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===The Complete Ninja's Handbook=== The [[Ninja]]: the [[weeaboo]] [[thief]]-[[assassin]], a figure of fascination amongst the budding weeaboo culture even way back in the 70s, before anime existed in America and peoples' only exposure was badly translated kung fu films. So, you can be damn sure that the Ninja got its own Complete Handbook for [[Advanced Dungeons & Dragons]], even if it was the last of the official line. This book was something of a follow-up to the original 1e [[Oriental Adventures]], and even took many elements straight from that [[splatbook]]. The first chapter is dedicated to the Ninja as its own class, a sub-group of [[Rogue]] alongside the [[Thief]] and the [[Bard]]. The second chapter is the obligatory [[kits]] chapter: * Stealer-In: This is the standard or basic ninja. * Shadow Warrior: A ninja that is more adept at combat, at the expense of their thievery skills. Only humans, dwarves and half-elves can take this kit. * Intruder: This is a ninja specialized in espionage, specifically in the arts of sneaking into places where they shouldn't be. * Consort: A ninja specialized in social missions. * Pathfinder: Ninjas specialized in survival in the wilderness. Only humans, half-elves and halflings can take this kit. * Lone Wolf: The ninja equivalent of either a ronin, a clan exile, or else the last survivor of a destroyed clan. * Spirit Warrior: A ninja who has mastered a number of unique magical techniques, giving them access to specialist spells. Only humans and half-elves can take this kit. Chapter 3 covers Shinobi. Hilariously, the book itself acknowledges that these were the same thing in real life. Here, "shinobi" covers a number of class kits representing members of ninja clans who aren't actually members of the ninja class, but who've still picked up some basic tricks. This is basically a work-around for the silly rule that ninjas can't multiclass or dual-class. * Shinobi Fighter * Shinobi Ranger * Shinobi Mage * Shinobi Illusionist * Shinobi Priest * Shinobi Thief * Shinobi Bard Chapter 3 also covers the idea of "Spies", which are basically ninjas with non-weeaboo cultural trappings. Chapter 4 is the obligatory assortment of new ninja-themed nonweapon proficiencies, as well as new combat subsystems to make martial arts viable. This comes with even more subsystems like finding a martial arts master and getting them to teach you. Chapter 5 follows it up with new ninja gear, from weapons and armor to other things, like eggshell grenades. Chapter 6, Country and Clan, is a basic shorthand guide to medieval Japanese culture, in order to create a more "authentic" background for ninjas. Chapter 7 is Playing the Ninja, the roleplaying chapter which opens up by telling you that you should give every effort to make your character appear to NOT be a ninja, as disguising your true nature is more historically accurate. Chapter 8, Campaigning the Ninja, is a DM's chapter focused on how to incorporate ninja PCs and NPCs into their campaign. Finally, the 9th chapter provides sample ninja NPCs and ninja organizations to incorporate into a DM's campaign.
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