. Stunning Fist that denies your opponents their Dex-Bonus, so you can sudden strike them.
  • Really good feat for ranged Ninjas - can't be used with Shot on the Run, though. Your decision.
  • Useful and prerequisite for Shot on the Run/Spring Attack. Go for it.
  • Must have and Prerequisite for any archer build. Go for it.
  • Prerequisite for Cleave... if you're not going to be a Fighter too, use this feat conservatively - your attack bonus will be low.
  • Flavor! Prerequisite for some PrCs...
  • Might be interesting if you're going for hand crossbow poisoned bolts or something like that. Otherwise, don't take it.
  • More attacks are always worth it, if you're fighting ranged.
  • Yay! Hide. Swift invisibility. Shot on the Run. Hide in another position. Fantastic for guerilla tactic-style. A DMs pain in the a**.
  • See Shot on the Run. A must have for melee-builds.
  • Limited use.
  • +1 to attack... limited use, unless you want to take some PrCs (like Kensai).


The SRD - Psionics

  • Unless you're going for Psychic Warrior or something (viable option, see below), you'll need this in order to take most psionic feats.
  • Interesting, but I would'nt waste a feat on it.
  • Let's assume that sneak attack equals sudden strike for this feat - get it if you've got many attacks (TWF/Manyshot route).
  • Really cool, especially Deep Impact. You'll need Psionic Meditation to use it properly.
  • See above.
  • Improved Manyshot? Go for it if you chose this way.
  • Nice for some Battle Jump/Leap Attack builds.
  • Limited usefulness; if you can pounce, it may be worth a try.
  • Steep requirements, but Ninja-flavor.
  • A must have for psionic-mobility builds. Will greatly improve your Spring Attack/Shot on the Run options.
  • You'll get this for free at level 7. Hrhrhr.


The SRD - Monsters

  • The replacement feat for TWF if you can somehow acchieve additional arms.


The SRD - Divine

  • As Psionic Charge, without the need of a psionic focus. Use only if you can pounce and if your DM allows you to count Great Leap as the Run feat for the requirements of this feat.
  • Nice for skill monkeys.


Complete Adventurer

  • If you really want to go for Improved Unarmed Strike (= Monk), this feat may be worth it. I can't recommend this route (although I never tested it).
  • Might be interesting, but I think it's not worth a feat slot.
  • Wow, Ghost-Face Killer/Ninja-style. Don't take this unless your party has a Justicar/Monk w. Freezing the Life-Blood/paralysis-expert.
  • Steep requirements, but a foe without armor/natural armor/Dex bonus is a dead foe. Requires some planning if you go for this feat.
  • This is the route to take if you chose Two-Weapon Fighting and you can't pounce.
  • Interesting, interesting... might be useful in some campaigns.
  • There are some potent builds (ab)using this feats on the boards. If you're only dipping the Ninja for great leap, this is a very good choice.
  • Ah, perfect feat for the Ninja! Just wanted to test if you're already sleeping
  • Cool feat! I don't know if I would take it, but this sounds really tasty.
  • Mh, sounds very special, but could be useful.


Complete Arcane

  • Might be worth it if you're going for a reach-weapon build.
  • Interesting..., see above.
  • Since UMD isn't a class skill for the Ninja, you'll need a high level or a dip into another class for this. Could work with some builds and give some interesting results.


Complete Warrior

  • +5 ft. speed is not much but might be worth it in a low-magic campaign or a campaign where psionics aren't allowed.
  • Plain cool and Ninja-style. Might be worth taking.
  • Cool and quite vile... Perhaps worth a feat slot.
  • Interesting if you play a plain Ninja as a stealthy brute for melee combat.
  • A DC 35 Tumble check allows you to stand up from prone as a free action... but against Trip-Enemies, this feat might be good (note: You waste 2 feat slots...)
  • Might work, never tested it.
  • If you're really low on stats this feat might be worth it. Escpecially if you are a Ninja/Druid or Ninja/Cleric.
  • A really good feat for any Ninja. Flavor and crunch in one feat is plain cool.
  • Another cool tactical feat with few requirements... This might improve a Ninjas combat ability greatly if combined with Leap Attack.


Other books
There are tons of feats out there, I will include some of them later. If you have a special recommendation, post it.
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8 years ago  ::  Oct 14, 2005 - 5:58AM #2
Elephant_Jack
Date Joined: Dec 12, 2003
Posts: 49
NINJA BUILDS
Infinite possibilities, I'll post a few.

Ranged Builds

Shot on the Run builds
Dex 15+

Feats:
-[HD1] Point Blank Shot
-[human] Dodge
-[HD3] Mobility
-[HD6] Shot on the Run
-[HD9] Precise Shot
-[HD12] Improved Initiative
-[HD15] -open-
-[HD18] -open-

This is a simple, slightly customizable build. No surprises here; note that Improved Initiative/Precise Shot kick in late in this build, depending on your party you'll need to rearrange the feats to be more party-friendly.


Dex 15+, chose War & Elf Domain
-[HD1] Dodge
-[Elf] Martial Weapon Proficiency (longbow)
-[Elf Domain] Point Blank Shot
-[War Domain] Weapon Focus (longbow)
-[HD3] Mobility
-[HD6] Shot on the Run
-[HD9] Precise Shot
-[HD12] Improved Initiative
-[HD15] -open-
-[HD18] -open-

This build is a slightly modification of the first. Cleric replaces the human bonus feat and effectively gives you Weapon Focus. Elf is good for +2 Dex and longbow Proficiency.



Manyshot Build
Dex 19+ at higher levels

-[HD1] Point Blank Shot
-[Rgr1] Track
-[human] Improved Initiative
-[Rgr2] Rapid Shot
-[HD3] Precise Shot
-[Ftr1] Dodge
-[Ftr2] Mobility
-[HD6] Weapon Focus (longbow)
-[HD9] Manyshot
-[HD12] Greater Manyshot
-[HD15] Deadly Precision
-[HD18] Elusive Target

Interesting build: +16 BAB at level 20, many feats due to Ranger and Fighter dips and high-security mobility due to Mobility and Elusive Target.



Melee Builds
Half-orc Leap Attack-Charger


-[HD1] Power Attack
-[Ftr1] Weapon Focus (glaive)
-[HD3] Improved Initiative
-[Ftr2] Cleave
-[Ftr4] Great Cleave
-[HD6] Headlong Rush (RoF)
-[Psy1] Speed of Thought
-[Psy2] Psionic Meditation
-[HD9] Leap Attack
-[HD12] Raptor School
-[HD15] Psionic Weapon
-[HD18] Deep Impact

Wowie, a stealthy combat brute charging leap-attacker... +16 BAB, double charge damage (Power Attack damage is x8!), 50 ft. speed, Deep Impact + invisibility = "auto-hit", Cleave and Great Cleave for ultimate ownage
Yes, I would actually play this character (though it's not as good as the Dragoon).


Human Psychic Two-Weapon Fighter


-[HD1] Two-Weapon Fighting
-[human] Weapon Focus (short sword)
-[Psy1] Speed of Thought
-[Psy2] Improved Initiative
-[HD3] Dodge
-[HD6] Mobility
-[HD9] Improved Two-Weapon Fighting
-[HD12] Dual Strike
-[HD15] Spring Attack
-[HD18] Psionic Charge

Nice Psychic-Ninja-Dual Wielder. Very versatile: May use psionic lion's pounce for a full attack, Spring Attack, and Dual Strike for mor "defensive" maneuvers. Make good use of the Warminds power repertoire, it will greatly improve your combat abilities.



The Skillful Ninja
This is one of my favorites, since it is a fluff-role playing build (and quite optimized at that)... there are a dozen of variations for this, most include all or some of the following classes:

  • Marshal (for motivate XYZ aura, usually motivate charisma or motivate dexterity)
  • Warlock (for beguile influence or leaps and bounds as least invocations, perhaps for deceive item)
  • Thief-Acrobat (for super-acrobatic-skills)
  • Exemplar (for all-super-skills)
  • Some setting-specific PrCs (like the Zhent Spy from PGtF)


Some examples? Here we go:

Uber-Acrobat

-What you get: +10 bonus on Jump and Tumble checks, +6 bonus on Balance checks, +4 bonus on Climb check (not counting feats, Dex, ranks or race), always jump as if running, speed climb, spider climb at will (spiderwalk invocation), fast acrobatics, steady stance, kip up, and many many more. Ah, you can always take 10 on Balance, Climb, Jump, and Tumble checks.


Uber-Impersonator
Hundreds of Options... Focus on Int and Cha (and a little on Wis and Dex for the Ninja). Take motivate charisma aura (Cha bonus to Cha saves), beguiling influence least invocation (+6 on Bluff, Diplomacy and Intimidate checks), if you want 4 levels of Warlock (for "take 10 on UMD-Checks" - can be achieved with 1 level Exemplar, probably a better choice), if you want chose Sorcerer 4 for alter self or the ultimate Zhent Spy (PGtF) for ultimate-cover identities and many other nice abilities.
-Your Cha-checks (including Use Magic Device) will be over the top, you can pretend to be everyone/everything you want, your damage output is low, but you can use poison + sudden strike + sneak attack + Quick Draw & Flick of the Wrist to kill nearly any living being after you socially infiltrated his close surroundings. You are definitively a global player with this character. But beware: It takes a good DM and some role-playing skill to have fun with such a char.



Ninja-Dips/Bizaare Ninjas
Some sketches for good Ninja-dips/Bizarre Ninjas:

Libris Mortis Build
Go for Ability Focus (paralysis) and Improved Paralysis, Max out Wis, put some points in Cha.
-What do you have? A invisible/ethereal lion's pouncing, 2 squares hitting, Fort DC 28+Cha paralyzing, in plane sight hiding, +5d6 sudden striking undead horror-Uber-Fun-character. If my DM would allow the Gravetouched Ghoul, this would be the char to play.


Divine Ninja
- Ninja is always a nice alternative for Monk if you want Wis to AC.


Exalted Ninja
- This build is my recent favorite: Massive Wis-synergy, super-stealth options 7th-level cleric-spells, +3d6 sudden strike and +3d6 sneak attack... yay!
This build can be easily done with the Soulbow...

Even more Wisdom synergy through Wis to dmg!


Druid Ninja
- Ninja is clearly superior to Rogue if you want to take this route!



YOUR BUILDS!
Builds by rilem
Builds by P33KAJ3W 1, 2, 3, and 4
Builds by X-Codes (nice Monk/Ninja-Hybrid!)
Bizarro-Build by Prominence (yay, singing Ninja! - seems to need some reworking)
Build by Ander Spectacular (sneaky Ninja + Warlok-dip)
Builds by Kribage 1 and 2 (Dread Commando-Ninja!)



THERE WILL BE MORE...
Yes, but I'm short on time now and I wanted to show you what I've got so far.

If the feedback is good, I'll add more to this guide.



Sincerly yours
Elephant Jack



[Edited 10-14-05 - corrected some typos, added Libris Mortis build, did some formatting, added several builds]
[Edited 12-13-05 - corrected some more typos, added Exalted Ninja build]
[Edited 12-14-05 - added some links and some ghost step info]
[Edited 01-16-06 - corrected some more typos, added links, did some formatting]
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8 years ago  ::  Oct 14, 2005 - 6:21AM #3
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Good Start, Might I sugjest

Ninja 1/Ranger 2/Fighter 4/Stalker of Kerash 2/Foe Hunter 10/Scout 1
1 Nin *Skill Knowladge (Search Disable always Class skills)
2 Rgr Track
3 Rgr Rapid Shot *Favored of Champions
4 Ftr Point Blank Shot
5 Ftr Manyshot
6 Ftr *Alertness
7Ftr Greater Manyshot
8 Stalker of Kerash
9 Stalker of Kerash (Favored Enemy Evil)
10 Foe Hunter
11 Foe Hunter
12 Foe Hunter
13 Foe Hunter
14 Foe Hunter
15 Foe Hunter
16 Foe Hunter
17 Foe Hunter
18 Foe Hunter
19 Foe Hunter
20 Scout
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8 years ago  ::  Oct 14, 2005 - 6:28AM #4
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Elf

1 Nin *Skill Knowladge (Search Disable always Class skills)
2 Cleric 1 (Elf / Planning)
3 Cleric (Percistant Spell)
4 Cleric
5 Cleric
6 Cleric (Divine Metamagic: Percistant)

Gives Divine Percistant Wis to AC and Trapfinding
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8 years ago  ::  Oct 14, 2005 - 6:53AM #5
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Shuriken God

Ninja 2/Fighter 4/Master Thrower 2/Swashbuckler 3/ Ninja +9

1 Point Blank Shot
2
3 Percise Shot / Two Weapon Fighting*
4 Weapon Focus Shuriken
5
6 Weapon Specialization Shuriken / Rapid Shot
7 Bonus Feat: Quick Draw
8 Weapon Trick Palm Throw
9 Improved TWF

After that continue on the TWF tree this will give you over a 16 BAB for 4 attacks/3 TWF attacks / 2 throws with every attack and Weapon Specalization and Int to DMG

Neting you 16 attacks un-hasted adding Int, and Wep Spec to all Dmg - Plus it gives you weapon Finesse if you ever get into melee

I sugjest Human for Race and picking up Far Shot but it is not really needed that soon or Picking up Skill Knowledge (Search Disable always Class skills) from UA.

Keep Dex, Int, and Con high I sugjest
25 Str 10 Dex 14 Con 14 Int 14 Wis 13 Cha 8 - One bonus into Wis - Rest into Dex
28 Str 10 Dex 15 Con 14 Int 14 Wis 14 Cha 8 - All bonus into Dex
32 Str 10 Dex 16 Con 14 Int 14 Wis 14 Cha 10 - All bonus into Dex
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8 years ago  ::  Oct 14, 2005 - 7:00AM #6
Elephant_Jack
Date Joined: Dec 12, 2003
Posts: 49
Hi P33KAJ3W!

P33KAJ3W]Ninja 1/Ranger 2/Fighter 4/Stalker of Kerash 2/Foe Hunter 10/Scout 1


Why do you need the Ninja level in this build?

Ninja 1/Ranger 2/Fighter 4/Stalker of Kerash 2/Foe Hunter 10/Scout 1[/quote]
Why do you need the Ninja level in this build?

P33KAJ3W]Skill Knowladge


Where is Skill Knowledge from (I probably know it, but I can't remember)?
(Oh, your third post answered this question... sorry.)

Skill Knowladge[/quote]
Where is Skill Knowledge from (I probably know it, but I can't remember)?
(Oh, your third post answered this question... sorry.)

P33KAJ3W]Shuriken God

Ninja 2/Fighter 4/Master Thrower 2/Swashbuckler 3/ Ninja +9


I'm not quite sure if you can apply the Int to dmg. feature from the Swashbuckler to your shuriken damage... I would definitively take at least 1 level of Monk or Exotic Weapon Master for flurry of blows (additional attack!).
This is perhaps one of the builds that doesn't need Ninja at all, you are quite effective with a low Rogue level, perhaps Halfling Paragon from UA, some Fighter/Targeteer levels (if allowed) and everything is fine.
< wrote:

Shuriken God

Ninja 2/Fighter 4/Master Thrower 2/Swashbuckler 3/ Ninja +9[/quote]
I'm not quite sure if you can apply the Int to dmg. feature from the Swashbuckler to your shuriken damage... I would definitively take at least 1 level of Monk or Exotic Weapon Master for flurry of blows (additional attack!).
This is perhaps one of the builds that doesn't need Ninja at all, you are quite effective with a low Rogue level, perhaps Halfling Paragon from UA, some Fighter/Targeteer levels (if allowed) and everything is fine.

EJ

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8 years ago  ::  Oct 14, 2005 - 7:12AM #7
rilem
Date Joined: Mar 21, 2001
Posts: 567
Nice job; formatting needs a little work. Also reserve some more spaces for yourself.

Couple points:

1. Sudden Strike + Ghost Step — Some people are of the opinion that it turns you invisible for an entire round, vs. just until you attack. Rules as Written seem to support this, but I don't think it was WotC's intent — for one thing, it makes Ki Dodge (gained at a later level) pointless. It's a substantial boost in power for the Ninja, and has yet to be definitively resolved, so you should address it. PM me if you need details.

2. I'd include a Prestige Classes/Multiclassing section rather than skipping directly to builds. Ninjas have to think more than many classes about multiclassing.

3. Add to Break Points: Level 10: Ghost Step: Ethereal. A big deal.

4. Add to races: Lesser Svirfneblin (PGtF) or the Savage Progression (Foundhere). At LA +1, you get +2 Con/dex/Wis, Disguise self and hide bonuses.

5. Add to Prestige Classes: Shadowdancer and Master Thrower. Both give evasion, and Shadowdancer — a lousy PrC for a Rogue — works very well with Ninja. Exemplar is also nice, as you noted.

6. I question the need for high Strength — A Ninja should not be in heavy Melee, and your damage should come from hit-and-hide Sudden Strikes and poison.

7. Feats: A breakdown of which feats make your opponent flat-footed and susceptible to sudden strikes. Feats include: Raptor School and the small-race combat feats. Also: Intuitive Attack (wis to hit) and Dark Stalker (hide from blindsight).

Some builds:

Ninja7/Ranger1/DreadCommando4/ShadowDancer4/Exemplar4
BAB +16
Saves 8/15/8 + 2 Will from Ki; +Cha to Fort.
Suden Strike +5d6

Key Feats: Dodge, Mobility, Spring Attack, Elusive Target (CW) Darkstalker (LoM)

Gets: HiPS, Shadow Jump 80ft, Slippery Mind, Evasion, Summon Shadow, Poison Use, Ghost Step, Great Leap, Stealthy Movement, +4 to Init., Skill Artistry (Hide, MS, +4 competence), Skill Mastery (Hide, MS, Jump, Climb, and more = to int. mod); Sustaining Presence, bonus feat

Tactics: An all-around good scout with a hide modifier through the roof and great skills. Use your shadow companion to scout places you can't.


Strongheart Halfling Ninja 13/EWM2/MasterThrower5
BAB: 16, Saves: 8/13/5 (+2 will from Ki)

Key Feats: WF (shuriken), PBS, Rapid Shot, Precise Shot, Underfoot Combat, Confound the Big Folk, Improved Precise Shot, Yondalla's Sense, Quick Draw*

EWM tricks: Close-quarters ranged combat, Ranged Disarm
Thrower tricks: Sneaky Shot, Tumbling Toss, Deadeye Shot, Weak Spot:

Gets: Improved Evasion, Sudden Strike +7d6, Ghost Step (ethereal), Wis to Init/AC

Tactics: Move next to, under or over larger opponent and pepper with Shuriken touch attacks. Foe is flat-footed, you don't trigger AOOs and you probably have cover.  (This works with a lousy Dex -- take Zen Archery)

Whisper Gnome Ninja10/Shadowdancer6/Exemplar4
BAB: 14
Saves: 6/13/9 (+2 Ki to Will, +Cha to Fort)

Key feats: Dodge, Mobility, Spring Attack, Skill Focus, Silencing Strike, Extra Silence, Weapon Finesse, Bonus feat from Exemplar.

Gets: Ghost Step (ethereal), Sudden Strike +5d6, HiPS, Evasion, Shadow Jump, Shadow Companion, Improved Uncanny Dodge, Skill Artistry (Hide, MS), Skill Mastery (Hide, MS, Jump, Climb, and more = to int. mod), Bonus feat
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8 years ago  ::  Oct 14, 2005 - 7:23AM #8
Elephant_Jack
Date Joined: Dec 12, 2003
Posts: 49

rilem]Nice job wrote:

Nice job; formatting needs a little work. Also reserve some more spaces for yourself.


Thanks alot! I did some quick formatting, but I'm not very good at this (I don't know all forum-tools). I know it's much text and not very pleasing to the eye...

You've mentioned some good points:
1. Sudden Strike (do you mean Ghost Step?) - I know the discussion and since the errata has been published and it's not mentioned AND in the description the word INVISIBLE is used (not italic, not invisibility) I assume that the Ninja is indeed invisible for 1 full round. Ki dodge is by far not pointless (although much worse than ghost step): In the description of ki dodge it is specifically stated that see invisibility does not negate/detect this ability - so, if your opponent can see invisible creatures, you can use ki dodge.

2. Multiclassing will be presented in the second post - I'm not in a hurry, so this will follow in some days.

3. Will do this in a few moments

4. Ah yes, the lesser races. Should've mentioned them anyway (for the skillful Ninja Aasimar isn't a bad choice at all).

5. Will be done when the section is set up.

6. That's a good point: Indeed most Ninjas do not need a high Str. The Leap Attacker might be an exception.

7. Raptor School is already included, the "small-guy"-feats will follow.

Thx for those points.

I'll link your post in my guide for those nice builds! Thx again!

EJ

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8 years ago  ::  Oct 14, 2005 - 7:32AM #9
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Ninja 1/ Rog 1/Archivest 5/Arcane Trickster 10/PRC with Full Spellcasting 2 (Mage of Arcane Order etc...)

Wis for casting and bonus to AC / 6d6 sneak / 9th level spells and a CL 18 (before Practiced Spellcaster
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8 years ago  ::  Oct 14, 2005 - 8:19AM #10
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906

Elephant Jack]Druid Ninja
- Ninja is clearly superior to Rogue if you want to take this route!


instead of the XXX ill take warshaper you allready fight most of the time in a difrent shape so what the wrote:

Druid Ninja
- Ninja is clearly superior to Rogue if you want to take this route![/quote]
instead of the XXX ill take warshaper you allready fight most of the time in a difrent shape so what the hack...

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