I've seen alot of hate on the 3.5 ninja, and I do have to agree. My friends and I have taken a liking to -pathfindering- up 3.5 classes for use in pathfinder. So I figured I'd take on the ninja. Since my friends are currently asleep at the moment, I'd love feedback on it now. Its not fully fleshed out. But I do have the general outline for it.
BaB: Medium Progression
Saves: Good Reflex
Alignment: Any
Hit die: d8
Starting gold 4d4x10gp
Class skills-
Acrobatics(Dex), Bluff(Cha), Climb(str), Craft(int), Disable device(int), Disguise(Cha), Escape artist(dex), Diplomacy(cha), Jump(str), Perception(Wis), Sense motice(Wis), Sleight of hand(Dex), Stealth(dex), Swim(Str) 6+Int modifier
Class features
Weapon and armor proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow(Composite too), short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.
AC Bonus: When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her armor class. The ability does not stack with the monk’s AC bonus ability( a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to her AC at 5th level. This bonus increases by 1 for every five levels thereafter.
These bonuses to AC apply even against touch attacks or when the ninja is flat footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Ki Pool (Su): A ninja receives a ki pool equal to one-half her class level (minimum 1) plus her wisdom bonus (if any). Ki pool powers can only e used if a ninja is wearing no armor and is unencumbered.
As long as a ninja’s ki pool isn’t empty, she gains a +2 bonus on her will saves.
At level 5, she gains a +10 bonus to her movement speed.
At level 10, she gains Slippery mind. If affected by an enchantment spell or effect and fails her saving throw. She may attempt it again one round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
At level 20, she can act as if hasted for ten rounds per day. These rounds need not be consecutive, and the haste can be activated as a free action.
Sneak Attack: Operates just like the rogue ability by the same name. Progresses the same way.
Trapfinding: A ninja adds ½ her level to perception skill checks made to locate traps and to disable device checks (Minimum +1). A ninja can use Disable device to disarm magic traps.
Ghost Step (Su): Starting at second level, a ninja can spend one ki point to become invisible for one round. Using this ability is a swift action that does not provoke attacks of opportunity. At level 10, a ninja can become ethereal when using ghost step instead of becoming invisible.
Evasion (Ex): If a ninja makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the ninja is wearing no armor and if she is carrying a light load.
Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.
Great Leap (Su): At fourth level and higher, a ninja always makes jump checks as if she were running and had the Run feat. This ability can only be used if she is wearing no armor and is carrying no more than a light load.
Defensive Maneuver Training (Ex): The ninja receives the benefit of having the defensive maneuver training feat as long as she is wearing no armor, and is carrying no more than a light load.
Bonus Feat: At 5th, 10th, 15th, and 20th levels, the ninja gains a bonus feat selected from the following list. To be determined. Includes Extra Ki at least. Perhaps other monk feats, and rogue feats.
Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on acrobatics, climb, and jump checks. This bonus increases to +4 at 12th level, and +6 at 18th level.
Ki Dodge (Su): At 6th level and higher, a ninja can spend a ki point to gain concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
Speed Climb (Ex): At 7th level or higher, a ninja can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal service. IF she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.
Ghost Strike (Su): At 8th level or higher, a ninja can use one ki point to strike incorporeal and ethereal creatures as if they were corporeal. She can also use this ability to strike foes on the material plane normally while ethereal. Activating the ghost strike ability is a move action that does not provoke attacks of opportunity.
Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action.
Improved Evasion (Ex): Beginning at 12th level, a ninja’s evasion improves. She still takes no damage on a successful reflex saving throw against such attacks, but henceforth takes only half damage on a failed save. A helpless ninja does not gain benefit of improved evasion, and this ability only function if she is wearing no armor and is carrying no more than a light load.
Ki Blast (Su): You can expend one ki point as a move action to create an orb of raw ki energy. You can throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 3d6+ your wisdom modifier. The ki orb is a force effect. This attack can be held for a number of minutes equal to your modifier, but must stay in contact with at least one hand.
Ghost Mind (Non-detection) (Su): At 14th level, you are treated as though being under a non-detection effect constantly with a caster level equal to your ninja level.
Ghost Sight (Su): At 16th level, a ninja can see invisible and ethereal creates as easily as she can see material creatures and objects. Also, while ethereal, your sight increases to 120 feet.
Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).
Ghost Warrior (Su): At level 20, a ninja can spend two ki points to enter the Ethereal Plane for an extended period of time. This acts as the ethereal jaunt spell with a caster level equal to the ninja’s class level. Also, a ninja’s ghost strike ability is always active. Finally, the Ki Blast ability can create the orb as a swift action. Spending additional ki points, with each point spent adding an additional 3d6+wis modifier to damage, can boost the blast.