ngilop
2013-03-25, 04:36 PM
OK, here is my take on the Ninja.. i have no idea if this is even close to the standard 3rd ed ninja or not, I always liked the idea of ninja's being semi supernatural spies and assassins myslef and so POW gave them this, originally I was just thinking of going rogue+assassin spell casting but i did add in some ninja esque abilities that i pulled from the PF beta rogue.
Ninja
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
[td]1st
+0
+0
+2
+0
Sneak Attack +1d6
—
—
—
—
2nd
+1
+0
+3
+0
Special Ability
—
—
—
—
3rd
+2
+1
+3
+1
Sneak Attack +2d6, Uncanny Dodge
—
—
—
—
4th
+3
+1
+4
+1
Evasion, No Trace +1
1
—
—
—
5th
+3
+1
+4
+1
Sneak Attack +3d6, Special Ability
1
—
—
—
6th
+4
+2
+5
+2
Elude
2
—
—
—
7th
+5
+2
+5
+2
Sneak Attack +4d6, Improved Uncanny Dodge
2
—
—
—
8th
+6
+2
+6
+2
Special Ability, No Trace +2
2
1
—
—
9th
+6
+3
+6
+3
Sneak Attack +5d6
2
1
—
—
10th
+7
+3
+7
+3
Touch of Death
2
2
—
—
11th
+8
+3
+7
+3
Sneak Attack +6d6, Special Ability
2
2
1
—
12th
+9
+4
+8
+4
No Trace+3
2
2
2
—
13th
+9
+4
+8
+4
Sneak Attack +7d6, Hide in Plain Sight
2
2
2
—
14th
+10
+4
+9
+4
Special Ability
3
2
2
1
15th
+11
+5
+9
+5
Sneak Attack +8d6
3
2
2
2
16th
+12
+5
+10
+5
No Trace+4
3
3
2
2
17th
+12
+5
+10
+5
Sneak Attack +9d6, Special Ability
3
3
3
2
18th
+13
+6
+11
+6
Fleetness of the Shinobi
3
3
3
2
19th
+14
+6
+11
+6
Sneak Attack +10d6
3
3
3
3
20th
+15
+6
+12
+6
Master Ninja, Special Ability, No Trace +5
3
3
3
3
Alignment: Any
Hit Die: 1d6
Class Skills:
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex),Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Armor and Weapon Proficiency: Ninjas are proficient with all simple weapons, plus the kama, katana (treat as a bastard sword), nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi (treat as a short sword). They are proficient with light armor but not with shields.
Spells
Beginning at 4th level, a ninja gains the ability to cast a number of arcane spells. To cast a spell, a ninja must have an Intelligence score of at least 10 + the spell’s level, so a ninja with an Intelligence of 10 or lower cannot cast these spells. Ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the ninja’s Intelligence bonus.
The ninja's spell list appears below. A ninja casts spells just as a bard does.
Upon reaching 6th level, at every fourth level after that (10th, 14th, etc), a ninja can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A ninja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level. Once a Ninja swaps a new spell that spell is ineligible for future exchanges.
Spells Known
Level
1st
2nd
3rd
4th
1st
—
—
—
—
2nd
—
—
—
—
3rd
—
—
—
—
4th
21
—
—
—
5th
3
—
—
—
6th
3
—
—
—
7th
4
—
—
—
8th
4
21
—
—
9th
4
3
—
—
10th
4
3
—
—
11th
4
4
21
—
12th
4
4
3
—
13th
4
4
3
—
14th
4
4
4
21
15th
4
4
4
3
16th
4
4
4
3
17th
4
4
4
4
18th
5
4
4
4
19th
5
4
4
4
20th
5
4
4
4
11.Provided the ninja has sufficient Intelligence to have a bonus spell of this level.
Class Abilities
Spell List
1st Amplify, Camouflage, Climb Walls, Critical Strike, Dead End, Deep Breath, Disguise Self, Divine Favor, Death Watch, Detect Secret Doors, Detect Poison, Expedious Retreat, Feather Fall, Ghost Sound, Instane Locksmith, Instant Search, Jump, Know Greatest Enemy, Lightfoot, Magic Weapon, Obscuring Mist, Remove Scent, Resist Energy, Serene Visage, Sleep, True Strike, Ventriliquism.
2nd Absorp Weapon, Alter Self, Bladeweave, Blur, Cat’s Grace, Darkness, Dark Vision, Find Traps, Fire Shuriken, Fox’s Cunning, Illusory Script, Invisibility, Knock, Locate Object, Pass Without Trace, Silence, Spider Climb, Tongues, Undetectable Alignment, Whirling Blade.
3rd Decoy Image, Deep Slumber, Deeper Darkness, Dolorous Blow, False Life, Glibness, Haste, Magic Vestment, Misdirection, Nondetection, Phantasmal Decoy, Protection from Energy, Shrink Item, Spectral Weapon, Speechlink, Water Breathing, Weapon of Energy.
4th Air Walk, Clairaudience/Clairvoyance, Confusion, Dimension Door, Freedom of Movement, Find the Path, Glibness, Greater Invisibility, Greater Magic Weapon, Implacable Pursuer, Locate Creature, Modify Memory, Passwall, Ray Deflection, Scrying, Sending, Shadow Form, Sheltered Vitality, Solid Fog.
Sneak Attack {Ex}: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attack is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks.The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment
Uncanny Dodge {Ex}: Starting at 3rd level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Evasion {Ex}: At 4th level, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
No Trace {Ex}: At 4th level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Spot and Listen checks whenever she does not take any action for at least 1 round. Every four levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Spot and Listen checks increase by 1.
Elude {Ex}: At 6th level the ninja gains a bonus to her AC equal to her intelligence modifier. If she is caught flat footed or otherwise denied her dexterity modifier, she loses this bonus.
Improved Uncanny Dodge {Ex}: At 7th level, a ninja can no longer be flanked.
This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja (or rogue) level required to flank the character.
Touch of Death {Ex}: Upon a successful attack from stealth or invisibility a ninja deals an extra amount of d6s equal to her Intelligence modifer on her sneak attack. If the total at least equals the creature’s current hit points, it dies (no save), If not then this extra damage is wasted. A ninja can only benefit from this ability once in any given encounter.
Fleetness of the Shinobi {Su}: At 18th level a ninja speed becomes legendary, her movements superhumanly quick. Once per day per Intelligence modifier, she can give herself a boost, giving herself the effects of the haste spell as well as blur (though this is not an illusion effect) for a number of rounds equal to half her Ninja levels.
Master Ninja {Su}: At 20th level, the ninja becomes a true master of her art. She can, as a standard action, use greater invisibility and silence on herself, for a number of minutes equal to her ninja level +1, which must be spend in 1 minute increments. She uses her ninja level as her caster level for this ability. This ability ignores See Invisbility and Invisibility Purge but not True Seeing. In addition a number of times per day equal to her Intelligence modifer a Ninja can give herself an extra standard action.
Special Ability {Ex or Su}:
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one special ability. She gains an additional special ability for every 3 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual special ability more than once.
Acrobatic Master {Ex} A ninja with this ability cangrant herself a +10 bonus on one Balance, Jump, or Tumble skill check made by the start of her next turn as a swift action.
Canny Observer {Ex} When a ninja with this talent makes a spot or listen check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Darkvision {Su} This special ability allows a ninja to enhance her sight, granting darkvision out to a range of 60 feet. This ability last 1 hour and may be selected more than once for an additional hour of duration.
Defensive Roll {Ex} The ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Fast Stealth {Ex} A ninja with this trick can move at full speed using the Hide skill without penalty.
Feat: A ninja may gain any feat that she qualifies for in place of a special ability.
Feather Fall {Su} The ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Using this ability is an immediate action.
Ghost Step {Su} A ninja with this trick can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action.
Hidden weapons {Ex} A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Infiltrator {Ex} The ninja chooses one group to oppose. The ninja gains a +2 bonus on Bluff, Diplomacy, Knowledge, Listen, Sport, and Sense Motive checks against members of the enemy group. Additionally, she gains a +2 bonus on weapon attack and damage rolls against them. A group is one faction, such as an army, the members of a particular noble house and their retainers, a city guild, or the local chapter of a religion.
Ledge Walker {Ex} This ability allows a ninja to move along narrow surfaces at full speed using the balance skill without penalty. In addition, a ninja with this talent is not flat-footed when using balance to move along narrow surfaces.
Low-Light Vision {Ex} The ninja gains low-light vision.
Loyal Spy {Ex} The ninja gains a +4 bonus to resist any charm or compulsion effect that would cause her to act against members of one group. A group has the same meaning as group for the infiltrator special ability.
Misdirection {Su} Once per day, the ninja may use misdirection, as the spell, with a caster level of her level. The spell must be placed on herself. This special ability may be selected more than once, each time allowing an additionla use per day.
Ninja Vanish {Su} The ninja can Use invisibilty as the spell for 1 round per level. Using this ability is a swift action, the caster level for this ability is equal to the ninjas level.
Shadow Clone {Su} The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action.
Slippery Mind {Ex} This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel her. If a ninja with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Slow Reactions {Ex} Opponents that are damaged by the ninja’s sneak attack can’t make attacks of opportunity for 1 round.
Smoke Bombs {Ex} This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 1o-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. The ninja can use this ability once per day per ninja level, plus an additional number of times per day equal to her Intelligence Modifier.
Sudden Disguise {Su} The ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Using this ability is a swift action.
Ventriloquism {Su} The ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Using this ability is a swift action, and must be spent in 1 minute increments.
Wall Climber {Ex} A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Ninja
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
[td]1st
+0
+0
+2
+0
Sneak Attack +1d6
—
—
—
—
2nd
+1
+0
+3
+0
Special Ability
—
—
—
—
3rd
+2
+1
+3
+1
Sneak Attack +2d6, Uncanny Dodge
—
—
—
—
4th
+3
+1
+4
+1
Evasion, No Trace +1
1
—
—
—
5th
+3
+1
+4
+1
Sneak Attack +3d6, Special Ability
1
—
—
—
6th
+4
+2
+5
+2
Elude
2
—
—
—
7th
+5
+2
+5
+2
Sneak Attack +4d6, Improved Uncanny Dodge
2
—
—
—
8th
+6
+2
+6
+2
Special Ability, No Trace +2
2
1
—
—
9th
+6
+3
+6
+3
Sneak Attack +5d6
2
1
—
—
10th
+7
+3
+7
+3
Touch of Death
2
2
—
—
11th
+8
+3
+7
+3
Sneak Attack +6d6, Special Ability
2
2
1
—
12th
+9
+4
+8
+4
No Trace+3
2
2
2
—
13th
+9
+4
+8
+4
Sneak Attack +7d6, Hide in Plain Sight
2
2
2
—
14th
+10
+4
+9
+4
Special Ability
3
2
2
1
15th
+11
+5
+9
+5
Sneak Attack +8d6
3
2
2
2
16th
+12
+5
+10
+5
No Trace+4
3
3
2
2
17th
+12
+5
+10
+5
Sneak Attack +9d6, Special Ability
3
3
3
2
18th
+13
+6
+11
+6
Fleetness of the Shinobi
3
3
3
2
19th
+14
+6
+11
+6
Sneak Attack +10d6
3
3
3
3
20th
+15
+6
+12
+6
Master Ninja, Special Ability, No Trace +5
3
3
3
3
Alignment: Any
Hit Die: 1d6
Class Skills:
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex),Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Armor and Weapon Proficiency: Ninjas are proficient with all simple weapons, plus the kama, katana (treat as a bastard sword), nunchaku, sai, short sword, shortbow, shuriken, siangham, and wakizashi (treat as a short sword). They are proficient with light armor but not with shields.
Spells
Beginning at 4th level, a ninja gains the ability to cast a number of arcane spells. To cast a spell, a ninja must have an Intelligence score of at least 10 + the spell’s level, so a ninja with an Intelligence of 10 or lower cannot cast these spells. Ninja bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the ninja’s Intelligence bonus.
The ninja's spell list appears below. A ninja casts spells just as a bard does.
Upon reaching 6th level, at every fourth level after that (10th, 14th, etc), a ninja can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. A ninja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level. Once a Ninja swaps a new spell that spell is ineligible for future exchanges.
Spells Known
Level
1st
2nd
3rd
4th
1st
—
—
—
—
2nd
—
—
—
—
3rd
—
—
—
—
4th
21
—
—
—
5th
3
—
—
—
6th
3
—
—
—
7th
4
—
—
—
8th
4
21
—
—
9th
4
3
—
—
10th
4
3
—
—
11th
4
4
21
—
12th
4
4
3
—
13th
4
4
3
—
14th
4
4
4
21
15th
4
4
4
3
16th
4
4
4
3
17th
4
4
4
4
18th
5
4
4
4
19th
5
4
4
4
20th
5
4
4
4
11.Provided the ninja has sufficient Intelligence to have a bonus spell of this level.
Class Abilities
Spell List
1st Amplify, Camouflage, Climb Walls, Critical Strike, Dead End, Deep Breath, Disguise Self, Divine Favor, Death Watch, Detect Secret Doors, Detect Poison, Expedious Retreat, Feather Fall, Ghost Sound, Instane Locksmith, Instant Search, Jump, Know Greatest Enemy, Lightfoot, Magic Weapon, Obscuring Mist, Remove Scent, Resist Energy, Serene Visage, Sleep, True Strike, Ventriliquism.
2nd Absorp Weapon, Alter Self, Bladeweave, Blur, Cat’s Grace, Darkness, Dark Vision, Find Traps, Fire Shuriken, Fox’s Cunning, Illusory Script, Invisibility, Knock, Locate Object, Pass Without Trace, Silence, Spider Climb, Tongues, Undetectable Alignment, Whirling Blade.
3rd Decoy Image, Deep Slumber, Deeper Darkness, Dolorous Blow, False Life, Glibness, Haste, Magic Vestment, Misdirection, Nondetection, Phantasmal Decoy, Protection from Energy, Shrink Item, Spectral Weapon, Speechlink, Water Breathing, Weapon of Energy.
4th Air Walk, Clairaudience/Clairvoyance, Confusion, Dimension Door, Freedom of Movement, Find the Path, Glibness, Greater Invisibility, Greater Magic Weapon, Implacable Pursuer, Locate Creature, Modify Memory, Passwall, Ray Deflection, Scrying, Sending, Shadow Form, Sheltered Vitality, Solid Fog.
Sneak Attack {Ex}: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attack is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks.The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment
Uncanny Dodge {Ex}: Starting at 3rd level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught f lat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Evasion {Ex}: At 4th level, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
No Trace {Ex}: At 4th level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Spot and Listen checks whenever she does not take any action for at least 1 round. Every four levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Spot and Listen checks increase by 1.
Elude {Ex}: At 6th level the ninja gains a bonus to her AC equal to her intelligence modifier. If she is caught flat footed or otherwise denied her dexterity modifier, she loses this bonus.
Improved Uncanny Dodge {Ex}: At 7th level, a ninja can no longer be flanked.
This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja (or rogue) level required to flank the character.
Touch of Death {Ex}: Upon a successful attack from stealth or invisibility a ninja deals an extra amount of d6s equal to her Intelligence modifer on her sneak attack. If the total at least equals the creature’s current hit points, it dies (no save), If not then this extra damage is wasted. A ninja can only benefit from this ability once in any given encounter.
Fleetness of the Shinobi {Su}: At 18th level a ninja speed becomes legendary, her movements superhumanly quick. Once per day per Intelligence modifier, she can give herself a boost, giving herself the effects of the haste spell as well as blur (though this is not an illusion effect) for a number of rounds equal to half her Ninja levels.
Master Ninja {Su}: At 20th level, the ninja becomes a true master of her art. She can, as a standard action, use greater invisibility and silence on herself, for a number of minutes equal to her ninja level +1, which must be spend in 1 minute increments. She uses her ninja level as her caster level for this ability. This ability ignores See Invisbility and Invisibility Purge but not True Seeing. In addition a number of times per day equal to her Intelligence modifer a Ninja can give herself an extra standard action.
Special Ability {Ex or Su}:
As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one special ability. She gains an additional special ability for every 3 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual special ability more than once.
Acrobatic Master {Ex} A ninja with this ability cangrant herself a +10 bonus on one Balance, Jump, or Tumble skill check made by the start of her next turn as a swift action.
Canny Observer {Ex} When a ninja with this talent makes a spot or listen check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Darkvision {Su} This special ability allows a ninja to enhance her sight, granting darkvision out to a range of 60 feet. This ability last 1 hour and may be selected more than once for an additional hour of duration.
Defensive Roll {Ex} The ninja can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ninja can attempt to roll with the damage. To use this ability, the ninja must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ninja’s evasion ability does not apply to the defensive roll.
Fast Stealth {Ex} A ninja with this trick can move at full speed using the Hide skill without penalty.
Feat: A ninja may gain any feat that she qualifies for in place of a special ability.
Feather Fall {Su} The ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Using this ability is an immediate action.
Ghost Step {Su} A ninja with this trick can pass through walls as if she were a ghost. She can pass through a wall or other surface, up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Using this ability is a swift action.
Hidden weapons {Ex} A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand skill checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Infiltrator {Ex} The ninja chooses one group to oppose. The ninja gains a +2 bonus on Bluff, Diplomacy, Knowledge, Listen, Sport, and Sense Motive checks against members of the enemy group. Additionally, she gains a +2 bonus on weapon attack and damage rolls against them. A group is one faction, such as an army, the members of a particular noble house and their retainers, a city guild, or the local chapter of a religion.
Ledge Walker {Ex} This ability allows a ninja to move along narrow surfaces at full speed using the balance skill without penalty. In addition, a ninja with this talent is not flat-footed when using balance to move along narrow surfaces.
Low-Light Vision {Ex} The ninja gains low-light vision.
Loyal Spy {Ex} The ninja gains a +4 bonus to resist any charm or compulsion effect that would cause her to act against members of one group. A group has the same meaning as group for the infiltrator special ability.
Misdirection {Su} Once per day, the ninja may use misdirection, as the spell, with a caster level of her level. The spell must be placed on herself. This special ability may be selected more than once, each time allowing an additionla use per day.
Ninja Vanish {Su} The ninja can Use invisibilty as the spell for 1 round per level. Using this ability is a swift action, the caster level for this ability is equal to the ninjas level.
Shadow Clone {Su} The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action.
Slippery Mind {Ex} This ability represents the ninja’s ability to wriggle free from magical effects that would otherwise control or compel her. If a ninja with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Slow Reactions {Ex} Opponents that are damaged by the ninja’s sneak attack can’t make attacks of opportunity for 1 round.
Smoke Bombs {Ex} This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 1o-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. The ninja can use this ability once per day per ninja level, plus an additional number of times per day equal to her Intelligence Modifier.
Sudden Disguise {Su} The ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Using this ability is a swift action.
Ventriloquism {Su} The ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Using this ability is a swift action, and must be spent in 1 minute increments.
Wall Climber {Ex} A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.