UC Ninja Rogue Archetypes


Rules Questions


19 people marked this as FAQ candidate. Staff response: no reply required.

Is it within the rules to use rogue archtypes for the ninja class. Scout for example would replace uncanny dodge and improved uncanny dodge. It appears that trap finding are replced by poison use and that Trap sense if replaced by no trace. That would mean a whole lot of archetypes can easily be substituted! Is there an official ruling on this?


Cabaal wrote:
Is it within the rules to use rogue archtypes for the ninja class. Scout for example would replace uncanny dodge and improved uncanny dodge. It appears that trap finding are replced by poison use and that Trap sense if replaced by no trace. That would mean a whole lot of archetypes can easily be substituted! Is there an official ruling on this?

Im not sure on an official ruling but I don't see why not, Ninja really is only an archetype in itself, just with a full write up, I would allow it in my games. I would like an official answer as well.


Well, no Ninja is an Alternate Class option altogether, but yes since it is meant to be along the same lines as the Rogue I would say it could be possible, but I think the Ninja is one of the few Alt Class options that can easily do this. Again, no official response, but I don't see why not.


as long as the rogue archetype only changes stuff that the ninja and the rogue have in common. That's the rule about combining archetypes. You can as long as they don't change the same features.


Well my GM was happy with it. As i would be in one of my games. I'm fairly relaxed though. How do we get an official ruling out of curiousity?


Cabaal wrote:
How do we get an official ruling out of curiousity?

Get enough people to click the FAQ button on the original post, mostly, or just hope the devs stumble into the thread.

Scarab Sages

Well, the devs have said that alternate class is just a word for a more comprehensive archetype. So as long as the abilities are still there to be traded in or out, I don't see anything to prevent it.

Grand Lodge

Would sanctified rogue be good for one? I'm not sure I want to use uncanny dodge, it's only useful for the first round of combat, while +1 fort and will is useful whenever dealing with casters and the environment. Plus I get augury later on. We also don't see that many bad guy rogues all things told.


1 person marked this as FAQ candidate.
Kais86 wrote:
Would sanctified rogue be good for one? I'm not sure I want to use uncanny dodge, it's only useful for the first round of combat, while +1 fort and will is useful whenever dealing with casters and the environment. Plus I get augury later on. We also don't see that many bad guy rogues all things told.

Uncanny dodge is also useful if you run, or are squeezing in an area, or are climbing or or or.....

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