Opinions on the Ninja?

cignus_pfaccari

First Post
Re: the Complete Adventurer Ninja, not the mythical "a katana turns into a 2d12 2-20 x3d4 gets 3 sneak attack dice every level and double good saves" ninja.

Every time I've looked at it, it seems...weak. Like a rogue, but less capable.

So, has anybody played one? If so, how'd it go?

Brad
 

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I havent played it myself, but i have seen it played in a couple of campaigns. In each case, the ninja was a good at assisting in combat as well as out of campaign. In two of those campaigns there was a rogue present as well. I will admit that the rogue did seem to be better for most situations, but there as were a few moments where the ninja was the superior choice. IMO the ninja is just as (or nearly as) good as the rogue, they are just built for slightly different situations. They also mulitclass better with monk than the rogue does. Throw in the 'Master Thrower' Prc, and they can get scary.
 

Give them a few Justu. Then they'll be on par with everyone else! ;)

*Can't wait to see some Chidori and Rasagen(sp)* :p :)
 

I played one for a couple sessions around level 4 or 5, but ended up dissapointed. In combat, he was fairly useless because flanking doesn't help you with Sudden Strike, and because of that and lack of the rogue's uncanny dodge, melee probably isnt your best option. I was planning for Shuriken throwing with Master Thrower -in order to actually use Sudden Strike more than once(maybe twice) per combat since Ghost Step is pretty limited in its use- but he was just frustrating to play. Now that PHB2 is out with the "deadeye shot" feat, it might be slightly more viable, tho it's still 6th level before he qualifies.

The other frustrating part for me was the skills. It's got a skill list nearly equal to a rogue, but fewer skill points to spreat around, so you're gonna end up short somewhere.

But I think I would have enjoyed it more if I'd have gotten to use some of the skill abilities more too. The Great leap ability, superior acrobatics, and eventually Speed climb would have been fun to use. It's a cool class, but it's probably more enjoyable at higher levels.
 

Talic said:
II was planning for Shuriken throwing with Master Thrower -in order to actually use Sudden Strike more than once(maybe twice) per combat since Ghost Step is pretty limited in its use- but he was just frustrating to play.

Why do you think Ghost Step is limited? Unless you're fighting enemies with Blind Fight or Uncanny Dodge, Ghost Step (invisible) means automatic Sudden Strike damage.

The big advantage with Ghost Step (invisible) is that it works for a round at a time, whether you attack or not, unlike the invisibility spell, which ends as soon as you attack. So a ninja making multiple attacks in a round will remain invisible with Ghost Step through all the attacks and, if applicable, get Sudden Strike damage with all of them. A flurrying Monk1/Ninja1 with TWF, for example, could make three attacks a round using shuriken and do Sudden Strike damage with all of them.
 

I actually like the ninja class in CAdv. It fits a niche very similar to that of the spellthief - the rogue/mage combo class, but whereas the spellthief focuses on using their magic to augment their ability to steal, the ninja uses their magic to augment their stealth and mobility.

Just tweak the flavor a little bit and it even can fit in a non-oriental campaign quite well.
 

I really enjoy playing my Ninja character. He is a bit weak, but I attribute that more to multiclassing (Ninja/Ranger/Cleric) than to inherent weaknesses in the Ninja class itself. The Ghost Step abilities are a bit tricky to maximize tactically, but are useful in the right circumstances. Sudden Strike is quite a bit weaker than Sneak Attack, but again, using the right tactics to set it up works fine. My character uses Improved Feint (and will later add Cloak Dance, too) to get as many chances to deny opponents' Dex as possible. Some of the feats in PHBII work really well for a "sneak", too.
 

The best part is probably the Ki Dodge. A built-in miss chance that you can activate quite frequently. I've got to say, the ninja and the knight have a suprisingly large amount in common:

Ki Power: 1/2 level + Wis
Knight's Challenge: 1/2 level + Cha

Knights and Ninjas both get one good save and two poor ones.

Both Knights and Ninjas have better AC's then their common Rogue / Fighter companions (Ninja through it's AC bonus and it's Ki dodge, Knight through it's Shield Block)

Both are worth it to ride clear out to the 20th level
-Knights for the "loyal beyond death" which makes them close to immortal on the battlefield. (for at least one full minute)
-Ninjas for Ghost Walk Which lets them bypass... well, anything! (for at least thirty seconds per day) Even rogues with Hide in plain sight can't walk through walls.
 



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