Ninja Part #2
The following section should replace the [bracketed marker] placeholder under Build Recommendations:
Races that give positive adjustments to Dexterity and Intelligence are preferred. Of course, Human is a good choice for the Ninja as well, especially since Humans have a greater number of skill points starting out.
With regards to stat allocation, I would recommend an investment in Intelligence at least up until costs reach more than one point, and a little less than the same for Wisdom. This should guarantee a good number of skill points and Ki Power uses early on. The Ninja lends itself well to a Dex-based dual-wielding build, so in the end, Dexterity would probably be pumped the highest. Anything left is up to the player's discretion.
It would be a bad idea to create as Strength-based Ninja, as the character would have a serious lack of AC and if the Ninja were to so much as put on a Tower Shield, their Ki Powers would no longer work.
In terms of feats, Weapon Finesse is critical for making sure the Dexterity modifier is used for weapons. Ambidexterity and the Two Weapon Fighting string of feats are extremely useful to improve dual-wielding, although if the Ninja is mixed with certain class choices, using feats for TWF can be skipped completely.
With actual weapons, it's recommended for the Ninja to select between either the Kukri or the Short Sword. The former for the wide crit range, the latter for the higher potential base damage. If the Ninja gets access to the Rapier, it's almost the best of both worlds if not for the fact that the Rapier is a medium weapon, which leads to TWF complications.
The following are some useful skills for the Ninja.
Tumble: Avoiding hits and Dodge AC, what's not to like?
Disable Traps: Great for trap-heavy modules.
Search and Spot: For detecting those traps as well as hidden doors and baddies.
Craft Weapon/Armor: For customizing your Ninja's look.
Hide and Move Silently: For times when stealthing around is absolutely needed. Also helps for Ghost Step and not getting detected.
Open Lock can be useful in cases where certain obstacles can't be bashed open due to a factor like not having enough Strength. Jump, while not actually being very useful (there are almost no modules that really take it into account and it leaves the Ninja open to attack), is still a skill I feel is required-- what kind of Ninja can't leap amazing heights? There's also the fact that putting ranks in Jump provides synergistic bonuses to Tumble.
As the only thing past 20 that the Ninja gains is better Sneak Attack and improvements in Acrobatics (which, in the case of Tumble, don't count for increasing Dodge AC), it's generally a good idea to give the Ninja a little bit of extra oomph through prestige classes rather than leveling as a straight base class.
To begin with, note that the Ninja has three key categories of foes against which its Sneak Attack does not function: Dragons, Undead, and Constructs. Against any of them, the Ninja could try to multiclass in a mix of Ranger (or Harper Scout, if Bardic Knowledge tickles your fancy more than Dual-Wield) and Foe Hunter, though this uses up all three class slots and leaves little room for customization.
With Dragons specifically, the Ninja may want to try taking the Vassal of Bahamut class for Dragonwrack's extra damage against the draconian beasts (along with the added bonus of money and Divine Power), though the free Platinum Armor cannot be used without losing the ability to use Ki Powers. Against Undead, the Ninja can actually make his Sneak Attacks work against them through use of the Skullclan Hunter's Divine Strike ability at level 2. However, this option will require multiclassing in Cleric, Paladin, or any other class that can Turn Undead to fulfill the Skullclan Hunter's requirements.
A Ninja/Tempest can be a frightening opponent, having even AB for two light weapons (and thus, an even chance for Sneak Attacks from both) and an AC boost to make up for the lack of a shield. The Tempest's hefty feat requirements can be lightened by taking a level in Ranger, though taking the feats regularly leaves a third class slot open for something like the Vassal of Bahamut.
Due to the Ninja's skills and AC being reliant on Wisdom, it might be nice to multiclass the Ninja with a divine spellcasting class such as the Druid or the Cleric, though to ensure powerful spells, the spellcasting class might have to be the one that uses the most levels.
Despite that, a Cleric or Druid 30 / Ninja 10 not only has +5d6 Sneak Attack and spellcasting at 34 Caster Levels with Practised Spellcaster, but also at least 5 uses of an ethereal Ghost Step in addition to more from having a high Wisdom (10 more uses with Wisdom of 30). A Cleric or Druid 25 / Ninja 10 / Hierophant 5 is also a potent combination that would lead to a base of 29 Caster Levels with Practised Spellcaster, then along with the extra SR penetration from the Hierophant's +10 Spell Power virtual provides a CL of 39 and an added DC of +10. And none of this counts Spell Penetration!
A Cleric / Ninja / Skullclan Hunter would also be quite strong as an Undead fighter, taking at least Skullclan Hunter 2 to allow the Sneak Attack to affect Undead, or Skullclan Hunter 5 to pierce Undead DR. A Cleric 32 / Ninja 3 / Skullclan Hunter 5 with PS would have a CL of 36, minor Sneak Attack, and get past Undead DR. Of course, outside of having plenty of Wisdom to use non-ethereal Ghost Steps plenty of times, this combination doesn't play the Ninja's strengths to the fullest.
Shadowdancer, while being nifty for the infamous Hide in Plain Sight, would be redundant in the face of the Ninja's Ghost Step. Still, HiPS doesn't have a number of uses per day. The Ninja Spy is a nice alternative for its Sneak Attack and Improved Evasion, though it will take a little longer to reach a level in which HiPS is available.
The last multiclass route this section will cover is that of the Ninja / Arcane Trickster, though many of its tactics (Ray of Frost, etc.) are better covered in the Arcane Trickster's own section. Note, however, that it has the Rogue in mind throughout, so concepts like a 'UMD level dump' should be ignored.
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The section about which classes use UMD should also include the Assassin, so replace it with:
"The Rogue is still one of the few classes in the game that can properly place ranks in Use Magic Device, the others being the Thrall of Graz'zt, the Assassin, and the Bard. The Ninja is not among this select group."