
Redtrigger |

So my goal is to build a ninja who can wall jump...
so essentially be able to jump up walls, or bounce off two walls very close together.
I think I've got it and would like some feed back.
I wanted the character to be well rounded so off the bat I took vanishing trick as his first Ninja trick
Then at level 4 wall climber for the +8 to climb and ability to take 10 on climb checks and be able to retain dexterity and fight while climbing...
Then take rogue talent nimble climber at 6 which lessens the DC to 10+wall DC for catching yourself while falling.
Then at level 8 take Acrobatic Master and at level 10 take High jumper...
By combining all these things at level 10 a ninja would easily have a Climb skill of 10+3+8(wall climber)21. If you take the 2 skill feats this could easily be bumped to a 31... not including dex and with taking 10 we have 41... so combined with nimble climber you could catch while falling from almost any surface(DC 30 being a ceiling with handholds).
Also with high jumper and your level 10 ki pool ability DC for vertical jumps would be halved in comparison to your roll. assuming average 13 at level 10 without feats... 23 if you take the 2 skill feats. doubling because of high jumper and assuming average role of ten... gets you 66 foot vertical jump. If you wanted to really min max take skill mastery at level 12 so you can always take 10 on a acrobatics check.
but assuming all this works the end result is being able to jump from surface to surface and catch yourself while falling. essentially becoming spider man without the web. If you use a ki point you can up the jump to 106 foot jump using acrobatic master.
Another good idea for this would be the feather fall ninja trick... if this somehow goes wrong falling damage would be killer.
Looking for thoughts or loopholes I might have missed in trying to make this. Does this work?

Master_Crafter |

Take the forgotten trick ninja trick instead of vanishing trick. So far your build has only one thing that will cost any ki (acrobatic master), so the 2 ki bump in cost for all the various ninja tricks is negligible.
You essentially get vanishing trick, feather fall, and all the other ninja tricks except rogue talent for 2 extra ki for a number of rounds equal to your ninja lvl.
And remember, even if you can technically make a 106 ft jump with your acrobatics check in one round, you still cannot move more than your maximum movement in a round. Thats (30ft x4running = 120ft) horizontal OR vertical if you take a full round action and are willing to forgo dex to AC, etc. Only 30-60 ft otherwise, the later being considered a charge.
I'd strongly recommend considering unbound steps to gain a virtual fly speed (1 ki for one round, up to 2x your base speed).
Still, for the "jumpy climber" concept you have going here, I like the use of acrobatic master, high jumper, and the base ability granted by your ki pool to really make the use of acrobatics and wall climber is a solid choice as well. I could even see a DM waiving the "underside of horizontal surfaces" clause if there were sufficient handholds present.
So essentially your ninja trick build ends up looking like this:
2- forgotten trick (2ki)
4- wall climber
6- RT nimble climber
8- acrobatic master (1ki)
10- high jumper
And before feats or stats your relevant skills look like this:
Acrobatics; 10 ranks, 3 class, optional +20 ki = d20 +13 or +23
---Vs max DC to tumble through an enemy's space at lvl 10 = +5 space, +5 slippery, +5 str, +5 Dex, +10 bab, +5 (other, just for safety margin) = 35
Climb; 10 ranks, 3 class, 8 climb speed, take 10 optional = d20 +21 or static 31
---Vs max climb DC = 30overhang with handholds, +5 slippery, +10 falling (with nimble climber) = 45
And those, being the most extreme circumstances, are not likely to affect you, caping most DCs you encounter for these efforts at 10 or 15 points lower. As it stands, you seem to have a pretty firm build, optimized for the task you describe if nothing else.