Introduction
The Ninja is an alternate class to the Rogue, combining some of the Monk’s mystic abilities with the Rogue’s talent for stealth, cunning, and stabbing things.
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RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Ninja Class Features
: d8 hit points is low, but it’s normal for stealth classes.
: At 2/3 BAB the Ninja won’t keeup up with Fighters in a stand-up fight, but Ninjas aren’t intended for a stand-up fight.
: Ninjas have one good save (Reflex), and depend on Dexterity, but don’t get Evasion until at least 10th level. Because they don’t need Wisdom like a Monk, their Will saves are likely poor as well.
: With light armor, the Ninja needs to rely on Dexterity to improve their AC. Because they need Dexterity, it is typically best to rely on Dexterity for attacks as well. The best weapons available to the Ninja are the Wakizashi, Shuriken, and shortbow. The other weapon proficiencies are flavorful, but are mostly only good for combat maneuvers.
: 8+ skill ranks, and an almost identical skill list to Rogues. Unfortunately, the Ninja doesn’t get Trapfinding, which reduces the Ninja’s effectiveness as a Scout, but because they need Charisma to fueld their Ki Pool, the Ninja is better equipped to serve as a Face than the Rogue.
: Poison is expensive, difficult to use, and unreliable. If you plan to use it, do so sparingly and with plenty of forethought.
: The Ninja’s main resource in combat.
(Su): The Ki Pool fuels the Ninja’s abilities. At start, the biggest draw is spending one point for an extra attack. When you are in an advantageous position, this is an excellent way to get an extra pile of Sneak Attack damage.
: The primary means of customizing your Ninja.
- (Su): Very situational. Your Acrobatics modifier should be good enough without this that you can safely tumble in combat.
- * (Ex): Bleed effects are always tempting, but rarely worthwile. This could be useful for hit-and-run attacks, but you would be better served outright killing someone instead of waiting for them to bleed to death. At higher levels the bleed damage can become very scary, but fast healing and regeneration become more common.
- (Ex): Excellent Crowd Control, and the DC is respectable.
- : Many Ninja Tricks are better than many feats you may want, but this is great for getting Two-Weapon Fighting early.
- (Su): Darkvision is crucial for Scouts trying to move around unnoticed, but Ki points are precious.
- (Ex): Buy Sniper’s Goggles.
- : Very situational.
- (Ex): Situational, but very cool and thematic.
- (Su): Very situational.
- (Ex): Did you roll the highest Initiative? Are your enemies flat-footed? Time for Flurry of Stars. Combined with Two-Weapon Fighting, you can throw a dizzying number of shurikens to deal a huge amount of damage.
- (Ex): Hugely improves the Ninja’s versatility, especially in combat, but costs a ton of Ki.
- (Ex): Very situational.
- (Ex): Or you can find a way to fly
- * (Su): Hugely situational.
- (Su): Very cool, but the damage is terrible.
- (Ex): A great way to get some more mileage out of your expensive poisons.
- * (Su): Combine this with multiple sneak attacks in a given round, and you can really cripple your enemies.
- Rogue Talents Breakdown for help selecting a Rogue Talent. If you plan to make use of poisons, the Rogue has several excellent options to supplement the Ninja’s Poison Use. : While many Rogue Talents and Ninja Tricks overlap, there are a few good Rogue Talents which Ninjas don’t get access to. Read my
- (Su): Fantastic when fighting enemies who can easily overcome your AC.
- (Ex): Situational.
- * (Ex): Fantastic for escaping and for Scout archetype Ninjas who need to keep moving to Sneak Attack.
- (Ex): Or you could just buy a smokestick. This is only good if you want Poison/Chocking Bomb.
- : Awful.
- Style Feat section of my Monk Handbook for help selecting a style feat. : Many Monk styles are very good, and will benefit a Ninja greatly. Panther Style is especially interesting for Scout archetype Ninjas, and Snake Style can help solve your AC issues. See the
- (Su): Situational, but potentially hillarious.
- : Weapons will almost always be a better option for the Ninja, but some feats and abilities rely on using unarmed strikes.
- (Ex): Situational, and you can usually do this with a normal Disable Device check.
- (Su): Absolutely fantastic. This is a guranteed way to get Sneak Attack for at least one round.
- (Su): Hugely situational.
- (Su): Hugely situational, and easily replicated or replace by Spider Climb or anything that lets you fly.
- : Ocasionally useful to boost your relatively low attack bonus, but you can get many more interesting options from other tricks.
(Ex): Situational, and the bonuses are small.
(Ex): Situational, but it allows you to do silly things like using Full Defense outside of combat.
(Ex): Situational, but very cool.
(Ex): Hugely situational.
: A considerably improvement on Ninja Tricks.
- Rogue Talents Breakdown for help selecting an Advanced Talent. : The rogue has several excellent Advanced Talents. You can only take one, so choose carefully.Read my
- (Ex): Save or die. Considerably better than the Assassin’s version.
- (Ex): Blinding enemies is very effective crowd control, and allows you to Sneak Attack the targets.
- (Ex): Absolutely awful. You only get to apply Sneak Attack once. Why would you ever do this instead of making multiple attacks?
- (Ex): Excellent, but very late in the game.
- : Many Master Talents are better than feats, so only take this when you run out Master Talents that you want.
- (Su): Excellent for escaping and infiltration, but this will burn through your Ki very quickly.
- (Su): Absolutely essential. Ninjas will likely use this in every combat.
- (Su): Very situational.
- (Su): This isn’t nearly good enough to justify a Master Trick. By now your party should have plenty of options for detecting invisible creatures.
- (Su): Situational.
- : Only useful if you devote resources to fighting unarmed, which is rarely a good choice for a Ninja.
- (Su): Too expensive for one round of Air Walk, which your Cleric can cast on you by now.
(Su): Invisible Blade is much less costly, but imposing a -10 penalty to constitution is going to be much more effective than an average of 35 damage from one attack.
Compatible Archetypes
Alternate classes can take archetypes for the base class so long as they have the same class features altered or replaced by the Archetype.
- : Good for ambushes, but not compatible with Scout.
- : You still don’t get Trapfinding
- : The sacred bonuses to bad saves are nice, and Augury can be very useful, but this doesn’t help the Ninja do any Ninja things, and it’s not compatible with Scout.
- : Uncanny dodge is terrible, and Scout provides some great ways to get guranteed Sneak Attack without help from your allies. O would take this on every Ninja.
- : You still don’t get Trapfinding
Abilities
Ninjas primarily rely on Dexterity, but need Charisma for their Ki Pool and a splash of every other ability to keep themelves functional. They are somewhat MAD, but really only need a splash of their less important abilities..
: Helpful for melee and thrown weapon damage, but otherwise useless.
: Your primary ability both offensively and defensively.
: Important for overcoming your low hit die and for your poor Fortitude saves.
: Only important for skill ranks.
: Only useful for Will saves, and you can overcome a penalty with a cloak.
25 Point Buy 20 Point Buy 15 Point Buy Elite Array
Races
Darkvision is crucial for scouts, but can be provided by items or spells. Look for ability bonuses to help compensate for the Ninja’s MAD.
: Bonuses to two unimportant abilities and a penalty to an important ability. The only real draw is Darkvision..
: The bonus dexterity helps, and the intelligence bonus grants some extra skill ranks, but the other racial abilities aren’t helpful.
: Bonuses to Constitution and Charisma are both helpful, but the Gnome can’t keep up with the Halfling.
: Flexible ability bonus, and helpful if you plan to multiclass. Alternate racial traits offer a lot of great options, and Half-Elves can take the Human favored class bonus for additional talents.
: Flexible ability bonus and Darkvision are both nice. Half-Orcs can take the Human favored class bonus for additional talents.
: Bonuses to the Ninja’s two most important abilities, and a bunch of bonuses to stealth. The reduced damage and speed are annoying, but can be easily overcome.
: Because Ninjas are typically two-weapon fighters they tend to be feat-starved, so the Human bonus feat is crucial. The favored class bonus grants a few bonus Talents (remember that the Ninja is an alternate class for Rogues, so logically you should be able to take the same favored class bonus) which can get you Combat Trick or Weapon Training to help with the feat requirements.
Traits
- (Combat): Critical hits are not for Sneak Attack classes.
- (Combat): Don’t be tempted by this. The tiny armor check penalty to AC will go away as soon as you can afford to spend 1100 gp on a Mithral Shirt.
- (Combat): Unfortunately, you will depend on flanking until you can get Invisible Blade at level 11, so engaging an enemy by yourself is rarely a good choice.
- (Combat): Your Reflex saves are already good, but more doesn’t hurt.
- (Combat): You are not a Defender.
- (Combat): You only get one attack during a surprise round, and +1 bonus to one attack in some combats isn’t much.
- (Combat): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Combat): Initiative bonuses are fantastic for getting early sneak attacks while your enemies are still flat-footed.
- (Combat): Bonus to one of your bad saves.
- (Faith): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Faith): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Faith): Divine spells are half of all spells, but you would be better served to get a bonus that applies to non-spells too.
- (Faith): Bonus to one of your bad saves.
- (Faith): You have a lot of skills, and this makes you a bit more reliable with them.
- (Faith): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Faith): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Magic): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Social): Bonus to one of your bad saves.
- (Social): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
- (Social): You have a lot of skills, and this makes you a bit more reliable with them.
- (Elf Racial): Initiative bonuses are fantastic for getting early sneak attacks while your enemies are still flat-footed.
- (Half-Elf Racial): Initiative bonuses are fantastic for getting early sneak attacks while your enemies are still flat-footed.
- (Human Racial): You have 8+ skill ranks, so you have enough ranks to invest in Knowledge skills if you feel the need.
Skills
- (Dex): Essential for moving through combat without drawing attacks of opportunity. You can stop investing once your skill bonus reaches +14.
- (Int): Awful.
- (Cha): Essential if you are the party’s Face, and you can use it to Bluff.
- (Str): Very situational.
- (Cha): Essential if you are the party’s Face.
- (Dex): Great for locks, but don’t forget that you don’t get Trapfinding.
- (Cha): Very situational.
- (Dex): Situational, but nice for escaping grapples.
- (Cha): Essential if you are the party’s Face.
- (Int): Good for identifying humanoids.
- (Int): One of the least useful Knowledge skills. Only useful if your campaign specifically calls for it.
- (Int): Situational. You may want to learn additional languages if you are the party’s Face.
- (Wis): The most rolled skill in the game.
- (Cha): You’re not a Bard.
- (Wis): Helpful if you are the party’s Face.
- (Dex): Situational.
- (Dex): You’re a Ninja.
- (Str): Very situational.
- (Cha):
Feats
- (Combat): The prerequisites are annoying, but this allows you to focus entirely on Shurikens without needing to invest in wakizashis.
- : You will already have trouble hitting, and your damage is primarily from Sneak Attack
- : Helpful with shurikens, and combines well with Long Shot.
- : +1 to AC helps with the Ninja’s low AC, and Dodge is a prerequisite for a surprising number of other feats.
- : Ki pool is one of the only limitations on the Ninja’s daily abilities, so more Ki means you don’t need to be quite so careful with managing your resources.
- : You should be able to take additional Ninja Tricks in place of a Rogue talent.
- : This will help with your low saves, but its hard to spend a feat when you can just buy a better cloak.
- : Critical hits are not for you.
- : Going first is great on almost any character, and it’s especially important for characters who depend on Sneak Attack.
- : It’s hard to find enough Monk styles to justify this feat. If you really want to use style feats, dip a level of Master of Many Styles Monk.
- : Stunning an enemy is a great way to make them vulnerable to Sneak Attack, but your DC won’t be very good.
: Helpful for some
builds, but only if you really plan to invest in fighting unarmed. Of
course, if you plan to fight unarmed you should just take a level of Monk to
get all of the feats you need.- : This will help with your low saves, but its hard to spend a feat when you can just buy a better cloak.
- : Essential if you plan to make use of poisons.
- : Really helps with the Shuriken’s lousy range.
- : With some coordination you can keep your allies from granting your enemies cover, but sometimes you don’t get that luxury. This also helps overcome concealment, which allows you to Sneak Attack concealed enemies.
: Essential if you have
allies in melee.- : useless for a Sneak Attack character.
: Works in combination with
Two-Weapon Fighting when throwing Shurikens.
: Essential if you plan to
primarily use ranged weapons.- : Allows you to draw both of your Wakizashi quickly.
- : A truly insane amount of Sneak Attack damage. It’s still subdual, but this is almost enough damage to not care.
: Sure it’s subdual, but that is
a huge pile of damage.- : Hopefully you will never need help with your hit points.
- : At this point you are very unlikely to hit with an attack at -10 below your highest BAB.
: The
extra attack may be at too much of a penalty to justify.
: Essential on almost
every Sneak Attack build. Note that if you multiclass into Monk this won’t
stack with Flurry of Blows.- : Essential for melee builds.
- : Helpful if you’re devoted to one weapon, but not essential.
Weapons
- : Good for archer ninjas (which are a weird build) with strength penalties.
- : Carry a few for utility purposes. Slightly more damage than a Shuriken, but you can draw a shuriken as a free action without Quick Draw.
- : Only good for combat maneuvers, and Ninjas don’t do combat maneuvers.
- : If you don’t plan to use Weapon Finesse for some reason, this is your best weapon.
- : Good for a Monk, but you can’t use it with Weapon Finesse, and if you have enough Dexterity for two-weapon fighting you need Weapon Finesse.
- : Only good for combat maneuvers, and Ninjas don’t do combat maneuvers.
- sai: Only good for combat maneuvers, and Ninjas don’t do combat maneuvers.
- : Good for archer ninjas (which are a weird build), and good for long-range shots.
- : Wakizashi is strictly better.
- : Essential for ranged sneak attacks.
- : Awful.
- : The best choice for two-weapon fighting.
Armor
- : Your starting point. This should last through early levels. Don’t bother enhancing because you’re going to get a Mithral Shirt pretty quickly.
- : Unless you’re using Two-Weapon fighting, the masterwork buckler is a cheap and easy AC boost.
- : Mithral Shirt will be your best bet for AC until your Dexterity bonus hits +10, which will be extremely high level.
- : Strictly better than padded armor. With no maximum dexterity bonus, you can afford to make your Dexterity absurdly high without restriction, and can still keep enhancing your armor.
Magic Items
Armor/Shields
- Practical Guide to Celestial Armor. (22,400 gp): Unless you have heavy armor proficiency and a Dexterity modifier of at most +5, Celestial Armor is the best armor in the game if all you need from your armor is AC. For more, check out my
Multiclassing and Prestige Classes
- : If you want to fight unarmed, this can save you a feat, and it gets you a bonus feat and +2 to all of your saves. Second level gets you Evasion, another bonus feat and Evasion. If you go for 4 levels you can use Wisdom for your Ki Pool instead of Charisma. Consider the Sohei archetype if you plan to multiclass into Monk, and you can use Flurry of Blows with a Monk weapon to Sneak Attack. You can also take Monk Vows for additional Ki.
Build Ideas
At some point I will write example builds based on these concepts.
- Generic TWF Ninja: Nice and simple. Get in close, flank, and full attack.
- Shuriken Master: Combine Two-Weapon Fighting, Rapid Shot, and Storm of Stars for a truly dizzying number of shuriken attacks. You may want to keep a Bard handy to compensate for the total -6 penalty to attacks.
- Striking Panther: Combine the Scout Ninja with the Master of Many Styles Monk and the Panter style for a highly mobile Ninja who sneak attacks primarily by drawing attacks of opportunity. Add Snake Style and Snake Fang for additional attacks of opportunity.