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Ninjas!


Skull & Shackles


My group is psyched for this adventure! I like pirates, but I'm definitely making a ninja for this AP. My current concept is a Half-elf who has run away from her clan (they did some very bad things..) I figure I'm going to end up climbing and tumbling through the rigging, and have approval from my GM to take acrobat instead of poison use and no trace. I also have an affinity for grappling hooks (teehee!)

Anyone else planning on making a ninja for this campaign?
I'd appreciate roleplaying tips and (non -spoilery) hints for surviving in a pirate's world too!

Zigit

preliminary stats below...

Spoiler:

AMAYA CR 1/2
Female Half-Elf Tenraku Ninja 1
NG Medium Humanoid (Elf, Human)
Hero Points 1
Init +5; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Kawanaga +3 (1d4+1/20/x2) and
Unarmed Strike +3 (1d3+1/20/x2) and
Wakizashi +3 (1d6+1/18-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits Elven Reflexes
Skills Acrobatics +7, Climb +5, Disable Device +5, Escape Artist +5, Perception +6, Perform (Juggling) +5, Ride +1, Sense Motive +4, Sleight of Hand +7, Stealth +7, Survival +1, Swim +3
Languages Aquan, Common, Elven, Ninja hand sign
SQ Elf Blood, Hero Points (1)

kawanaga is a light weight grappling hook. Still awaiting GM approval....


Pathfinder Adventure Path Subscriber

The ninja class is prohibited from my game for a few reasons:

A) It's not a asian-themed adventure.
B) With no clan support, there's no one from whom to learn new abilities or class features.
C) The ninja class is flat-out superior to the Rogue class in virtually every respect and is a classic example of power creep.

Cheliax

I think that is a very interesting idea. I can definitely see a bunch of the abilities being drawn from the various ports the pirates put into. I think the rigging ninja mentioned above could fit anywhere. I would be very interested to see how the GM handles the above ninja, specifically on how the development of the ninja grows. Also as an aside for Archanjel, why does it need to be Asian flavored to incorporate a ninja? I understand the actual historical basis behind the PRPG ninja, but why cant one exist in Golarion outside Tian Xia, the most obviously asian influenced continent? Beyond a bard and possibly a paladin, the ninja is one of the strongest options for the AP as far as I've seen.

Grand Lodge

1 person marked this as a favorite.

I personally like the idea of ninja's in this ap. goes back to the old school pirates vs ninjas debate. Ha ha

And I would argue the ninja is not better than the rouge. A rouge pirate archetype would definitely be better than a ninja here. It isn't all about combat.


Pathfinder Adventure Path Subscriber
ArchAnjel wrote:

The ninja class is prohibited from my game for a few reasons:

A) It's not a asian-themed adventure.

If you have Isles of the Shackles, you'll find not one but two islands occupied by Tian Xia expats. One is home to Minkaians (aka Japanese) while the other has descendents of Lung Wa (aka Chinese) sailors. In fact, there's even a named ninja NPC. So while it may not be Asian-themed, there are certainly at least a few ninjas in the Shackles.

ArchAnjel wrote:


B) With no clan support, there's no one from whom to learn new abilities or class features.

Ninjas don't need a clan to learn their class abilities, anymore than a rogue needs a mentor to sneak attack better. PCs grow through adventuring and overcoming challenges.

Taldor

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Tales Subscriber
Tormad wrote:

I personally like the idea of ninja's in this ap. goes back to the old school pirates vs ninjas debate. Ha ha

And I would argue the ninja is not better than the rouge. A rouge pirate archetype would definitely be better than a ninja here. It isn't all about combat.

Ninja vs. Pirate is old school?

I thought old school was Ultramagnetic MCs

My favourite pirates wear rouge, lots of rouge.

I think you'll have to re-fluff to make an Inner Sea pirate who is a ninja: it's all about stealth so perhaps a member of an oppressed minority (Chelaxian tiefling? Rahadoumi aasimar?) who sneaked through his days and eventually snuck away to find somewhere where the only thing that matters is his talents: a pirate ship!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
ArchAnjel wrote:

The ninja class is prohibited from my game for a few reasons:

The ninja class is flat-out superior to the Rogue class in virtually every respect and is a classic example of power creep.

I'm going to be DMing Wormwood Mutiny this weekend and one of the players is planning on a ninja. My group and I have read the ninja class description and no one really sees anything very powerful about it.

In fact, I'm probably going to allow the rogue's trapfinding ability to be chosen as one of the ninja's available tricks. Without trapfinding, it kind of seems like the ninja is another class in need of a role in a group (sorry monk, you're in this category also as 'scout' and 'skirmisher' just aren't enough to warrant a whole PC slot).

IMHO a rogue, who gains trapfinding and evasion by 2nd level, and doesn't have MAD by needing to keep a solid charisma like the ninja does, means that, especially at lower levels rogue > ninja.

But, the [rogue|ninja] debate isn't really the point of this thread so I'll try to get back on track by saying:

"I'm DMing Skull and Shackles, one of my group is playing a ninja, and I wholeheartedly support the idea."


Pathfinder Adventure Path Subscriber

Some advice for ninjas (and other Tian Xians) in the Shackles:

Ushinawa Island was founded by a Minkaian samurai. It is essentially a shogunate - that is, ruled by a powerful military leader. The people here hate slavery. This could make for an interesting freedom-fighter ninja character, liberating slaves from less scrupulous Shackles residents. The capital city is Genzei.

Shenchu Bay was founded by Lung Wa sailors who yearned for freedom from the imperial dynasty back home. Unlike Unishawa, however, these pirates have slaves. Shenchu is ruled by a Council of Three, one of which happens to be a ninja. The capital city is Cho-Tzu.


Obviously, we need a party made up of a ninja, a pirate rogue archetype (or a character with the 3.5 Dread Pirate PrC), a necromancer or undead lord cleric, and a Mad scientist (alchemist), so as to duplicate the classes of Zombie ninja pirates, and then add a witch, a vampire, a faerie (possibly a fey bloodline sorceror) and a werewolf to match the expansion!


I am going to be running this AP for my group. We have a small group of just 3 people (myself, and 2 players) so I usually run 1-2 NPCs for each AP.

I plan on running an NPC Tengu Ninja. I feel the flavor will fit perfectly. They say a Tengu brings good luck on a ship, but not for the crew of the Wormwood!

Osirion

1 person marked this as a favorite.

I support the idea of a ninja in the party, there might be one in our ranks once we get PCs created.

On a side note this AP will be the first time I play an adventure "as is" since the early '80s. I think that speaks well of the quality that Paizo is cranking out these days.

Of course I'm a Spelljammer DM who just grabbed Distant Worlds (Thank you, thank you, thank you Paizo!!) so when the AP ends around 15th level it will be off to sail the solar system!

I haven't been this excited about an adventure since The Lost Caverns of Tsojcanth!

Andoran

Pathfinder Adventure Path Subscriber

I have a ninja tabbed to play in one of the two Sk&Sh games I'll be running. His master is a Tian Xian expatriate who takes in wayward souls to groom into tools for the Will of Achaekek. Some pupils are simply rogues, information gatherers for the Red Mantis, others became assassins (PrC), and the best learn the art of the ninja. The proximity of Mediogalti and the potential for all kinds of subplots made this the best opportunity for me to allow a ninja in a game I GM...in fact the only time. Pirates and ninjas? 'ell ya!

Taldor

I plan on running a ninja for this campaign, not an atypical oriental ninja, but rather a crazy cat obsessed ninja who's drawn to the shackles in search of a famous grandfather who may or may have given his first born in a deal with rakshasa. My character is a tiefling with rakshasa blood who, despite the disciplined and sheltered upbringing, desperately wants to be a pirate. Basically a neko assassin. A character that thinks they're a cat, and thus hates water, but, despite the outwardly cute appearance, is actually ruthless and remorseless killer. Good times.


The big Problem with the Ninja is, that it is a rogue only with better abilities.
I have a Ninja Sorc in my Kingkaer and belief me it's a pain in the ass...
vanish, 5ft step cast sneak scorching ray...

Contributor

Generic Villain wrote:

Some advice for ninjas (and other Tian Xians) in the Shackles:

Ushinawa Island was founded by a Minkaian samurai. It is essentially a shogunate - that is, ruled by a powerful military leader. The people here hate slavery. This could make for an interesting freedom-fighter ninja character, liberating slaves from less scrupulous Shackles residents. The capital city is Genzei.

Shenchu Bay was founded by Lung Wa sailors who yearned for freedom from the imperial dynasty back home. Unlike Unishawa, however, these pirates have slaves. Shenchu is ruled by a Council of Three, one of which happens to be a ninja. The capital city is Cho-Tzu.

Hate to split hairs, but the samurai of the Ushinawa Isles don't hate slavery so much as they hate someone who would allow himself to be enslaved. Hard to see them going on an anti-slavery crusade.


Tryn wrote:

The big Problem with the Ninja is, that it is a rogue only with better abilities.

I have a Ninja Sorc in my Kingkaer and belief me it's a pain in the ass...
vanish, 5ft step cast sneak scorching ray...

Pretty much the whole point of the Ninja is to be a Rogue that's better.

Osirion

I am playing a ninja in this AP. he is a Maenad from dreamscared press psionics handbook. they are a naturally seafaring race. he is a lot of fun and has yet to prove over-powered.

I am playing him as a more historical ninja rather than stereotypical. he tries to blend in with the environment rather than the black pajamas type. ironically, he's one of the best pirates on the ship....


Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps Subscriber

So instead of black pajamas you'll be going with the orange track suit?

>_>

Moving on...

I'm going to be DMing this AP next and one of the players is bringing in a Tibbit Ninja.

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