| Level | Intermediate | Major |
|---|
| 1 | | Ki, Spot +2 |
| 2 | Ki, Spot +2 | Elemental Mastery |
| 3 | | Wisdom +1 |
| 4 | Elemental Mastery | Banshō Ten'in, Shinra Tensei |
| 5 | | Ninja Affinity +2 |
| 6 | Wisdom +1 | More Than Human, Summoner |
| 7 | | Autohypnosis +2 |
| 8 | Banshō Ten'in, Shinra Tensei | Arms of Asura |
| 9 | | Charisma +1 |
| 10 | Ninja Affinity +2 | The King of Hell |
| 11 | | Ninja Affinity +4 |
| 12 | Summoner | Absorb Magic |
| 13 | | Hide +2 |
| 14 | Autohypnosis +2 | Great Summoner |
| 15 | | Intelligence +1 |
| 16 | Arms of Asura | Mindsight bonus feat, Reaper of Souls |
| 17 | | Ninja Affinity +6 |
| 18 | Charisma +1 | Greater Absorb Magic |
| 19 | | Search +2 |
| 20 | The King of Hell | Chibaku Tensei, Mass Raising, Summon Outer Path |
Ki: If you have a
ki pool, it increases by 2 for every Bloodline level you have already taken if you have a Minor Bloodline, 3 per Bloodline level taken if you have a Moderate one and 4 per Bloodline level taken if you have a Major one. If you do not have a
ki pool, you gain one with the amount of
ki described above. If you take any levels in Ninja, your
ki pool increases by 1 per 2 Ninja levels you have.
Elemental Mastery: You can gain a +1 increase in caster level and DC for any spell, power or ninjutsu you use that has the Air, Earth, Electricity, Fire or Water descriptor by spending 1 point of
ki as a free action while using that spell, power or ninjutsu. This ability is possessed by all Paths.
Banshō Ten'in (Su): You can affect one or more objects or creatures by concentrating your mind upon, pulling them towards you. You can pull one object or creature per character level (maximum fifteen separate targets), as long as all are within the ability’s range and each is no more than 10 feet away from another one. The range of this ability is 10 feet per character level. This is a Deva Path ability.
Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. You can target one or more objects or creatures with a total weight of 100 lbs per point of
ki you spend.
More Than Human (Ex): For 1 round per 2 character levels each day (plus 1 per 2 Ninja levels), which need not be consecutive, you may act as if under the effects of a
haste spell. This is a Human Path ability.
Summoner (Su): This ability functions like a
summon nature’s ally spell of a level up to half your character level minus one. You must spend an amount of
ki points equal to the spell’s level, plus 4 for every extra animal you summon (up to the limit stated in the
summon nature’s ally spells). You may use this ability only once per day per two
summon nature’s ally levels that you have access to (rounded up; to a maximum of 5/day at level 20). You may not use this ability again while this ability or your Great Summoner ability is active. This is an Animal Path ability.
Arms of Asura (Su): You gain the ability to summon two pairs of extra arms on your body. These arms are mechanical in nature and grant you a +4 bonus on grapple checks. Furthermore, you can fire off the hands as ranged attacks or open the arms up to reveal any one one-handed or light weapon you are proficient with (chosen at the time of summoning for each arm) or an in-built shuriken-shooter or crossbow bolt firing mechanism (deals damage as a light crossbow for your size). You may choose to summon less than the full amount of arms. Summoning the arms costs 1
ki per arm and requires you to spend an additional 1
ki per arm at the start of every turn while it remains summoned. De-summoning any amount of arms takes a move action. This is an Asura Path ability.
The King of Hell (Su): This ability costs 5
ki to use and a full-round action to activate. You may summon the King of Hell. This is a Naraka Path ability.
Absorb Magic (Su): This ability costs 6
ki and an immediate action to activate. You create a skin-tight field around your body that nullifies all spells, spell-like abilities and supernatural abilities used on you. You regain 1
ki per spell, spell-like ability or supernatural ability used on you, but you cannot regain more than 3
ki per round. You cannot use your own spells, spell-like abilities or supernatural abilities while this is active. This ability requires you to spend 3
ki as a swift action every turn to keep it active. This is a Preta Path ability.
Great Summoner (Su): You can summon any animal with the Titanic template applied (MMII p217) by spending 7
ki points as a 1-round action. You may only summon animals who are viable to having the Titanic template applied to them. The creature remains for 1 round/level. You may not use this ability while your Summoner ability is active. This is an Animal Path ability.
Reaper of Souls (Su): When you touch a creature, you may spend 8
ki to extract any information they know from their mind as a 1-round action (Will save DC 18 + Cha mod negates). At the end of the mindreading, the creature dies (Fort save DC 18 + Cha mod reduces this to 1d6+1 negative levels). This is a Human Path ability.
Greater Absorb Magic (Su): This ability costs 9
ki and an immediate action to activate and it lasts until the end of your next turn. You create a skin-tight field around your body that nullifies all spells, spell-like abilities and supernatural abilities used on you. You regain 1
ki per level of each spell used on you, per equivalent spell level of each spell-like ability used on you and 1
ki per 2 HD of any creature using a supernatural ability on you, but you cannot regain more than 9
ki per round. You cannot use your own spells, spell-like abilities or supernatural abilities while this is active. This is a Preta Path ability.
Shinra Tensei (Su): Once per round, as an immediate action, you may spend 2 points of
ki to completely negate the effects of a single attack targeting you, or the effects of a single area of effect spell, power, ninjutsu, supernatural ability or environmental effect. This is a Deva Path ability.
Chibaku Tensei (Su): This ability costs 10
ki to use and a 1-round action to activate. After using this ability, you may no longer use it for the rest of the day and you may no longer use Banshō Ten'in and Shinra Tensei for the rest of the day. This is a Deva Path ability.
This ability functions like
imprisonment, except it has a range of 60 ft and up to one Colossal creature or its equivalent may be targeted (four Gargantuan, sixteen Huge, etc.) as long as they all are within 30 ft of one another, and the creatures are entombed high above the surface of the world, in a Colossal-sized ball of rock. Furthermore, instead of a Will save, the targets must succeed on a Fortitude save DC 20 + the Sage-Chosen’s Charisma modifier, to which the targets gain a size bonus or penalty (+4 for every category larger than Medium, -4 for every category smaller than Medium).
If a target ever breaks free, it instantly takes 2d6 points of nonlethal damage from the cold or heat (depending on the environment) and 1d4 points of nonlethal from the vacuum. The target also will immediately begin to suffocate. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 24 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending.
Mass Raising (Su): This ability costs 10
ki to use and a 1-round action to activate. You may use
raise dead on every creature within 100 ft that hasn't been dead for longer than a day.
Summon the Demonic Statue of the Outer Path (Su): This ability costs 10
ki to use and a 1-round action to activate. You may summon the Demonic Statue of the Outer Path.