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    Min/Max Boards Dungeons & Dragons Discussion D&D 3.5 and Pathfinder Handbooks The Quintessential Ninja Handbook

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    SleepyShadow

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    The Quintessential Ninja

    Handbook

    Topic Start: January 14, 2012,

    05:46:29 PM

    The Quintessential Ninja

    Handbook

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    Page 1 of 22The Quintessential Ninja Handbook

    9/13/2015http://www.minmaxboards.com/index.php?topic=2823.0

  • Hi there, I'm SleepyShadow. I've been a fan of ninjas for a long time, whether

    they are in books, movies, or other media. Except for certain television shows,

    of course. Ninjas are stealthy assassins, they should not wear orange. Why, if I

    had a dime for every shredded character sheet one of my players has shown

    me with their attempts at statting up that orange pajama wearing idiot ...

    *ahem*

    As I was saying, welcome to The Quintessential Ninja HandbookTM

    ! Why is

    it the quintessential handbook, you ask? I'll tell you. I looked around for quite

    some time, but never have I found a handbook dedicated to these most

    wonderful and entertaining classes.

    "But SleepyShadow!" you would say. "There's only one ninja class!"

    Wrong! There are in fact three ninja base classes that I have discovered.

    However, I will only be discussing two of them: The NinjaCA

    and the Rokugan

    Ninja. The third ninja base class belongs to Big Eyes Small Mouths d20, and

    only a DM willing to cry tears of bloody frustration would ever allow BESM d20

    and D&D 3.X to mingle. Trust me, I've been there, done that, wept for three

    days.

    Because this is a handbook about ninjas and not just an old man's rant about

    them, I'll get down to business. I've noticed that most handbooks out there

    use this to denote good choices, standard black text to denote

    average/moderate/mediocre choices, and this to denote bad choices, I'll stick

    Page 2 of 22The Quintessential Ninja Handbook

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  • with the theme and make it easy on you dear readers.

    To start, let's examine the NinjaCA

    and what it has to offer:

    Average BAB - Okay, we aren't winning any awards here, but you could

    be doing worse.

    6 Skill Points per Level - Alright, now we got something to work with.

    Your skill list isn't bad either, though you might wish Use Magic Device

    was a class skill.

    d6 HD - You need hit points to survive in combat. You do not have much

    hp. Watch out.

    Good Reflex Saves - Great! Dodge those pesky fireballs with ease!

    Bad Fort and Will Saves - Ouch. Two bad saves is a bummer. These two

    as your bad saves make you sadly vulnerable to instant kill spells and

    the like.

    AC Bonus - Wisdom mod to AC is nice, especially since you have no

    armor proficiency. It also slowly increases as you level up.

    Unfortunately, not fast enough.

    Ki Power - This is what fuels your ninja powers of awesome. It also gives

    you a small bonus to your will saves as long as you haven't used up all

    of your ninja powers for the day.

    Sudden Strike - Alright! We get sneak ... wait, no you don't. Sudden

    Strike only applies to opponents that are denied their dex to AC. No

    flanking. Means you must get creative, or keep reading.

    Trap Finding - Always useful, and with your skill points and skill list, this

    means you are a skill-monkey in addition to being a shadowy assassin.

    Versatility is good.

    Ghost Step - Congratulations! Your first real ninja power! Swift action

    invisibility is very nice, especially since at level 2 you likely don't have

    anything else that's swift action.

    Poison Use - I rank this at standard black because it's nice if you use

    poison, useless if you don't. Obviously.

    Great Leap - Quite useful outside of combat, and if you're clever you can

    use it in combat, too. The classic sky-high ninja jumping.

    Acrobatics - Never say no to skill bonuses, but always ask for more

    Ki Dodge - The second ninja skill you learn seems lackluster compared

    to Ghost Step. It's only 20% miss chance, and only for 1 round. My

    advice: Go Invisible!

    Speed Climbing - What ninja can't run walls? Well, now you can. Not

    quite spiderclimb, but unless you need to cling to the walls this will be

    good enough.

    Ghost Strike - Fight ghosts on equal ground. More importantly, land a

    Sudden Strike on an ethereal caster.

    Improved Poison Use - This moves up to black if you're a dedicated

    poison user, but otherwise you typically have better things to do with

    your move actions. Like move.

    Evasion - Whoo! No fireball damage! Wait ... this is at level 12. A nice

    ability, but comes late. You will likely have already purchased a Ring of

    Evasion by now.

    Ghost Mind - So now you're dodging scrying spells. Handy, but if you're

    doing your job the enemy should have no reason to think about scrying

    for you.

    Ghost Sight - Not quite true seeing, but certainly covers the basics.

    Greater Ki Dodge - A nice late game benefit, but one I still advise to use

    as infrequently as possible by not being in a position that requires

    dodging attacks in the first place.

    Page 3 of 22The Quintessential Ninja Handbook

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  • Last Edit: February 20, 2012, 08:17:16 PM by SleepyShadow

    Ghost Walk - If you made it to level 20 in this class, congratulations.

    Your capstone ability: A 7th level wizard spell that has likely been seeing

    use for a while now.

    For your stats, I recommend Dex>Wis/Con>Int>Str>Cha.

    So as we've seen, some good, some bad. That's to be expected of a non-caster

    class though. Now we need to make the most of what you've got. After all,

    being a ninja isn't an easy thing to do. I like to view the NinjaCA

    as the

    thinker's Rogue. You can't just flank with the Fighter and mindlessly sneak

    attack you way to victory. However, if you're willing to put forth the effort, you

    may find you achieve greater results than the average skill monkey.

    Logged

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    Re: The Quintessential Ninja

    Handbook

    Reply #1: January 14, 2012, 05:46:47

    PM

    Rokugan Ninja

    So we've already taken a look at the NinjaCA

    , now let's take a look at their

    more physically inclined counterpart: The Rokugan Ninja!

    Full BAB - Alright! Off to a good start so far.

    4 Skill Points per Level - This roughly indicates that you are not a skill

    monkey.

    d6 HD - Ouch, okay, ninjas get the shaft on hit points.

    Good Will Save - One of the issues that typically plague stealth

    characters is a bad will save. You're in good shape!

    Bad Fort and Ref Saves - A bad Fort comes with the territory of being

    sneaky. A bad Ref on the other hand is puzzling.

    Sneak Attack - Alright, we have some good old fashioned sneak attack.

    Time to bust out the Two-Weapon Fighting tree!

    Ninja Dodge - A small AC boost, which helps a little because like your

    counterpart, you are not proficient in armor. This ability explicitly

    qualifies as the Dodge feat.

    Poison Use - Ninjas and poison. I sense a theme here.

    Uncanny Dodge - With dexterity being a major factor in your AC, you

    don't want to lose the bonus.

    Speed of Darkness - The first of the Rokugan Ninja's trademark ninja

    tricks. This nets you an initiative bonus equal to your intelligence

    modifier. Initiative is always important, especially to a ninja.

    Improved Uncanny Dodge - The name says it all. It's improved.

    Shadow Run - No, you don't get to use supplement books from the

    Shadow Run game system. Instead, you add your constitution modifier

    x5 to you movement speed. Note that this is specifically to your base

    movement speed, so it will apply to any other movements you have by

    virtue of your race, like swimming and flying.

    Blind Fight and Deflect Arrows - You pick up a couple of bonus feats at

    10th and 12th levels, respectively. Your mileage may vary.

    Page 4 of 22The Quintessential Ninja Handbook

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  • Last Edit: February 18, 2012, 11:59:42 AM by SleepyShadow

    For your stats, I recommend Dex>Con>Int>Str>Wis>Cha.

    After 12th level, all you get is more sneak attack and ninja dodge. Like its

    more magically inclined predecessor, the Rokugan Ninja has potential, but it

    also needs some nurturing in order to fully take fruition.

    Logged

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    Re: The Quintessential Ninja

    Handbook

    Reply #2: January 14, 2012, 05:47:06

    PM

    Beneath the Mask: Races of The Ninja

    We all have a race. Can't start without one. However, some races stand tall

    and proud among the successful races, and others just sit in the corner and

    sulk (Half-Elves I'm looking at you ). So, what makes the best ninja?

    Well, it depends on what kind of ninja you are trying to be. However, some

    races are good for all flavors of ninja. Thanks to the efforts of Shiroko, my

    highly trained and experienced ninja (who will reveal his build later), we have

    gathered together a collection of corpses of other ninjas to determine what

    races make good ninjas, and what races are at the bottom of the body pile.

    What? You think we could have just asked the ninjas to tell us their races? I

    suppose that could have worked ...

    Human - Most people tend to think humans are great. Well, since I'm

    here to judge I'd have to agree. It's hard to find such an easy bonus

    feat.

    Halfling - These little buggers make good ninjas. With +2 dex, +2 racial

    bonus to move silently, and the benefit of being small, it's easy to see

    why they make good ninjas. If you are allowed to be a Strongheart

    Halfling, you even net the bonus feat of a human.

    Gnome Whether you're a normal gnome or a Whispergnome, you'll have

    few regrets being one. With a d6 HD regardless of what variety of ninja

    you are, the +2 con bonus is always nice. It also pairs nicely with the

    Rokugan Ninja's shadow run.

    Nezumi - The ratlings of Rokugan, these amazing creatures make

    equally amazing ninjas. With a +2 Con, racial bonuses to hide and move

    silently, and a medium sized creature with a 40' movement speed, the

    only thing you will regret about playing a nezumi ninja is the number of

    times the other players will call you Master Splinter.

    Catfolk - Whether you view them as furry feline people or just human-

    looking with strange colored hair and kitty ears on top of their heads,

    these creatures make even better ninjas that the Nezumi! They have

    wonderful stat adjustments, a 40' movement speed, and access to

    Catfolk Pounce, all for a measly +1 LA. You aren't a caster, so a small

    level adjustment for these benefits is an easy price to pay. It's even

    better if you are allowed to buy off your level adjustment!

    Tiefling - Bonuses to Dex and Int, and only a penalty to Cha, plus a few

    innate spell-like abilities that suit the ninja flavor nicely. If you are not

    willing to take the LA, a 'lesser' version exists that has the stat mods

    Page 5 of 22The Quintessential Ninja Handbook

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  • Last Edit: February 18, 2012, 12:00:05 PM by SleepyShadow

    and no LA, but you also don't get the abilities or the Outsider creature

    type. Something to consider.

    Elf - A nice +2 dex bonus is always appreciated by the ninja. Elves also

    grant immunity to magical sleep and a +2 bonus against enchantments.

    With your low will saves an additional +2 is always nice. However, the

    -2 con penalty is doubly painful with your already small hp, so be wary.

    Warforged - An oddly workable idea, the warforged offer resistance or

    immunity to the majority of effects that trouble a ninja the most. I rank

    this as black for both ninjas, however those of you who follow the path

    of the NinjaCA

    need to remember that the wisdom penalty is detrimental

    to both your AC and your ki pool.

    Spirit Folk - When you choose to be a spirit folk, you choose one of four

    subraces: Bamboo, River, Sea, or Mountain. Bamboo spirits have

    trackless step and a +4 racial bonus to hide (handy for a ninja). River

    and Sea both offer a 30' swim speed, with the former granting speak

    with animals (fish only) while the latter allows you to predict the

    weather (yawn). Lastly, the Mountain spirits grants a 30' climb speed

    (wall running, anyone?). Ultimately, your mileage may vary with the

    different types of spirit folk.

    Jungle Kobold - Specifically the Jungle Kobold, as it is the only

    subspecies of the little blighters that manages to dodge both the

    constitution and the wisdom penalties. Small size and a dex bonus are

    nice, but a -4 strength penalty keeps it in the black listing. However, it

    shoots up to top-notch with Dragonwrought cheese.

    Orc/Half-Orc Whether you're part of an orc or all of an orc, orcs are bad

    ninjas. With hits to all of the mental stats, orcs are either dragging down

    your ki pool and already bad will saves, or they just aren't giving you

    anything to work with from the Rokugan side of things.

    Dwarf - A dwarf ninja? Oooo-kaay, aside from the fact that I can't see

    any dwarf finding a ninja mask big enough to hide his beard, dwarves

    make bad ninjas for one very simple reason: they are medium sized and

    have a 20' movement speed. No bonus to hide, and they are slow. +2

    con is nice, but when the fighter in full plate is keeping up with the

    ninja's running speed, we have an issue.

    Half-Elf - You get nothing. Period. This is at the bottom of the list for a

    reason.

    Something worth mentioning is the Necropolitan. While not a true race, this +0

    LA template turns you undead, thereby making you virtually immune to

    anything requiring a Fort or Will save (you know, your bad ones). However,

    due to the method of creating a necropolitan, it is advised that you talk it over

    with your DM before choosing to become one of these creatures.

    If you are interested in races other than the ones I've listed here, use some

    good judgement to determine if they are worth the effort to make them a

    ninja. If it gives a dexterity or wisdom bonus, great! If not, you should make

    sure you are getting something good out of it. Naturally, avoid dexterity and

    constitution penalties if at all possible.

    Logged

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    Re: The Quintessential Ninja

    Handbook

    Reply #3: January 14, 2012, 05:47:19

    PM

    Page 6 of 22The Quintessential Ninja Handbook

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    Tricks of the Trade: Feats, Prestige Classes,

    and Useful Tricks for the Aspiring Ninja

    Excellent. You've now figured out what you are and what sort of ninja you will

    be. Now you need to learn a few tricks to keep you alive and to let you do

    what you want to do! Hmm ... ah, I know! Let's start with feats! You can avoid

    taking other classes, but it's hard to not take feats. Since this is a rather

    important aspect of character creation, I'll break it down into three sections.

    First, feats that are helpful for any ninja, then feats for the NinjaCA

    , and then

    feats for the Rokugan Ninja. That ought to make things easy, yes?

    General Purpose Ninja Feats:

    Craven - Oh Craven, how we love thee, let us count the ways ... Er, I

    mean adding your character level to sudden strike/sneak attack is great.

    Darkstalker - Hide from things that have blindsight, blind sense, scent,

    or tremorsense? Yes please!

    Deadly Precision - It's not as good as Craven, but if you have a spare

    feat, no harm in taking both.

    Improved Initiative - Your big source of damage occurs when your

    enemy loses his dex bonus. Being flat footed makes them lose their dex

    bonus. Going first makes them flat footed. See where I'm going with

    this?

    Able Learner - I would rate this higher for the dedicated skill monkey

    NinjaCA

    , but for anyone else it rates here. Easier use of cross-class skills

    is always nice, though, especially since neither ninja has UMD.

    Void Use - Spend a void point, get a +2 bonus to whatever roll you're

    making. This feat starts you out with 2 void points, so not too shabby.

    You get this for free if you're playing in Oriental Adventures.

    Depths of the Void - Void Use's companion feat, this gives you two more

    void points every time you take it. Not worth it.

    Two-Weapon Fighting - Like with other precision damage based classes,

    the two-weapon fighting feat tree will quite literally double your damage

    output. There are few cases where a ninja would not take this, but I will

    discuss them later in this section.

    Two-Weapon Defense - I have had about enough of your silliness. This is

    little better than Dodge and Mobility. Avoid it. Avoid them all.

    Combat Expertise - A handy feat for either ninja, since both prefer to

    have a good intelligence. Doubly handy for a ninja due to the lack of

    armor.

    Weapon Finesse - Strength will likely be a dump stat for most ninjas, so

    weapon finesse is your answer.

    Martial Study - Your mileage may vary once again. It depends on what

    you learn, though most things in the Setting Sun and Shadow Hand

    schools are befitting a ninja. I like Shadow Jaunt and Concealing Strike,

    personally.

    Martial Stance - As with Martial Study, it all depends on what you learn

    with it. Assassin's Stance is the typical choice.

    Shadow Blade - If you have Weapon Finesse, this is the natural follow

    up. It allows you to completely dump strength, since you'll now be

    adding your dex mod to damage.

    Gloom Razor - Oh look at that! It's a follow up feat for Shadow Blade!

    It's a tactical feat, so you get three bonuses for the price of one feat

    Desert Wind Dodge - It's a passable alternative to Dodge, if you have to

    take it.

    Versatile - This feat allows you to pick two skills and permanently make

    them class skills regardless of what class you level up in. Any

    Page 7 of 22The Quintessential Ninja Handbook

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  • combination of Auto-Hypnosis, Use Magic Device, and Iajutsu Focus will

    serve you well.

    Combat Reflexes - You have a high dexterity already (or at least you

    should ) so this feat will work quite well for you. Moves up in ranking

    if you have a reach weapon.

    Spring Attack - Unfortunately this rather ninja-flavored feat requires

    those poor, poor entry feats that seem to be a requirement for

    everything but breathing in this game: Dodge and Mobility. I move this

    up to black if you are a Rokugan Ninja, that way you only waste one feat

    getting it, rather than two.

    Up the Walls - Yet another source of wall running! Requires at least 1

    power point, but ninjas loves psionics, so if you can't wall run through

    some other means, this is your answer.

    Point Blank Shot - It's like weapon focus for short ranged attacks.

    However, you need it if you are going to be throwing a fistful of shuriken

    with any regularity.

    Precise Shot - This one is for making sure said fistful of shuriken hits the

    bad guy, not your party members.

    Rapid Shot - The benefits of throwing more shuriken are quite obvious,

    really.

    Far Shot - Shuriken have terrible range. So terrible, in fact, that you

    may be smacked by an ogre just for thinking of using them. This helps

    with that problem.

    Woodland Archery - If you are a NinjaCA

    , your attack bonus isn't the

    greatest. This will help shore up your accuracy when you miss. If you

    are a Rokugan Ninja, your BAB may be high enough so as to obviate the

    need for this, but it is still a good feat regardless.

    Dreadful Wrath - You are a ninja and you let yourself be seen? Well, if

    you must be seen you may as well scare the bejeezus out of your

    enemies. Combine this with Imperious Command and watch the hilarity

    ensue.

    Apprentice/Mentor - This is like Versatile, but with a mid game

    Leadership cohort attached. I advise talking to your DM about this one,

    but if he lets you take it gobble it up and never look back.

    Improved Feint - Only take this if it is a required feat, or you are really

    desperate for some way to make the enemy flat-footed.

    Improved Toughness - If you find yourself short on hp and you have an

    extra feat on hand, take this.

    Deft Strike - Most things have a much lower AC without armor or natural

    armor. This feat allows you to bypass those. Great! The catch? It takes a

    standard action to use, so you can't stab it in bloody glory until next

    round. This moves up to Grade-A material if you have a way of getting

    more than one standard action per round.

    So we've taken a look at some feats to consider regardless of what variety of

    ninja you are. However, both of the styles of ninja have some tricks up their

    sleeves that aren't normally available to their counterparts. With that in mind,

    if your DM is allowing both sorts of ninjas to be used in his game, be sure to

    ask if the ninjas can intermingle their special feats.

    Feats for The NinjaCA

    :

    Ascetic Stalker - Monk and NinjaCA

    already feel like they should go hand

    in hand. This feat allows you to stack your monk and ninja levels for

    your ki pool and your unarmed damage. If you take this, I recommend

    Snap Kick, so you can fight with two weapons and deliver a punishing

    unarmed strike on top of it. A good combination would be Monk 2/Ninja

    Page 8 of 22The Quintessential Ninja Handbook

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  • 18, that way you have a few points in your bad saves and evasion at a

    reasonable level.

    Martial Stalker - When I first saw this feat, I thought "Wow, I could have

    all the bonus feats of a fighter and only need one level of the class? Sign

    me up!" Then, I read the long description, and was sorely disappointed.

    This feat stacks your Fighter and Ninja levels for your ki pool and your

    AC bonus, but it only stacks the two classes for the purpose of qualifying

    for feats that require a minimum Fighter level. I would skip this feat if I

    were you.

    Expanded Ki Pool - Three more ninja powers per day? Yes please!

    Enduring Ki - This feat makes your fancy ninja tricks last for two rounds

    instead of one, plus gives an extra ki point. Why is that good? Ghost

    Step does not grant invisibility as per the spell, it just makes you

    invisible for one round. Now you are attacking from invisibility for two

    consecutive rounds. That's two rounds of effortless sudden strike

    damage. I highly recommend this feat.

    Feats for the Rokugan Ninja:

    Crippling Blow - By spending two void points, you are able to inflict 1

    dex damage for every die of sneak attack you have. Dex damage hurts,

    especially big things (Dragon slaying, anyone? )

    Dark Guardian - Pick a battle buddy. As long as you are not flanked or

    flat-footed, neither is your battle buddy. Unless you are trying to build a

    tank ninja (not recommended) or your DM is running some kind of ninja

    clan war where you expect to be flanked a lot, don't bother with this

    feat.

    Delayed Sneak Attack - There are too few situations where you want to

    kill someone later rather than now. Pass.

    Killing Blow - If you land a sneak attack and drop them to 5 hp or less,

    they immediately die with no saving throw. However, unless they are a

    cleric, druid, or maybe a crusader, they are likely to die shortly after

    being brought to 5 hp anyway.

    Lightning Stealth - This allows you to move at your normal movement

    speed while hiding and/or moving silently. Not a critical feat, but

    definitely nice, especially with Darkstalker.

    Poison Immunity - I would rate this higher, but it only makes you

    immune to one specific type of poison. The +2 bonus against all other

    poisons is nice, though not nice enough to spend a feat on it.

    Needle Strike - When full attacking and making sneak attacks

    (something you should do as often as possible), this doubles your critical

    threat range. Why is this great? It explicitly states that it stacks with

    other critical threat range modifiers. Dual wield keen kukris with this

    feat and giggle with perverse joy when you land six critical hits in a

    round.

    Shuriken Mastery - This allows you to split up the individual shuriken

    you throw at multiple targets. It also grants a +1 damage bonus to each

    shuriken if you throw them all at one target.

    Strike of the Wolf - Instead of doing sneak attack damage, you can try

    to trip someone. How? The enemy you just stabbed has to make a

    Reflex Save equal to (10+your Dex mod+the damage your sneak attack

    would have done). That can result in a ridiculously high DC. The best

    part? It's not even a standard action to use. That's right, you can try to

    trip someone as part of your full attack, and keep stabbing them once

    they have been tripped.

    Stab at the Eyes - Largely garbage. If you score a critical hit with a

    weapon that you wasted Weapon Focus on, the opponent can only take

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  • move and free actions for a number of rounds equal to the critical

    multiplier of the weapon. In most cases, that's two rounds. I suppose it

    could work in a critical hit build that wields a scythe, but even in a highly

    focused build this feat becomes of moderate use at best.

    Stealthy Casting - If you've taken levels in a spell casting class, this feat

    will let you make a Spellcraft check opposed by the enemy's Spot/Listen

    check. If you succeed, they don't notice you casting the spell. Your

    mileage may vary with this feat.

    Stunning Blade - By sacrificing your sneak attack damage, you can try

    to stun someone. The Fortitude DC is equal to the damage you would

    have dealt. In my opinion, I would take Strike of the Wolf over this.

    Twist the Knife - When you make a sneak attack with a dagger, your

    threat range is increased by 1 and your weapon damage die is increased

    one step. The price? Weapon Focus

    Vanish - The poor ninja's Hide in Plain Sight. This allows you to make a

    Bluff check, which if successful allows you to make a Hide check as a

    move action. Not bad, but there are better feats out there.

    Vigilant Rest - No penalty to your Listen checks when you're sleeping,

    and you automatically wake up if anything approaches within 5 feet. The

    usefulness of this feat quickly drops to a poor rating if your DM never

    ambushes your group.

    Untouchable - As long as you are not helpless, you gain total

    concealment (and the 50% miss chance that comes with it) against all

    ranged attacks, including spells of course. This feat works wonderfully in

    tandem with Gloom Razor.

    Some of you aspiring ninjas may wonder why the Rokugan Ninja's section is

    longer than the NinjaCA

    's section. The reason is that all of the feats listed for

    the Rokugan Ninja are specific to the Rokugan campaign setting. However, if

    you are a Rokugan Ninja you likely have access to those books, and therefore

    these feats. The NinjaCA

    received an unfortunately small amount of supplement

    support. Fear not, those of you who walk the path of the NinjaCA

    ! Though you

    may have fewer supplements dedicated to your cause, you are more widely

    received by DMs since you are not specific to any one campaign.

    As always, if you have a suggestion for worthy feats that I may have forgotten

    or been unaware of, feel free to post your ideas. The assistance is appreciated,

    and credited as well!

    The Elite Shadow Warriors: Multi-Classing and Prestige Classes for

    Ninjas

    What's that? You say you want to be more ninja than ninja? How can you

    possibly suggest that there are more ways to be a ninja than being a ninja?!

    Well, since old Sleepy Shadow is here to help you be a better ninja, I'm happy

    to help you out with that. I've scoured the rule books for the best class

    combinations I could find, Shiroko has interrogated other ninjas on their

    character builds for further reference, and a big thanks to sirpercival for

    suggesting the write-up on the unofficial support (read: homebrew) that other

    aspiring ninjas have to offer.

    So You Want to be a Ninja: Base Classes

    Barbarian - Aside from the conflicting flavor of the classes, a few levels

    of Barbarian pair nicely with either ninja, though the NinjaCA

    gains more

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  • from it. None of the NinjaCA

    's abilities are interfered with by rage, and

    with fast movement, full BAB, and superior HD, the barbarian makes a

    decent choice for dipping. I would not recommend any more than four

    levels, however. The Spirit Lion Totem option is even stronger, if your

    DM allows it, granting you the Pounce ability instead of Fast Movement.

    Bard - Ninjas are stealthy assassins. Bards are magical musicians. You

    also don't gain anything significant that couldn't be done better by

    dipping Rogue or Wizard.

    Cleric - This is another case where the NinjaCA

    gains more from

    multiclassing into this than the Rokugan Ninja. As a NinjaCA

    , you should

    already have a high Wisdom for the ki pool and the AC, so this is playing

    off of your strengths. In addition to spells, domains, and

    turning/rebuking (anyone up for Divine Metamagic (Persist)? ), it also

    opens up the domain devotion feats, some of which are incredibly good.

    Like Travel Devotion. Plus, it increases your bad saving throws. Rokugan

    Ninjas could benefit from a cleric dip as well, though this tends to make

    them more MAD, as wisdom is usually a dump stat.

    Druid - Though druids hate multiclassing, ninjas love dips in it. In

    addition to boosting saving throws, granting an animal companion, and

    giving you spells to play with, a few levels of druid give you access to

    the Daggerspell Shaper prestige class. Also, if you are a NinjaCA

    , there is

    an ACF in Unearthed Arcana that allows druids to add their wisdom

    modifiers to their AC in exchange for losing armor proficiency. Ask your

    DM really nicely if they stack.

    Fighter - A base class two levels long. Take it for the bonus feats, and if

    you are a NinjaCA

    , you may consider snagging Martial Stalker so you can

    add stack those two levels with your real class.

    Monk - Another two level long class. This time around, it's good for both

    sorts of ninjas, though for different reasons. Both ninjas enjoy the bonus

    feats, saving throw boost, evasion, and flurry of blows. For the NinjaCA

    ,

    you gain a potent unarmed strike by taking Ascetic Stalker. For the

    Rokugan Ninja, you gain your wisdom mod to AC. Regardless of what

    variety of ninja you are, taking a couple levels of monk helps gain

    entrance into Shadow Sun Ninja, one of the best ninja prestige classes

    out there.

    Paladin - No. Just ... no.

    Ranger - Unless you need Track as a feat to qualify for something, pass

    this one for something better. Its rating moves to average if you use the

    Wildshape Ranger to qualify for Daggerspell Shaper, but you would still

    be better off qualifying with druid.

    Rogue - Taking levels in rogue may seem redundant, but with 8 skill

    points per level it helps the NinjaCA

    be a better skill monkey, and allows

    the Rokugan Ninja to be a secondary skill monkey. If you choose to take

    levels in this, take 3 or 4, that way you can take Penetrating Strike

    instead of trap sense, allowing you to deal partial sneak attack/sudden

    strike damage to creatures otherwise immune.

    Sorcerer - The sorcerer does not mesh well with either ninja, since both

    ninjas typically dump charisma.

    Wizard - However, the wizard is golden with either ninja, since NinjaCA

    s

    often have good intelligence scores to facilitate their role as skill-

    monkey, and Rokugan Ninjas usually have good intelligence to take

    advantage of their speed of darkness ability. This also opens up many

    beneficial prestige classes, which will be discussed later.

    Most of the non-core base classes all typically offer little for the ninjas, either

    because it makes the ninjas MAD or because the class features require too

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  • many levels invested in that class to be useful for dipping. Unless you are

    going for a particularly creative build, I advise against most of the non-core

    classes. Of special note, however, are the (Unarmed) Swordsage and the

    Warblade. In the case of the swordsage, the NinjaCA

    fares better with the

    unarmed version, while the Rokugan Ninja will appreciate the armor

    proficiency. In either case, it makes qualifying for the Shadow Sun Ninja much

    easier. As for the Warblade, it pairs nicely with the ninjas because its class

    features utilize intelligence, a stat that most ninjas of both types will typically

    have moderately high.

    As a final note, the two varieties of ninjas actually integrate quite well.

    Rokugan Ninjas get all of their class abilities by level 8, so if you are feeling

    like being more of a ninja than the other ninjas, you could go NinjaCA

    12/Rokugan Ninja 8 and have the best class abilities both classes have to

    offer. While this isn't particularly optimized, the right feats could make

    something like this shine.

    So You REALLY Want to be a Ninja: Prestige Classes

    When it comes right down to it, this is what we all want. Prestige. Power. The

    ability to tear planets in half with our nostrils. These things and more can be

    yours if you take the right prestige classes. Yes, even the nostril bit.

    Arcane Trickster - If you a a magical ninja, this is what you take when

    your good prestige class runs out of levels. Avoid if possible.

    Assassin - In the hands of a ninja, this prestige class is decent. There

    are certainly better classes out there, but there are far more that are

    worse.

    Horizon Walker - Does it advance sneak attack? No. Does it give you

    ultimate cosmic power and an itty-bitty living space? Nope. However,

    being able to dimension door every 1d4 rounds is still pretty cool.

    Shadow Dancer - I can't stress enough that you should avoid this class.

    It takes two crappy feats, and at best you'll take two levels of it for Hide

    in Plain Sight and Evasion.

    Daggerspell Mage - Excellent class for the magically inclined ninja.

    Requires one bad feat, but you at least get a return on your investment.

    Daggerspell Shaper - Another good class, though this time one for the

    ninja with a wild(shaping) side.

    Dread Pirate - I know, I know, ninjas and pirates are like fire and

    sawdust: two things that don't go together. However, if you want to

    make a scary ninja, Scourge of the Seas will help out a lot. Just resist

    the urge to say anything even close to "Yar har! You've been ninja'd!

    Yar!"

    Ghost-Faced Killer - Remember that whole 'scary ninja' idea? Yeah?

    Good. If you take this class, you're doing it wrong.

    Highland Stalker - This prestige class is essentially for you goobers that

    thought a ninja/ranger was a good idea. This class almost makes it

    passable. Almost.

    Nightsong Enforcer - Full BAB and sneak attack? Sign me up! Only

    problem? You need evasion. Two levels of monk or rogue will get you

    that, or if you are a very very patient NinjaCA

    , I suppose you could go in

    at level 13.

    Nightsong Infiltrator - It's the Enforcer's gimpy little brother. Don't

    bother.

    Shadowbane Inquisitors - This prestige class is for those of you who

    ignored my earlier advice and took levels in paladin anyway. It sucks.

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  • But if you took levels in paladin despite my advice, you will likely ignore

    this warning and take all ten levels of this garbage PrC anyway.

    Shadowbane Stalker - For those of you who listened to my advice and

    took a few levels in cleric, this will further your cause, oh Righteous

    Ninja of Holy Shadows!

    Shadowmind - For the psychic ninja, this class isn't bad, depending on

    what psychic class got you here. I recommend either Psychic Warrior or

    Psychic Rogue.

    Spymaster - This is either really good, or really bad. If you are playing

    in a subterfuge campaign with lots of social interaction, espionage, and

    the occasional assassination, this class does wonders for you. If, on the

    other hand your campaign is heavily combat focused and subterfuge is a

    minimal or nonexistent aspect, find something better. As a side note,

    this class is wonderful for a ninja NPC trying to infiltrate, spy on, and/or

    assassinate a PC.

    Streetfighter - 5 levels for 1d6 sneak attack? Pass.

    Thief-Acrobat - No sneak attack, but the other class features aren't bad.

    Exotic Weapon Master - If you use an exotic weapon, this class is fairly

    good. A few nice tricks, though nothing to write home about.

    Invisible Blade - An excellent prestige class for ninjas! The required

    feats are a bit annoying, but the benefits are well worth it. It's an easy

    way to make someone flat-footed, unfettered defense will come in

    handy, and it gives you a couple d6s of sneak attack to boot!

    Master Thrower - A must-have for the shuriken user. Take as soon as

    possible.

    Ronin - If you are something of a charger ninja, or you just want to be a

    bit beefier, this is a fair way to do it.

    Ninja Spy - Hey! Do you want to feel so ninja? Try NINJA SPY! It's a

    prestige class for people who need GRATUITOUS AMOUNTS OF NINJA! If

    you take this prestige class, you're going to feel UNCOMFORTABLY

    AWESOME! You want to wall run? Why not just jump over the buildings

    with your LEAP OF THE CLOUDS! Sneak attacks? You'll be good at them.

    It's a prestige class for ninjas. NINJA PRESTIGE! Sneak attack ninja

    sneak attack ninja sneak attack MORE NINJA THAN YOUR CHARACTER

    SHEET HAS ROOM FOR! Thanks to your +20 bonus to acrobatic skills,

    you'll be tumbling so fast that your DM will be like SLOOOOOW

    DOOOOWN. Ninja weapons ninja breathing ninja poisons ninja falling

    ninja dodging ninja hiding ninja water walking ninja FACES! You'll have

    so many FACES! 1000 FACES! Give this prestige class to your ninjas and

    they'll move as fast as ROKUGANISE! Your party will watch you run and

    think you're ROKUGANISE! You'll move so fast you'll Abundant Step and

    Dimension Door back to ROKUGAN! Don't gamble on your ninja's life.

    Take NINJA SPY! Ninjaaaaaaaaaaaaaaa!

    Avenging Executioner - *ahem* Couldn't help myself on the last one.

    Anyway, this prestige class is good for a scary ninja, but not so much for

    anyone not focused on Intimidate.

    Cloaked Dancer - I honestly feel that this prestige class works better

    without a magic ninja entry. It's 2/5 spell advancement and the abilities

    don't utilize spells anyway. Overall, I like the abilities it gives, and it's

    relatively easy for a ninja to qualify. Pairs nicely with the Spymaster.

    Magical Trickster - The benefits are nice, but with only three levels the

    class leaves the magical ninja yearning for more.

    Montebank - For the quick-witted ninja, or for the slow-witted who need

    a way out, the montebank offers little in the way of offense, but a few

    swift action dimension doors are always handy.

    Psibond Agent - Like the Spymaster, this class varies depending on the

    style of your play and the style of your campaign. Excellent for

    espionage games, less so for combat oriented games. However, it does

    rate slightly higher than Spymaster for combat, though only barely.

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  • Spellwarp Sniper - An excellent choice for the magical ninja! Since you

    will likely be fighting from a distance, this class offers only benefits.

    Uncanny Trickster - Its usefulness depends on what skill tricks you

    choose. Your mileage may vary.

    Abjurant Champion - This is for the melee inclined magical ninja. An

    excellent choice, though you may find yourself missing the lost sudden

    strike/sneak attack from time to time.

    Unseen Seer - Another great choice for the magical ninja. Full casting

    and it advances your sneak attack. This is your ideal prestige class.

    Suel Archanamach - An interesting choice for the ninja that suddenly

    realizes that they need to defend themselves against magic. The feats

    are of little help to you, but both ninjas are already proficient with four

    or more exotic weapons.

    Telflammar Shadowlord - This is an excellent prestige class, but the

    rating falls to average due to the stiff entry requirements. If you can get

    into it, it's usually worth the effort.

    Black Flame Zealot - For those ninjas who have taken a few levels in

    cleric and think that this is a good idea, think twice. You'll lose too much

    and gain too little.

    Bloodstorm Blade - Another excellent choice for those of you focusing on

    throwing hundreds of shuriken per round, this class offers little to the

    melee, magical, or skill ninjas.

    Shadow Sun Ninja - At last we get to the granddaddy of ninja prestige

    classes. The abilities of this class are both powerful and flavorful. I

    cannot recommend this class enough. If you are a NinjaCA

    /Monk going

    into this prestige class, you'll be happy to know this will also advance

    your monk capabilities.

    Jaunter - Thanks to Waazraath for pointing this one out. I definitely

    like the class, and the teleporting and shifting abilities, but I rank it

    average due to the undesirable feat requirements.

    Breaking News from Way of the Ninja!

    Shosuro Tejina - Perhaps the best prestige class in the book, this

    prestige class gives two good saves, a host of excellent class abilities,

    and a handful of spells unique to the class. Let's see the party wizard try

    to do these tricks!

    Kolat Assassin - This prestige class likely would have ranked higher if it

    did not require lackluster feats to enter. The 2nd level ability, Tiger

    Claw, is probably the best one they get, granting them an extra single

    attack per round against an opponent denied their dex mod to AC. The

    other abilities are nice, but they come too late in the class to be

    considered fantastic.

    Goju Assassin - This class has two good saves, great class abilities, and

    awesome flavor to boot. Why is it red? Oh yeah ... you become an evil

    NPC as soon as you enter the class. That is the exact opposite of what

    we are trying to do. This ranks much higher for a DM creating an enemy

    ninja.

    Hiruma Stalker - The Hiruma Stalker is a 5 level class that grants one

    semi-useful ability, and even that is dubious at best. Avoid this one.

    Kitsuki Investigator - A noteworthy class indeed, the Kitsuki Investigator

    hosts two good saves, full BAB, and a host of excellent class abilities.

    However, I cannot rate this higher than average because it does not

    advance your sudden strike/sneak attack at all.

    Shadow Hunter - The Shadow Hunter turns your ninja into a demon-

    slaying, ninja-hunting bad ass anti-ninja ninja. Two good saves and full

    BAB again, but this time you advance your sudden strike/sneak attack

    and pick up some decent class features as well.

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  • Ninja Hopefuls: Helpful Home Brew:

    So we've taken a look at some of the best and the worst base and prestige

    classes a ninja would likely consider taking. But, as sirpercival pointed out,

    there yet exists a mass amount of home brew out there written by your fellow

    ninjas. Often, such home brew is merely an attempt at recreating the powers

    and abilities of certain cartoon ninjas without putting in the effort of finding out

    such work has already been done using official material:

    http://community.wizards.com/go/thread/view/75882/19530598/Psionic_Naruto_Builds

    However, for every unhelpful home brew idea there are three good ones,

    typically written by wiser, more experienced ninjas. Such ninjas who have

    walked the official paths of the ninja are trying to assist their fellow ninjas, the

    inexperienced ones who would walk in their footsteps. And so, while there is

    far too much of this material for me to review here, I offer a starting point,

    and encourage you and your DM to search together to find the perfect balance

    of power and flavor to suit your individual campaign needs. Here is a stepping

    stone: http://www.dandwiki.com/w/index.php?title=Special%

    3ASearch&search=ninja&go=Go

    As a final note, for those ninjas who have also decided to walk the path of the

    divine, I would like to direct your attention to the Divine Trickster. While

    strictly speaking it is home brew, it was created by Rich Burlew, who worked

    on several official WotC books. The class is sleek, well balanced, and perhaps

    the best way to combine stealth and divine magic. Here is where you will find

    it: http://www.giantitp.com/forums/showthread.php?

    p=9623145#post9623145

    Ninja Vanish!: Tips and Tricks for The Ninjas

    So, you figured out what species you belong to, transcended the bonds of said

    species to become a ninja, learned your ninja feats, decided whether or not to

    pick up another class, and maybe even prestige classed! Congratulations, your

    well on your way to becoming a Master Ninja However, it certainly helps

    to have a few tricks of the trade up your sleeve, and naturally I'm here to

    help.

    First and foremost, whether you use sudden strike or sneak attack, attacking

    your opponent when they have lost their dex mod to AC certainly makes that

    much easier. Therefore, let me point you to this most helpful resource on ways

    to make them lose it: http://brilliantgameologists.com/boards/index.php?

    topic=12405

    If you are playing in Rokugan, be sure to pick a dojo. Being part of a dojo

    gives you a few small free benefits, and free benefits are always appreciated.

    Always remember that your party members are your allies. Yes, even the

    fighter in full plate constantly trying to follow you around and ruin your move

    silently checks. Because while the wizard is turning the area into a web-filled,

    grease covered, glitter dusted hell hole complete with groping tentacles, the

    cleric is arguing with his deity that yes his nightsticks should stack, and the

    barbarian is frothing at the bit in eager anticipation to become a frenzied

    berserker, you are disabling traps that would otherwise kill your companions,

    running along the walls and ceiling in order to put yourself in a favorable (or at

    least impressive) position, and if all else fails rolling on the ground giggling in

    perverse glee when you kill the BBEG in the middle of his monologue.

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  • Last Edit: March 04, 2012, 04:01:34 PM by SleepyShadow

    Lastly, remember this helpful tip: If all else fails, you can outrun everyone in

    the party. So if you have to, throw caltrops behind you as you run to ensure

    that the fighter will hold off the Troll Warhulk long enough to let the more

    valuable members of your team escape.

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    Re: The Quintessential Ninja

    Handbook

    Reply #4: January 14, 2012, 05:47:53

    PM

    Those Who Have Come Before: Sleepy

    Shadow's Ninja Dojo

    Wait, I have a ninja dojo? Of course I do! I wouldn't bother writing The

    Quintessential Ninja HandbookTM

    if I didn't already have some experience

    working with ninjas. I'll present a basic ninja from each of the two ninja

    classes, then demonstrate a few of my more successful ninja builds.

    The Quintessential NinjaCA

    Spoiler (click to show/hide)

    Human Ninja 20

    (32 Point Buy) Str 10, Dex 16 (21 after stat increase), Con 14, Int 12,

    Wis 16, Cha 8

    Feats: Two-Weapon Fighting [Human], Improved Initiative, Weapon

    Finesse, Craven, Improved Two-Weapon Fighting, Enduring Ki, Greater

    Two-Weapon Fighting, Extra Ki

    The Quintessential Rokugan Ninja

    Spoiler (click to show/hide)

    The Divine Scorpion

    Spoiler (click to show/hide)

    The Dancing Shadow

    Spoiler (click to show/hide)

    The Forest Ninja

    Spoiler (click to show/hide)

    The Most Ninja

    Spoiler (click to show/hide)

    The Infiltrator

    Spoiler (click to show/hide)

    The Shuriken Storm

    Spoiler (click to show/hide)

    Page 16 of 22The Quintessential Ninja Handbook

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  • Last Edit: March 04, 2012, 04:03:12 PM by SleepyShadow

    Lastly, we have one final ninja to examine. As promised, Shiroko will reveal his

    build. Here it is:

    Shiroko, Master Ninja

    Spoiler (click to show/hide)

    Rogue Ninjas: Submitted Builds

    Waazraath

    Spoiler (click to show/hide)

    Amechra

    Spoiler (click to show/hide)

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    Re: The Quintessential Ninja

    Handbook

    Reply #5: January 16, 2012, 07:47:48

    PM

    Last Edit: December 20, 2012, 11:40:34 AM by SleepyShadow

    The handbook is completed! If anyone has any suggestions on more material

    to include, or a build they want posted, feel free to do so here. Any help will of

    course be credited

    Also, the discussion thread can be found here:

    http://www.minmaxboards.com/index.php?topic=2991.0

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    Re: The Quintessential Ninja

    Handbook

    Reply #6: February 05, 2012, 01:12:37

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    Holy Fire Benders Batman Wizard!: Elemental

    Ninjas

    Many thanks to Shortstraw for pointing this out to me. In Dragon Magazine

    #354 a short article talks about three variants of the NinjaCA

    , the Earth, Fire,

    and Water Ninjas. They are alternate class features rather than full rewrites of

    the base class, so the majority of the information above still stands firm. The

    elemental abilities replace the Ghost Step and Ghost Strike abilities at 2nd,

    8th, and 10th levels. I will go into some depth about these fantastic types of

    ninjas that had even managed to hide themselves from me until now, and

    present a few tips for them as well.

    Fire Ninja: Blinding Flash

    Page 17 of 22The Quintessential Ninja Handbook

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  • Last Edit: February 18, 2012, 12:03:31 PM by SleepyShadow

    2nd Level - A brief save-or-suck that makes them blind on a failed save

    and dazzled on a successful one. While I find this less useful than

    invisibility, the fact that it is a swift action AoE keeps it in the black

    listing.

    8th Level - Ugh, I certainly hope you prestige class out before now. This

    ability makes me cringe. Instead of attacking incorporeal creatures

    normally, you now increase blindness effects by 1 round when you

    sudden strike a blinded creature. The worst part is that the ability

    specifically states the duration cannot be increased beyond 1 extra

    round regardless of how many sudden strike attacks you get.

    10th Level - The fire ninja's final ability is likewise a letdown. After you

    use your blinding flash ability, your attacks gain flaming burst for 1

    round and creatures attacking you in melee suffer 1d6 fire damage if

    they hit you. Oh yeah, the aura damage allows a reflex save for half.

    Water Ninja: Deceptive Mist

    2nd Level - I like this ability quite a bit, but I'm on the fence as to

    whether it's better than invisibility. It's a swift action obscuring mist, but

    you are immune to the negative effects.

    8th Level - Unless you are specializing in poisons, this ability will be of

    little use to you. You get to lace your obscuring mist with either a

    contact or an inhaled poison, and it will effect everyone in the cloud

    except you. I rank this red because poison DCs are too low to be a

    threat most of the time.

    10th Level - Your obscuring mist turns into solid fog. A swift action

    poisoned solid fog. Yeah, you're cool like that.

    Earth Ninja: One with the Earth

    2nd Level - Swift action meld into stone that lasts for a full minute. Yes

    please!

    8th Level - You gain a burrow speed! It only lasts for one round,

    unfortunately. Of course, you can keep expending ki points to extend

    the duration, but just hope you don't have to burrow too far.

    10th Level - After you stop burrowing you gain DR 10/adamantine for

    1d4 rounds. It's alright for a bruiser, but most ninjas would like to not

    be hit in the first place.

    Wait, where's the wind ninja????? The NinjaCA

    is the wind ninja. Tough luck, no

    lightning bolt throwing ninjas today.

    As one last piece of advice, I recommend that the water ninja utilizes poisons

    to their fullest in order to take advantage of their class abilities. Here is a

    handbook already written: http://www.minmaxboards.com/index.php?

    topic=2714

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    Re: The Quintessential Ninja

    Handbook

    Reply #7: December 20, 2012,

    11:52:15 AM

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    Dragon Magazine Loves Ninjas (Or: Ninjas and

    Their Bull****)

    An update of sorts that I meant to do some time ago. Jackinthegreen found

    quite a lot of useful Dragon Magazine material for the NinjaCA

    . Rather than

    paraphrasing him, I think I'll just let this gold miner speak for himself

    Jackinthegreen:

    Dragon Mag 342:

    Benefits are mostly paraphrased.

    Hidden Kingdom Jutsu:

    Prereq: Ghost Strike (8th level)

    Benefit: Spend ki power to make an effect similar to hallucinatory terrain, but

    only affecting a 40 foot radius from you and lasting one level. Can expend

    additional uses of ki power to add +2 rounds per ki use spent.

    This might see use by confusing your opponents during a battle, but as with

    almost all illusions your DM will have to be open to working with it. See if you

    can get circumstance bonuses to various skills or even total concealment from

    being within the illusory terrain that looks solid.

    Jutsu Focus:

    Prereqs: At least two ki feats.

    Benefit: Add +2 to the save of your jutsu and if it lets you spend more ki on it

    to increase its effectiveness you may automatically treat it as if you had spent

    an extra use of ki.

    If youre investing heavily into the jutsu feats, this will probably be mandatory.

    Rabbit Prince Jutsu:

    Prereqs: Ghost step (invisibility) (2nd level)

    Benefit: Spend a use of ki to move under the effects of expeditious retreat for

    1 round. While under this effect your jump distance isnt limited by your

    height.

    If you need to move fast, this might work for you. The part about jumps being

    limited by height is actually not in 3.5 rules, but if your DM is restricting jumps

    based on height like 3.0 did then this is a boon.

    Ringing Fist Jutsu:

    Prereqs: Ki dodge (6th)

    Benefit: Expend a use of ki to apply the effects of a knock or targeted shatter

    spell on any successful unarmed attack you make against an object.

    In short, you punch things and they go boom or open up, whichever you feel

    like happening. Combos somewhat with the Ascetic Stalker feat.

    River Eel Jutsu:

    Prereqs: Ki dodge (6th)

    Benefit: Spend a daily use of your ki to move as if under the effects of a

    freedom of movement spell for one round.

    This one is actually pretty darn good. Remember that jutsu are extraordinary

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  • unless otherwise noted, and an extraordinary freedom of movement is just

    what the ninja ordered for many occasions.

    Shadow Puppet Jutsu:

    Prereqs: Ki dodge (6th)

    Benefit: Spend a daily use to force an opponent within 30 feet to make a Will

    save. If it fails, it is flat-footed until the beginning of its next turn. This is a

    mind-affecting effect.

    Useful to set up Sudden Strike damage.

    Thousand Faces Jutsu

    Prereqs: Ghost Step (invisible) (2nd)

    Benefit: Spend a ki use to be affected as if by Alter Self for one minute, but

    you can only change into a creature of your size and type, and you gain none

    of the movement or combat benefits of the new form. Spend two ki uses to

    assume the form of a specific creature of your type for a minute.

    Looks more like Disguise Self to me. If youre really into this sort of thing, the

    Changeling race is probably a much better fit.

    Wind Oxen Jutsu:

    Prereqs: Ghost strike (8th)

    Benefit: Make a special bull rush attack on an adjacent target with a bonus

    equal to your Wisdom mod + your ninja class level and can expend

    additional ki to add +4 per use spent. Theres no need to actually touch the

    target, and this ability does not provoke an attack of opportunity.

    Bull rushes have plenty of fun uses, but the bonus on this leaves something to

    be desired. By the time you get this, your bonus should be at least +7 (4

    from ninja levels and +3 from Wis mod), which is the mod the fighter could

    have had from 1st level (16 Str and Imp Bull Rush). Dont expect to push

    around much unless you spend a lot of ki on it.

    Dragon 351

    Karmic Healing

    Prereqs: Ki power (1st)

    Benefit: You can spend a daily use of ki to heal yourself a number of hit points

    equal to half your ninja level (minimum 1) times your Wis bonus, or spend a

    use to remove the fatigue condition or reduce exhausted to fatigued.

    If youre pumping wisdom, this might actually be pretty good once you have

    several ninja levels. At 10th a single use could get you 25 HP.

    Ki Smite

    Prereqs: Ki power, Sudden Strike +2d6 (3rd)

    Benefit: Spend a ki use to add your Wis mod to your next melee attack roll

    and your ninja level plus your current ki pool (not including the one you just

    spent to get the smite) to damage.

    Another good one if youre pumping Wisdom and ki uses. Note that it doesnt

    say the damage only applies to hit point damage, but its safe to say the

    designers intended it to only work on weapon damage and not ability damage

    for instance. Abuse at your own risk.

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  • Skill Attunement

    Prereqs: Wis 13, ki power (ghost strike) (8th)

    Benefit: You can spend a daily use of ki to grant yourself a bonus on all skill

    checks equal to your Wisdom bonus for a number of rounds equal to 1/5th

    your ninja level (rounded down, minimum 1).

    Very useful when you want that extra oomph to your skills.

    Wolfs Bite

    Prereqs: Ki power (1st)

    Benefit: You can spend one daily use of ki to gain access to Improved Disarm,

    Improved Feint, and Improved Trip for 1 round.

    This allows you to be more versatile as needed and without having to spend

    the prerequisite feats. Not bad.

    General feats:

    Intuitive Trapsmith

    Prereq: Ki power

    Benefit: Add your Wisdom bonus instead of your Intelligence bonus on all

    Search and Disable Device checks. These effects are always active.

    Chances are your Wis is higher than your Int. This will allow you to eke out a

    bit more from those skills and help you function better as a trap handler,

    though the ninja really isnt the best at that role.

    One With Earth and Water

    Prereq: Ki power (1st)

    Benefit: Add your Wisdom bonus on all climb and swim checks instead of your

    strength bonus. These effects are always active.

    Bit of a shame it doesnt apply to jump checks too, but if you see yourself

    using these skills regularly then they help make you more SAD. If you want to

    totally ignore strength-based skills, the feat Agile Athlete makes your climb

    and jump checks key off dex instead.

    Zen Fortitude

    Prereqs: Ki power (1st)

    Benefit: Add your Wisdom bonus (instead of your Constitution bonus) on

    Fortitude saves. This effect is always active.

    Another feat to make you more SAD. Just make sure not to skimp on Con

    because more hit points tend to be quite helpful.

    Here are some multiclass feats the CA ninja technically qualifies for, and the

    Rokugan ninja definitely qualifies for but technically doesnt gain the benefit.

    Daring Outlaw:

    Prereqs: Grace +1, Sneak Attack +2d6

    Benefit: Stack swashbuckler and rogue levels to determine SA damage, Grace

    progression, and Dodge progression.

    If your DM allows you to progress the class that gave you Sneak

    Attack/Sudden Strike with this, then its probably worthwhile. The later levels

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  • in both CA and Rokugan ninja arent really worth much. For the price of a

    feat, you get another feat youd probably have taken anyway (Weapon

    Finesse), a bonus on reflex saves that will probably be overwritten by buffs

    since its a competence bonus, and a bonus to AC that is better than dodge

    except it doesnt count as the feat for prerequisites like the Rokugan ninas

    Ninja Dodge does. Taking a third level in swashbuckler gets you Insightful

    Strike which will give you some extra damage but likely not much if youre not

    focusing on Int.

    Ascetic Rogue:

    Prereqs: Improved Unarmed Strike, sneak attack

    Benefit: Add 2 to the DC of your Stunning Fist attempt if its also a sneak

    attack delivered with an unarmed strike. Stack monk and rogue levels to

    determine your unarmed strike damage.

    The unarmed strike progression is helpful. The Stunning Fist stuff may or may

    not be since the feat is fairly weak on its own without specializing. I wouldnt

    recommend this feat unless you really know what youre doing.

    Between all those feats, I'd be inclined to promote the CA ninja to Tier 4 due

    to the increased versatility and power.

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