
Gruingar de'Morcaine |

Just 2 quick questions on the ninja to see if we are reading this correctly.
1) Ninja does not get trap finding. So if he wants to be able to find traps (without setting them off anyway) he has to multi-class with rogue or some other class that does get it. Is that correct?
2) Rogue 1 / Ninja 1 will have +2d6 for sneak attack damage dice. Correct on this one?

Gruingar de'Morcaine |

... No you can't multiclass ninja and rogue...
I've read through the PRD entry several times. I don't seem anything that says why not. Where is that coming from?
...The best way to get trapfinding is one level dip trapper ranger.
Do you mean the Urban Ranger? That is the only other class I've found so far that has the trap finding class feature.

Jarl |

Do you mean the Urban Ranger? That is the only other class I've found so far that has the trap finding class feature.
From Trapper archetype:
Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

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Page 8 of Ultimate Combat, in the section on Alternate classes
Extract taken from aforementioned reference."These are stand alone classes whose basic ideas are very close to their established base classes, yet whose required alteration would be too exeansive for an archetype. In this case, that's the samurai and the ninja - specifically Asian-themed classes that have long and unique histories, as well as great cultural cachet, but which are similar in concept to the established Cavalier and Rogue, respectively. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in it's associated class - a samurai cannot also be a cavalier and vice versa. The antipaladin from Advanced Player's Guide is also an alternate class."

SteelDraco |

I have a question. I feel maybe this forum could answer me. At 10th level you can acess to Master tricks and on the stats table it shows not only master tricks but a ninja trick as well.
My question: do you only gain acess to master tricks? Or do you gain a master trick and a ninja trick that leve?
At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.
The Master Tricks ability lets you choose from the list of Master Tricks when you pick up a new ninja trick. At 10th you get to choose a ninja trick, which can be a master trick.

The Blue Ghost |
The Blue Ghost wrote:I have a question. I feel maybe this forum could answer me. At 10th level you can acess to Master tricks and on the stats table it shows not only master tricks but a ninja trick as well.
My question: do you only gain acess to master tricks? Or do you gain a master trick and a ninja trick that leve?The SRD wrote:At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.The Master Tricks ability lets you choose from the list of Master Tricks when you pick up a new ninja trick. At 10th you get to choose a ninja trick, which can be a master trick.
Thank you very much for the clarification. Im kind of new to pathfinder but have played 3.5 since 2006. I really like this class adaptation and i am currently building a ninja from the ground up to level 12. We are picking up our old 3.5 chars and finishing the campgaigne in Pathfinder. Really enjoy this however, i could use a little direction as far as a good feat progression. I was thinkign about building this char with Bleed attacks in mind using a wakazashi made from blood crystal. If you have any ideas on this i would love some help..
after all ability points and racial traits (half elf) have been added
Str -15
dex-15
con-15
Int-14
Wis-12
Cha-19
I also could use some pointers as far as items and equipment 108,000 max spend 27000 on any one item