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Corrik
2011-09-02, 11:05 AM
So has anyone given this alternate class a good once over? Thoughts? Impressions? Proper builds?

kestrel404
2011-09-02, 11:53 AM
I've looked at it and it has a lot of things going for it.

One of my favorites is that it makes a really awesome two-leve-dip class. Two levels will get you:
Poison use, a Ki pool, 1d6 sneak attack and a ninja trick. And if you're a strongly Cha-based character, that one ninja trick can turn into ANY (basic) ninja trick (and from there, any combat or style feat she can qualify for) - at the cost of 2 Ki pool. The trick may not last long (2 rounds, unless the GM rules that the ambiguous text means character level rather than class level), but the ability to grab just about anything is pretty sweet.

The fact that the ninja can draw tricks off of the rogue talent list means that they're probably strictly better than a straight rogue - only lacking in the trapfinding ability.

Starbuck_II
2011-09-02, 01:24 PM
The fact that the ninja can draw tricks off of the rogue talent list means that they're probably strictly better than a straight rogue - only lacking in the trapfinding ability.
Multiclassing into Ranger 1 (Trapper or something) will give you back trapfinding if you really wanted it.

Blisstake
2011-09-02, 01:32 PM
The fact that the ninja can draw tricks off of the rogue talent list means that they're probably strictly better than a straight rogue - only lacking in the trapfinding ability.

Not entirely true. Rogues also get evasion, uncanny dodge, and trap sense. In addition, ninjas are somewhat limited when they get to the Master Tricks. They can pick a single Advanced Rogue Talent, but then they're foced to chose from a smaller pool of Master Ninja Tricks.

Rogues, on the other hand, do get to pick up a ninja trick (although for a few, they need Ki Pool first...), and have the Extra Rogue Talent feat available to them - a feat that has no equivalent for the ninja.

Early levels, ninjas are still probably better though. Unless the GM has a fondness for magical traps :smallamused:

Paul H
2011-09-02, 03:23 PM
Hi

I've got a Synthesist melee character in the PFS campaign. ('Living' campaign. Retire char's at 12th lvl).

Debating taking 2 level dip into Ninja for the Ki stuff, plus the skill points, sneak attack and weapon access.

Human Synthesist 2

Str 12 Dex 13 Con 14 Int 10 Wis 10 Cha 18
(Str 17 Dex 15 Con 15) [4pts Evolution: Dex, Con)

Feats: Toughness, Dodge (missed a trick with initial stats - Pwr Attack at lvl 5))
Has Heirloom Wpn (Gt Sword) Trait.

Is Ninja best level dip, or is there something better? (Please remember PFS limitations).

Thanks
Paul H