
Redtrigger |

My build goes like this...
Lvl 2 Vanishing trick - Must have...
Lvl 4 Wall Climb - so much fun being able to climb anywhere, along with ninja's bonus to jump makes for a lot of fun and escape-ability. why outrun when you can climb. But I admit campaign dependent.
Lvl 6 Rogue talent powerful sneak
Lvl 8 Forgotten trick
A lot of people hate on forgotten trick...
for this build I've found it useful in 3 different situation mainly...
1 DM throws you something with see invisibility so vanishing trick does you no good. I'll often use vanishing trick at the end of my turn and 5 ft step so I can't be targeted if I've Agro'd a big bad... so I'll use forgotten trick and mirror image if it has see invis. little added survivability.
2 If your DM is super pist off at you and throws something your way wife true seeing I find being able to whip out a well placed smoke bomb on the fly is great.
3 I play a very climb oriented character... pulling an Adam West Batman and climbing up the side of a tower or tall urban building sometimes foils the best laid DM plans... So when they knock you off the side of a building with a gust of wind or whatever other trick up their sleave being able to use feather fall ninja trick is great.
4 Once you are level 10, use of the occasional high jumper skill in combo with using a ki point to increase your movement speed easily allows you to jump more than 50-60 feet in the air... with a climb speed of only 20, 10 rounds of high jumper in combo with a higher then 30 movement speed(from items, multiclass barbarian or monk) allows you to scale features in half the time. Can he fly... no but he can leap over tall buildings ;)
Lvl 10 I like to go with see the unseen first. I find when you play a ninja you will inevitably end up ninja vs ninja and see the unseen is a key winner.
Lvl 12 Advanced Rogue talent deadly sneak...
Now I combo this build with a level of Monk (maybe even a few)... then combo with sap adept and sap master... maybe even mantis style and mantis wisdom and you get...
about 8 stunning fist attempts a day...
use it as your first attack while you are invisible, while making sure it isn't the same turn you stealthed so you can use ki for the extra attack. Pick casters and low fort characters and it works quite often. Then with flurry, a ki point and BAB you have at least 4 attacks.
by level 13... 4 attacks at level 13 equals 6 sneak dice, 12 sneak dice if you are doing non lethal. +2 on each sneak dice for sap adept so +12 static... minimum 3s on the sneak dice so 48 damage... possible x 4 hits which are very likely if your stunning fist stunned the target leaving them flat footed against you with a -2 to AC and dropping whatever was in their hands. Thats a possible 192 damage on 4 hits. At level 13 you've probably just dropped an enemy and the excess damage is dealt as leathal... I've actually seen this kill low hit dice characters like casters from the overflow of non lethal into lethal damage.
If you would like to go pure ninja just take the improved unarmed strike so you can deal nonlethal by choice and stunning fist feat... this gives you an extra d6 sneak dice working out to extra 8 damage minimum per strike at level 13.
This is by far my favorite and best set of ninja tricks. Might not be the best for you but I hope everyone enjoyed Mr. Nonlethal.