
Razz |

I found that by combining some of the Complete Adventurer's Ninja class into the Pathfinder Ninja class by making some of their class features new ninja tricks. Some were redundant with what the PF Ninja already had.
The only one I wasn't able to squeeze in there, which I believe would've been nice to have but was too weak to offer as a ninja trick, was the benefit of receiving +2 bonus to Will saves for keeping at least 1 ki points. Maybe Paizo will offer some sort of Ninja trick along those lines along the way. I also wanted to somehow include the Wisdom bonus to AC, but I guess dipping 1 level of Monk fixes that.
Anyway, here they are. Enjoy!
NEW NINJA TRICKS
Ghost Strike (Su): A ninja can strike incorporeal and ethereal creatures as if they were corporeal. She also can 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. It affects the next attack made by the ninja, as long as that attack is made before the end of her next turn. Each use of this ability uses up 1 ki point.
Ki Dodge (Su): A ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts
and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement. Each use of this ability uses up 1 ki point.
NEW NINJA MASTER TRICKS
Improved Poison Use (Ex): A ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
Ghost Mind (Su): A ninja with this master trick gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails.
Ghost Walk (Su): A ninja can enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level. Each use of this ability uses up 2 ki points. The ninja must possess the ghost step ninja trick before selecting this trick.
Greater Ki Dodge (Su): A ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her total concealment (50% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the greater ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement. Each use of this ability uses up 1 ki point. The ninja must possess the ki dodge ninja trick before selecting this trick.

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I found that by combining some of the Complete Adventurer's Ninja class into the Pathfinder Ninja class by making some of their class features new ninja tricks. Some were redundant with what the PF Ninja already had.
The only one I wasn't able to squeeze in there, which I believe would've been nice to have but was too weak to offer as a ninja trick, was the benefit of receiving +2 bonus to Will saves for keeping at least 1 ki points. Maybe Paizo will offer some sort of Ninja trick along those lines along the way. I also wanted to somehow include the Wisdom bonus to AC, but I guess dipping 1 level of Monk fixes that.
Anyway, here they are. Enjoy!
NEW NINJA TRICKS
Ghost Strike (Su): A ninja can strike incorporeal and ethereal creatures as if they were corporeal. She also can 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. It affects the next attack made by the ninja, as long as that attack is made before the end of her next turn. Each use of this ability uses up 1 ki point.Ki Dodge (Su): A ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts
and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement. Each use of this ability uses up 1 ki point.NEW NINJA MASTER TRICKS
Improved Poison Use (Ex): A ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)Ghost Mind (Su): A ninja with...
Nicely done, this'll make conversion a hell of a lot easier!