Ninja Tricks

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 ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

At 10th level, and every two levels thereafter, a rogue can choose an advanced talents in place of a rogue talent.

Trick Prerequisite(s) Benefit
Acrobatic Master Expend 1 ki point to gain +20 bonus on one Acrobatics check
Bleeding Attack Living opponent damaged by sneak attack also bleeds
Choking Bomb Poison bomb Living creatures affected by smoke bomb are staggered
Combat Trick Gain a bonus combat feat
Darkvision Expend 1 ki point to gain darkvision 60' for 1 hour
Deadly Range Increase range of dealing sneak attack damage by 10 feet
Deflect Arrows Improved Unarmed Strike Gain Deflect Arrows as a bonus feat
Fast Stealth Move at full speed using the Stealth skill without penalty
Feather Fall Expend 1 ki point to gain feather fall effect
Flurry of Stars Expend 1 ki point to throw 2 more shuriken during full-attack
Hidden Weapons Add level to checks to conceal a weapon, draw hidden weapons as a move action
High Jumper Acrobatic master trick DC for high jumps is half normal
Ki Block Opponent damaged by sneak attack cannot expend ki points
Ki Charge Expend 1 ki point to explosively charge a thrown weapon
Poison Bomb Smoke bomb Add inhaled poison to smoke bomb
Pressure Points Opponent damaged by sneak attack takes Strength or Dexterity damage
Rogue Talent Gain Rogue talent in place of a Ninja Trick
Shadow Clone Expend 1 ki point to create 1d4 shadowy duplicates that conceal true location
Slow Metabolism Hold breath for twice as long; if poisoned, time between saving throws is doubled
Slow Reactions Opponents damaged by sneak attack can’t make AoO for 1 round
Smoke Bomb Expend 1 ki point to throw bomb creating 15' radius smoke cloud
Snatch Arrows Deflect Arrows, Improved Unarmed Strike Gain Snatch Arrows as a bonus feat
Sudden Disguise Expend 1 ki point to gain disguise self effect
Unarmed Combat Training Gain Improved Unarmed Strike as a bonus feat
Undetected Sabotage Sabotage or disable device and leave it appearing functional
Ventriloquism Expend 1 ki point to create ventriloquism effect
Wall Climber Gain climb speed of 20 feet on vertical surfaces
Weapon Training Gain Weapon Focus as a bonus feat

At 10th level, and every two levels thereafter, a Ninja can choose an advanced Ninja trick s in place of a ninja trick.

Master Trick Prerequisite(s) Benefit
Advanced Talents Master tricks Gain rogue advanced talent in place of a ninja trick
Assassinate Master tricks Defenseless opponent damaged by sneak attack must save or die
Blinding Bomb Master tricks, choking bomb Living creatures in a smoke bomb cloud must save or be blinded
Deadly Shuriken Master tricks Pool all attack potential into a single, deadly shuriken throw
Evasion Master tricks Attack that deals half damage with Reflex save instead does no damage on save
Feat Master tricks Gain a feat that she qualifies for in place of a ninja trick
Master Disguise Master tricks Sudden disguise duration improves, also affects ninja's voice; can also assume appearance of specific individuals
See the Unseen Master tricks Expend 1 ki point to gain see invisibility effect
Shadow Split Master tricks Expend 1 ki point to create illusory double that acts as a diversion
Unarmed Combat Mastery Master tricks Deal unarmed strike damage as a monk of ninja's level –4
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