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ToB Ninja, stereotypes and all!
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4256058" data-attributes="member: 35909"><p><strong>ASK A NINJA (Questions and Answers)</strong></p><p></p><p>Warning: The following contains several references, will not be as funny if you do not understand them.</p><p></p><p>[sblock]</p><p>Q: Dude, this class is awesome!</p><p>A: Thank you very much, but please ask a question.</p><p></p><p>Q: Ninja > Pirate. Fact.</p><p>A: Not a question. Also, it’s technically Ninja >>>>>>>> Pirate.</p><p></p><p>Q: Ninjas suck, Pirates rule!</p><p>A: *Watches as other person suddenly falls limp and is dragged off into the shadows* Well, that was amusing.</p><p></p><p>Q: Ok...it’s an adept. Can it take ToB feats like Adaptive Style?</p><p>A: Yes. Treat it as Swordsage for these purposes, applying some common sense. For example, do not allow the Ninja to take Extra Readied Maneuver until level 2, unless he also has Martial Study.</p><p></p><p>Q: Got any recommendations on how to play as this?</p><p>A: Take the Run feat. No, seriously. If you’re in battle and not already in melee, you’re basically looking at a run action to recover maneuvers. Running normally means losing Dexterity to AC. Obviously, this is bad...</p><p></p><p>Q: Why’d you alter the way Sudden Strike works?</p><p>A: Ninjas fight in fog/smoke. It’s like...their thing. They shouldn’t be neutered little puppies in that kind of environment. Also, it’s more than made up for with the weaker SS damage progression.</p><p></p><p>Q: If I’m doing ranged sniping, or have abused the rules to have a 40 ft reach spiked chain attack, from where does the 30 ft range on Harbinger of Death originate? Myself, the target, or what?</p><p>A: Measure 30 ft from the victim you defeated to see who is affected.</p><p></p><p>Q: I don’t like Find Pressure Point. It shouldn’t cost a high level class feature and 3 feats just to always get Sudden Strike. I can just use strike maneuvers anyway.</p><p>A: Then don’t take that Ninjutsu Focus? Originally, I had it as a flat 50% change, with no option to further improve, but my friends found that too much, and this was our compromise.</p><p></p><p>Q: I don’t like Find Pressure Point. It’s just too powerful, at any percentage.</p><p>A: To each their own. However, by high levels it becomes criminally easy to afford Fortification armor/shield/both, making Rogue-types a lot weaker. Also, the number of critical immune monsters at the upper levels is amazing. If there’s a power issue to you, I’d say restrict it to a higher level selection (like 17+), but don’t ban or weaken the ability.</p><p></p><p>Q: Ok...Running Climb. I have several questions here. 1) What does it mean when it talks of “jump[ing] off”? 2) What does it mean when it mentions executing a falling attack? 3) The movement allowed in general, how does it work? Straight up only? What if I start away from the wall? 4) Say I’ve got a Spider Climb effect running, I still fall after using this?</p><p>A: </p><p>1) Under the Jump skill, it mentions sometimes being able to jump down to reduce falling damage. The text is merely clarifying that even with a wall to push off, you do not have the time to react to do this.</p><p>2) This was written for a gaming group that allows attacks done while falling to add the falling damage to the enemy (actually, it’s a little more complex than that). If your game has no such rules, disregard this part of the text.</p><p>3) You can travel any direction on the wall, just as normal climbing. Effectively, you’re treating walls as if it was normal ground, mixing climbing with normal movement as you like. The only real restriction is doing this as a move action. Example: Ninja starts 20 ft from a wall. Along the wall is a pit trap that extends 30 ft. The Ninja could use Speed Burst to get a speed of 90 ft, then move up to the wall, having 70 ft of movement remaining. He could run up, then drop down on a foe, or run horizontally along the wall past the pit trap.</p><p>4) You still fall. Spider Climb and most such effects limit you to a static 20 ft speed, this ability lets you climb much faster, at the cost of falling if you don’t reach a horizontal surface. You WOULD retain the +8 on Climb checks and ability to take 10, potentially making it easy to catch yourself.</p><p></p><p>Q: If Nondetection is Su, why does it need an effective caster level? It can’t be dispelled.</p><p>A: Part of the benefit is that anyone trying to use any divination spell against you needs to win a caster level check of that DC to do so.</p><p></p><p>Q: Why is Stealth Dash Su when it later talks about being equivalent to a 9th level spell-like ability?</p><p>A: That last part is specifically for the Mislead ability you can use 3/day. The rest of the class feature is supernatural.</p><p></p><p>Q: Why is there no kusari-gama proficiency?</p><p>A: I wish I could, but the current versions in the DMG and OA are idiotic/overpowered and pathetic, respectively. If you wish to make a better balanced version and add it to the list, kudos to you.</p><p></p><p>Q: Why is there no [other weapon] proficiency?</p><p>A: The current list is weak enough that a DM could add to it, if they liked. A blowgun would be fine to add, for example. I’d avoid any two-handed weapons other than the simple ones they already get.</p><p></p><p>Q: Complete Scoundrel made this feat called Savvy Rogue to boost Rogue Special Abilities the character had...</p><p>A: I’m working on such a feat for Ninja at the moment.</p><p></p><p>Q: Why no Bonus Feat option for Ninjutsu focus? </p><p>A: *shrug* I figured I’d just make the abilities so awesome no one would want to waste it on a feat. Feel free to add that as an option.</p><p></p><p>Q: Ninjas are supposed to be able to flip out and kill people!</p><p>A: I gave it Tiger Claw as a discipline, surely that counts for something.</p><p></p><p>Q: Why didn’t you give Ninja the ability to pop a 20 ft boner?</p><p>A: It’d be redundant to add to the class, as this is already covered under “Ninja traits” in the Monster Manual, along with the fact that “Ninjas are mammals.” Sorry, Lizardfolk, just keep on walking.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4256058, member: 35909"] [b]ASK A NINJA (Questions and Answers)[/b] Warning: The following contains several references, will not be as funny if you do not understand them. [sblock] Q: Dude, this class is awesome! A: Thank you very much, but please ask a question. Q: Ninja > Pirate. Fact. A: Not a question. Also, it’s technically Ninja >>>>>>>> Pirate. Q: Ninjas suck, Pirates rule! A: *Watches as other person suddenly falls limp and is dragged off into the shadows* Well, that was amusing. Q: Ok...it’s an adept. Can it take ToB feats like Adaptive Style? A: Yes. Treat it as Swordsage for these purposes, applying some common sense. For example, do not allow the Ninja to take Extra Readied Maneuver until level 2, unless he also has Martial Study. Q: Got any recommendations on how to play as this? A: Take the Run feat. No, seriously. If you’re in battle and not already in melee, you’re basically looking at a run action to recover maneuvers. Running normally means losing Dexterity to AC. Obviously, this is bad... Q: Why’d you alter the way Sudden Strike works? A: Ninjas fight in fog/smoke. It’s like...their thing. They shouldn’t be neutered little puppies in that kind of environment. Also, it’s more than made up for with the weaker SS damage progression. Q: If I’m doing ranged sniping, or have abused the rules to have a 40 ft reach spiked chain attack, from where does the 30 ft range on Harbinger of Death originate? Myself, the target, or what? A: Measure 30 ft from the victim you defeated to see who is affected. Q: I don’t like Find Pressure Point. It shouldn’t cost a high level class feature and 3 feats just to always get Sudden Strike. I can just use strike maneuvers anyway. A: Then don’t take that Ninjutsu Focus? Originally, I had it as a flat 50% change, with no option to further improve, but my friends found that too much, and this was our compromise. Q: I don’t like Find Pressure Point. It’s just too powerful, at any percentage. A: To each their own. However, by high levels it becomes criminally easy to afford Fortification armor/shield/both, making Rogue-types a lot weaker. Also, the number of critical immune monsters at the upper levels is amazing. If there’s a power issue to you, I’d say restrict it to a higher level selection (like 17+), but don’t ban or weaken the ability. Q: Ok...Running Climb. I have several questions here. 1) What does it mean when it talks of “jump[ing] off”? 2) What does it mean when it mentions executing a falling attack? 3) The movement allowed in general, how does it work? Straight up only? What if I start away from the wall? 4) Say I’ve got a Spider Climb effect running, I still fall after using this? A: 1) Under the Jump skill, it mentions sometimes being able to jump down to reduce falling damage. The text is merely clarifying that even with a wall to push off, you do not have the time to react to do this. 2) This was written for a gaming group that allows attacks done while falling to add the falling damage to the enemy (actually, it’s a little more complex than that). If your game has no such rules, disregard this part of the text. 3) You can travel any direction on the wall, just as normal climbing. Effectively, you’re treating walls as if it was normal ground, mixing climbing with normal movement as you like. The only real restriction is doing this as a move action. Example: Ninja starts 20 ft from a wall. Along the wall is a pit trap that extends 30 ft. The Ninja could use Speed Burst to get a speed of 90 ft, then move up to the wall, having 70 ft of movement remaining. He could run up, then drop down on a foe, or run horizontally along the wall past the pit trap. 4) You still fall. Spider Climb and most such effects limit you to a static 20 ft speed, this ability lets you climb much faster, at the cost of falling if you don’t reach a horizontal surface. You WOULD retain the +8 on Climb checks and ability to take 10, potentially making it easy to catch yourself. Q: If Nondetection is Su, why does it need an effective caster level? It can’t be dispelled. A: Part of the benefit is that anyone trying to use any divination spell against you needs to win a caster level check of that DC to do so. Q: Why is Stealth Dash Su when it later talks about being equivalent to a 9th level spell-like ability? A: That last part is specifically for the Mislead ability you can use 3/day. The rest of the class feature is supernatural. Q: Why is there no kusari-gama proficiency? A: I wish I could, but the current versions in the DMG and OA are idiotic/overpowered and pathetic, respectively. If you wish to make a better balanced version and add it to the list, kudos to you. Q: Why is there no [other weapon] proficiency? A: The current list is weak enough that a DM could add to it, if they liked. A blowgun would be fine to add, for example. I’d avoid any two-handed weapons other than the simple ones they already get. Q: Complete Scoundrel made this feat called Savvy Rogue to boost Rogue Special Abilities the character had... A: I’m working on such a feat for Ninja at the moment. Q: Why no Bonus Feat option for Ninjutsu focus? A: *shrug* I figured I’d just make the abilities so awesome no one would want to waste it on a feat. Feel free to add that as an option. Q: Ninjas are supposed to be able to flip out and kill people! A: I gave it Tiger Claw as a discipline, surely that counts for something. Q: Why didn’t you give Ninja the ability to pop a 20 ft boner? A: It’d be redundant to add to the class, as this is already covered under “Ninja traits” in the Monster Manual, along with the fact that “Ninjas are mammals.” Sorry, Lizardfolk, just keep on walking. [/sblock] [/QUOTE]
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