TEXT: #50
  The elemenTal ninja ParT One
  (Class arCheTyPes)
  
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  Player Paraphernalia #50 The Elemental Ninja Part One ©2015, The Knotty-Works; Author: John Buckley
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  1
  Player ParaPhernalia #50
  By the Knotty-Works
  Welcome to the fiftieth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue continues the Oriental theme, providing the 
  first part of six archetypes for the Ninja alternate 
  class based on the elements of Earth, Fire, Metal, 
  Water, Wood, and the Void.  Each ninja archetype 
  will be presented separately as powers gained from 
  the elemental aspects are sufficient enough to 
  warrant their own entries.  This issue introduces 
  the Earth Ninja, Fire Ninja, and Metal Ninja.  Issue 
  #51 will conclude with the Water Ninja, Wood 
  Ninja, and Void Ninja.
  The Nature of Elemental Ninjas
  All things are composed of the elements 
  including man.  To understand the elements 
  and their interactions allows one to understand 
  both one’s environment and one’s enemy.  
  The Elemental Ninja focuses on one of the 
  five elements, gaining mastery both in its 
  form and function and applies all aspects of 
  the element to the skills of assassination and 
  espionage.
  The belief in four elements is superfluous, the 
  belief in five elements belies the truth, yet the 
  true master of the elements understands that 
  there are in reality six elements that were used 
  to create and sustain all things.  Those that 
  have become enlightened to this fact seek to 
  use that knowledge in all of their endeavors, 
  including those who use this knowledge for 
  the deadliest of consequences.  As a result, 
  clans that combined their arts of the darker 
  nature of man with one of the six elements 
  to provide unique skills and abilities for its 
  members.  Given their chosen path in life, such 
  clans are secretive in nature and rarely pass 
  their knowledge of elements to outsiders.  The 
  means of application may vary from clan to 
  clan both in the element of the focus as well 
  how the element is harnessed, though the 
  results tend to be similar.
  Class Skills
  All Elemental Ninjas treat Knowledge (planes) 
  as a class skill.
  The Earth Ninja
  Solidity, concealment, 
  and fortitude are 
  some of the aspects 
  the element of Earth 
  incorporated into 
  those ninja clans that 
  study this element.  The 
  earth ninja uses the 
  land to her advantage both for concealment 
  as well as offensive and defensive capabilities.  
  Bending the earth to her will, she gains several 
  abilities including the ability to be more difficult 
  to knock down, more resistant to acid and, 
  charging her own attacks with acid.  Earth 
  ninja are known for their patient and enduring 
  temperament and their ability to go under 
  cover for years in order to infiltrate and spy for 
  their employers is legendary.
  Class Abilities
  Earth Affinity (Ex):  At 1st level the earth ninja 
  gains a +1 bonus on melee attack and 
  damage rolls if both she and her opponent 
  are touching the natural ground (stone, dirt, or 
  sand).  If the earth ninja’s opponent is airborne 
  or waterborne, she suffers a -1 penalty on her 
  melee attack and damage rolls instead.  In 
  addition, if the earth ninja gains a +2 bonus 
  to her CMD against bull rush, drag, overrun, 
  reposition, and trip maneuvers while she is in 
  contact with the natural ground.
  The earth ninja also gains a +1 bonus to all 
  Stealth and Survival skill checks while in any 
  environment composed of exposed stone or 
  
  2
  earth including mountains, caverns, and the 
  elemental plane of Earth.  This bonus increases 
  by +1 at 5th level and every 5 levels thereafter 
  (maximum of +5 at 20th level).
  This ability replaces the ninja’s Poison Use class 
  ability.
  Ki Pool (Su):  At 2nd level the earth ninja gains 
  an pool of earth energy that she may use to 
  access the power of the earth element.  She 
  gains a number of points equal to ½ her class 
  level + her Charisma modifier.  The earth ninja 
  may spend these points as desired and they 
  are replenished automatically each day after 
  8 hours of rest or meditation, and these hours 
  do not need to be consecutive.  Points gained 
  for the earth ninja’s pool stack with points 
  gained from other ki based class abilities if she 
  possesses levels in another class that has a ki 
  pool, though only ability score modifier may be 
  added to the total chosen when the second 
  class with the ki pool ability is gained.
  As long as the earth ninja has at least 1 point 
  in her earth pool, she may climb natural stone 
  or earth surfaces as if they had handholds 
  (base DC of 15).  At 10th level, the earth ninja 
  may take 10 when climbing on a natural earth 
  or stone surface, even when in immediate 
  danger or distracted as long as she has 1 point 
  in her earth pool.
  The earth ninja may spend 1 ki point as a swift 
  action for one of the following effects.  Coat 
  one attack with acid that causes an additional 
  1d6 points of damage.  Gain a hardness of 
  5 until the beginning of her next turn, though 
  the earth ninja must initiate this ability before 
  she moves and her movement rate is reduced 
  by 10 feet while in effect. Resistance to Acid 
  5 until the beginning of the earth ninja’s next 
  turn.
  The earth ninja may also spend points from this 
  pool to empower her ninja tricks as well.  This 
  ability modifies the ninja’s ki pool class ability.
  Ninja Tricks:  The following ninja tricks are only 
  available to the earth ninja.
  Acid Bomb (Ex):  The earth ninja may infuse a 
  smoke bomb with an acidic effect.  Anyone 
  within the area of effect of the bomb suffer 
  1d6 +1 point per 2 levels of the earth ninja in 
  acid damage.  A successful Fortitude saving 
  throw will reduce the damage by half.  The 
  Fort DC is equal to 10 + ½ the earth ninja’s 
  class level + her Charisma modifier.  The earth 
  ninja must have the smoke bomb ninja trick 
  and spend 1 additional ki point from her earth 
  pool for the acid effect.
  Blindsense (Ex):  By spending 1 point from her 
  earth pool as a standard action, the earth 
  ninja gains blindsense with a range equal to 10 
  ft times her Wisdom modifier.  This sense only 
  functions against opponents in contact with 
  the ground.  This effect lasts for 1 hour.
  Earth Hand (Su):  By spending 1 ki point from 
  her earth pool, the earth ninja may spend 
  a move action to cause her hands to be 
  transformed into hardened earth.  As a result, 
  the earth ninja’s unarmed attacks cause 
  lethal damage and do not provoke attacks 
  of opportunity.  If the earth ninja has the 
  Improved Unarmed Strike feat, the damage 
  caused by her unarmed attacks increase to 
  1d6 points of damage (1d4 for a small earth 
  ninja and 1d8 for a large earth ninja).  This 
  effect lasts for a number of rounds equal to 
  ½ the earth ninja’s class level but may be 
  dismissed as an immediate action.  While using 
  this trick, the earth ninja may not effectively 
  handle items with her hands.
  Earth Push (Su):  By spending 1 ki point from 
  her earth pool, the earth ninja may cause 
  a mound of earth or stone to rise and push 
  against an opponent within 30 feet as a 
  standard action.  The earthen mound performs 
  a bull rush maneuver against the target, 
  using the earth ninja’s CMB to resolve the 
  action.  Once completed the earth returns 
  to its original position and this may only be 
  used in areas of earth or natural stone.  At 10th 
  level the earth ninja may spend an additional 
  ki point from her earth pool to increase her 
  effective CMB for this action by +5.
  Earth Skin (Ex):  By spending 1 ki point from her 
  earth pool the earth ninja gains a +1 natural 
  armor class bonus as a swift action.  This bonus 
  lasts for a number of rounds equal to ½ the 
  earth ninja’s class level.  At 10th level the earth 
  ninja may spend 2 ki points to gain a +2 natural 
  AC bonus and 3 ki points at 15th level to gain a 
  +3 natural AC bonus.
  Solid Footing (Ex):  By spending 1 ki point from 
  her earth pool as an immediate action, the 
  earth ninja gains a +10 circumstance bonus to 
  
  3
  her CMD when the target of a bull rush, drag, 
  overrun, reposition, or trip attempt until the 
  beginning of her next turn.
  Burrow (Ex):  At 6th level the earth ninja may 
  burrow through soft earth and sand at a rate 
  equal to ½ her normal movement rate.  This 
  ability does not create a tunnel and the earth 
  collapses after the earth ninja’s passage, 
  although one additional person of the earth 
  ninja’s size or smaller may follow immediately 
  after her.  This ability does not confer the ability 
  to see or to breathe while burrowing and if 
  the earth ninja is traveling a distance of more 
  than 30 feet, she may drift off track, requiring 
  a Survival check with a DC equal to 10 + 1 per 
  additional 10 feet traveled beyond the initial 
  30 feet.
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the earth ninja.
  Blindsight (Ex):  The earth ninja may spend 1 ki 
  point from her earth pool as a standard action 
  to gain blindsight with a range of 30 feet.  This 
  effect lasts for an hour and the earth ninja 
  must have the blindsense ninja trick before she 
  may take this master trick.  This trick allows the 
  earth ninja to ignore invisible or concealed 
  opponents within range as long as they are in 
  direct contact with the earth.  If the opponent 
  is airborne or otherwise not in contact with a 
  solid surface within range, the earth ninja gains 
  no benefit from this ability.
  Earth Glide (Su):  The earth ninja may travel 
  through dirt, stone, or any other type of 
  earth element except metal at her normal 
  movement rate by spending 1 ki point from 
  her earth pool as a swift action.  This effect 
  is identical to the earth glide special ability 
  granted to Earth Elementals.  The earth ninja 
  gains a sense of her direction while using this 
  ability and cannot become lost or misdirected 
  and may continue moving through the earth 
  by spending an additional ki point per round 
  of travel.  She also gains the ability to breathe 
  while traveling in this fashion and may take 
  additional individuals with her by spending 1 ki 
  point per individual (per round of travel) up to 
  a maximum number of individuals equal to her 
  Constitution modifier.  Spells that affect mass 
  quantities of earth—such as Move Earth—can 
  be used to eject the earth ninja as listed in the 
  spell description.
  Mass Earth Push (Su):  By expending 3 ki points 
  from her earth pool, the earth ninja may 
  produce a conical earthen wave centered 
  on her position to move outward and bull rush 
  anyone within 10 feet of the earth ninja as a 
  full round action.  The earth ninja uses her CMB 
  to determine the effectiveness of the bull rush, 
  with a bonus equal to ½ of her class level.
  The Fire Ninja
  Hot tempered and 
  energetic as their 
  element of choice, 
  clans that focus on the 
  element of fire rarely last 
  more than a generation 
  or two as they tend to 
  attract attention and 
  draw the most attention.  The fire ninja excel 
  in mass assassination and arson and their 
  passion of performing their duties is legendary.  
  However, the fire ninja’s chaotic and flashy 
  nature makes their presence more memorable 
  to most which is quite the detriment when it 
  comes to infiltration and espionage.
  Class Abilities
  Fire Affinity (Ex):  At 1st level the fire ninja gains 
  natural resistance to fire equal to ½ her class 
  level (minimum of 1).  When exposed to heat 
  or smoke that causes nonlethal damage, the 
  fire ninja’s effective resistance is equal to her 
  class level.  She also gains a +1 bonus to any 
  saving throws involving flames, fire, or smoke.
  The fire ninja also gains a +1 bonus to all Stealth 
  and Survival skill checks while in environments 
  of excessive heat and fire including deserts 
  and the elemental plane of Fire.  This bonus 
  increases by +1 at 5th level and every 5 levels 
  thereafter (maximum of +5 at 20th level).
  This ability replaces the ninja’s Poison Use class 
  ability.
  Ki Pool (Su):  At 2nd level the fire ninja gains 
  an pool of fire energy that she may use to 
  access the power of the fire element.  She 
  gains a number of points equal to ½ her class 
  level + her Charisma modifier.  The fire ninja 
  may spend these points as desired and they 
  are replenished automatically each day 
  
  4
  after 8 hours of rest or meditation, and these 
  hours do not need to be consecutive.  Points 
  gained for the fire ninja’s pool stack with points 
  gained from other ki based class abilities if she 
  possesses levels in another class that has a ki 
  pool, though only ability score modifier may be 
  added to the total chosen when the second 
  class with the ki pool ability is gained.
  As long as the fire ninja has at least 1 point in her 
  fire pool, she may move over narrow surfaces 
  with ease.  The base DC is reduced by one rank 
  for the fire ninja when moving at ½ speed over a 
  narrow surface with a maximum base DC of 15 
  when crossing an area less than 2 inches wide.  
  At 10th level the fire ninja may move at her full 
  movement rate without suffering the +5 penalty 
  to the DC required for the Acrobatics check 
  and may take 10 for crossing narrow surfaces 
  while moving at ½ her normal movement rate 
  regardless of the situation.
  The fire ninja may spend 1 ki point as a swift 
  action for one of the following effects.  Cause 
  an additional 1d6 burn damage with one 
  melee attack.  If the target suffers the burn 
  damage it must make a Reflex save (DC 
  equal to 10 + ½ the fire ninja’s class level + her 
  Charisma modifier) or suffer 1 point of additional 
  fire damage for 1d4 rounds.  Successive attacks 
  require additional saving throws but the burn 
  damage does not stack, rather the duration 
  of the burn is extended based on the last roll 
  made.  The fire ninja may gain an additional 
  attack at her highest base attack bonus if 
  making a full attack.  And the fire ninja may 
  cause a 10 foot area centered on her to fill with 
  thick smoke as if she had used a smokestick.
  The fire ninja may also spend points from this 
  pool to empower her ninja tricks as well.  This 
  ability modifies the ninja’s ki pool class ability.
  Ninja Tricks:  The following ninja tricks are only 
  available to the fire ninja.
  Blazing Shot (Ex):  The fire ninja may apply the 
  burn damage that she gains from spending 1 
  ki point to a single ranged attack per round.
  Fire Bomb (Ex):  When the fire ninja throws 
  a smoke bomb, she may include 1 dose of 
  black powder to create a fire bomb that 
  explodes causing 1d6 points of fire damage to 
  everything within a 10 foot radius of the bomb.  
  Those within the area of impact are allowed 
  a Reflex save with a DC equal to 10 + ½the 
  fire ninja’s class level + her Charisma modifier 
  to suffer only half damage.  Flammable 
  objects may catch on fire and those that fail 
  the Reflex saving throw continue to burn for 
  1d4 additional rounds, suffering 1 point of fire 
  damage per round unless the flames are put 
  out.  The fire ninja must have the smoke bomb 
  trick before she may take this trick.
  Fire Breath (Su):  The fire ninja may spend 1 
  ki point from her fire pool and expend either 
  1 dose of black powder or 1 pint of oil as a 
  standard action to belch forth a cone of fire 
  with a range of 15 feet.  Anyone within the area 
  of the cone must make a Reflex saving throw 
  or suffer 1d6 points of fire damage (a successful 
  saving throw reduces the damage by half).  
  Flammable items will catch on fire and those 
  that fail the saving throw suffer an additional 
  point of fire damage for 1d4 rounds unless 
  spending a full round to put out the flames.
  Minor Fire Magic (Sp):  The fire ninja may cast 
  the following 0-level spells as a spell-like ability, 
  treating her class level as her effective caster 
  level:  Flare, Light, and Spark.  The fire ninja 
  may cast these spells without preparing them 
  ahead of time but may only cast them in any 
  combination for a total number of times per 
  day equal to 1 + her Charisma modifier or she 
  may spend 1 ki point from her fire pool.  The 
  DC for any applicable saving throws is equal 
  to 10 + the fire ninja’s Charisma modifier.
  Flame Step (Su):  At 6th level the fire ninja 
  may step into a flame and instantly travel to 
  another flame within a medium range (100 ft 
  + 10 ft/ninja level) as a full round action.  The 
  effect is identical to dimension door including 
  the ability to bring others with her, though the 
  fire ninja must spend 1 ki point from her fire 
  pool for each individual transported besides 
  herself.  Damage from walking into and out of 
  a fire causes 1d6 points of damage.
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the fire ninja.
  Blessed Flame (Su):  By spending 2 ki points 
  from her fire pool as an immediate action the 
  fire ninja gains immunity to fire for a number of 
  rounds equal to her class level.
  
  5
  Fiery Barrage (Ex):  The fire ninja must have the 
  flurry of stars ninja trick to take this master trick.  
  By spending 1 additional ki point from her fire 
  pool, the fire ninja may apply the additional 
  1d6 burn damage to all shuriken thrown 
  using the flurry of shuriken trick.  Each target 
  successfully struck by the shuriken must make a 
  Reflex save—DC equal to 10 + ½ the fire ninja’s 
  class level + her Charisma modifier—or catch 
  on fire for 1 additional point of fire damage for 
  1d4 rounds.  If an opponent is struck by multiple 
  shuriken, only one saving throw is required and 
  only 1 point of fire damage per additional 
  round is suffered if the saving throw is failed.
  Major Fire Magic (Sp):  The fire ninja may cast 
  the either Burning Gaze, Burning Hands, or 
  Pyrotechnics as a spell-like ability, treating her 
  class level as her effective caster level.  She 
  may cast these spells without preparing them 
  but may cast them in any combination for a 
  total number of times per day equal to 1 + her 
  Charisma modifier or she may spend 2 ki points 
  from her fire pool.  The DC for any applicable 
  saving throws is equal to 12 + the fire ninja’s 
  Charisma modifier.  The fire ninja must have 
  the minor fire magic ninja trick before she may 
  take this master trick, though she may cast 
  the spells gained from the minor fire magic as 
  desired with no limitation or cost in ki points.
  The Metal Ninja
  Flexibility and rigidness, the 
  duality of metal forged 
  in fires of refinement are 
  easily incorporated into 
  the mantra of those ninja 
  clans that seek to perfect 
  this element.  Only through 
  applying the proper techniques of smelting 
  and hammering can the true potential any 
  metal be revealed and the same applied to 
  the power and strength of the metal ninja.  
  Both conductivity and resilience are the true 
  virtues of those that study this element and 
  apply it to the art of ninjutsu.
  Class Abilities
  Metal Affinity (Ex):  At 1st level the metal 
  ninja gains a +1 bonus on melee attack and 
  damage rolls if her opponent is wearing 
  armor primarily made of metal.  In addition, 
  the metal ninja is proficient with medium 
  armor composed metal and the armor check 
  penalty for any metal armor worn is reduced 
  by 1 while the maximum dexterity bonus is 
  increased by 1.
  The metal ninja also gains a +1 bonus to all 
  Stealth and Survival skill checks while in any 
  urban environment.  This bonus increases by 
  +1 at 5th level and every 5 levels thereafter 
  (maximum of +5 at 20th level).
  This ability replaces the ninja’s Poison Use class 
  ability.
  Ki Pool (Su):  At 2nd level the metal ninja gains 
  an pool of metal energy that she may use to 
  access the power of the metal.  She gains a 
  number of points equal to ½ her class level + 
  her Charisma modifier.  The metal ninja may 
  spend these points as desired and they are 
  replenished automatically each day after 8 
  hours of rest or meditation, and these hours do 
  not need to be consecutive.  Points gained 
  for the metal ninja’s pool stack with points 
  gained from other ki based class abilities if she 
  possesses levels in another class that has a ki 
  pool, though only ability score modifier may be 
  added to the total chosen when the second 
  class with the ki pool ability is gained.
  As long as the metal ninja has at least 1 point 
  in her metal pool,  the metal ninja is always 
  considered to have a set of lockpicks when 
  attempting to open a lock with her disable 
  device skill.  At 10th level the metal ninja may 
  attempt to open a lock using her disable 
  device skill as a standard action (opening a 
  lock is normally a full round action).
  The metal ninja may spend 1 ki point as a 
  swift action for one of the following effects.  
  Charge one attack that causes an additional 
  1d6 points of electrical damage.  Reduce the 
  armor check penalty for any metal armor worn 
  to 0 for a number of rounds equal to her class 
  level.  Resistance 5 to electricity for a number of 
  minutes equal to the metal ninja’s class level.
  The metal ninja may also spend points from this 
  pool to empower her ninja tricks as well.  This 
  ability modifies the ninja’s ki pool class ability.
  Ninja Tricks:  The following ninja tricks are only 
  available to the metal ninja.
  Caltrop Trap (Ex):  The metal ninja may spend 
  a standard action spreading an area with 
  caltrops.  By spending 1 ki point from his metal 
  
  6
  pool, the metal ninja increases the effective 
  base attack bonus for the caltrops to match 
  her own base attack bonus.  The bonus lasts 
  for a number of rounds equal to the metal 
  ninja’s class level and once an attack is made 
  by someone moving through the area of the 
  caltrops, the bonus no longer applies.
  Intrinsic Touch (Ex):  By spending 1 ki point from 
  her metal pool as a swift action, the metal 
  ninja treats the quality of a metal lock or trap 
  as one step less than it’s listed quality (with a 
  minimum quality of simple).
  Iron Skin (Su):  The metal ninja may spend 1 
  ki point from her metal pool to gain damage 
  reduction 1/magic as a move action.  This 
  effect lasts for a number of rounds equal to ½ 
  the metal ninja’s class level.  At 6th level and 
  every 4 levels thereafter the metal ninja may 
  spend an additional ki point to increase the DR 
  by 1 (to a maximum of DR 5/magic at 18th level).
  Mystic Blade (Su):  As a swift action the 
  metal ninja may focus 1 ki point from his 
  metal pool to grant a single melee weapon 
  made primarily of metal a +1 enhancement 
  bonus to hit and damage and the weapon is 
  considered magical for purposes of DR.  The 
  effect lasts for a number of rounds equal to 
  ½ the metal ninja’s class level.  If the weapon 
  already has an enhancement bonus, this trick 
  has no effect.  The metal ninja may spend 
  an additional ki point at 6th level and every 
  4 levels thereafter to grant an additional +1 
  enhancement bonus to hit and damage with 
  the chosen weapon (maximum of +5 at 18th 
  level).  If the metal ninja drops the weapon or 
  hands it to another the enhancement bonus 
  automatically ends.
  Quick Set (Ex):  The metal ninja may spend 1 
  ki point from her metal pool to quickly don or 
  remove a set of light or medium armor composed 
  primarily of metal as a full round action.
  Slashing Claws (Su):  As a move action, the 
  metal ninja may sprout a set of metal claws 
  extending from her fists by spending 1 ki point 
  from her metal pool.  The claws are treated 
  as both a natural attack and manufactured 
  attack and cause 1d6 points of piercing or 
  slashing damage and the metal ninja may 
  make an off-handed attack as part of a full-
  round attack action, only suffering a -2 penalty 
  for all attacks made that round.  The metal 
  ninja may dismiss the claws as an immediate 
  action and the claws may be used for a total 
  number of rounds equal to ½ the metal ninja’s 
  class level.
  Magnetic Steps (Su):  The metal ninja may 
  move over a metal surface in any direction 
  (horizontally or vertically) at twice her normal 
  movement rate as a full round action, 
  effectively running along the metal surface.  
  While using this ability the metal ninja does not 
  need to make climb checks when traveling 
  up vertical surfaces and she may even 
  walk upside down as long as the surface is 
  some type of metal.  While using this ability 
  the metal ninja retains her dexterity bonus 
  to Armor Class, though she does provoke 
  attacks of opportunity if she passes through 
  an opponent’s threat range, she may not 
  use Acrobatics while using this ability to avoid 
  enemy attacks of opportunity.  The metal ninja 
  must end her turn in a location in an upright 
  position that supports her weight or suffer the 
  consequences (such as falling or sinking).
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the metal ninja.
  Caltrop Field (Ex):  The metal ninja may use 
  one set of caltrops to effectively cover a 10 
  foot by 10 foot area as a standard action.  By 
  expending 2 ki points from her metal pool, 
  the metal ninja also grants the caltrops to use 
  her base attack bonus on the first individual 
  that enters a 5 foot area of caltrops, though 
  this effect wears off after a number of rounds 
  equal to her class level.  The metal ninja must 
  have the Caltrop Trap ninja trick to select this 
  master trick.
  Entangling Caltrops (Su):  The metal ninja may 
  expend 1 ki point from her metal pool to infuse 
  her ki within a set of caltrops for a number 
  of rounds equal to her class level as a move 
  action prior to dropping the caltrops.  Anyone 
  entering the area covered by the caltrops 
  suffer the attack from the caltrops normally and 
  if the attack is successful the victim is entangled 
  within that area and unable to move out of 
  that area for the duration of the effect.  The 
  victim is allowed a Reflex save in the beginning 
  of their turn after being entangled by the 
  caltrops with a DC equal to 10 + ½ the metal 
  
  7
  ninja’s class level + her Charisma modifier.  
  Caltrops used for this master trick cannot be 
  enhanced by other ninja tricks.
  Metal Magic (Sp):  The metal ninja may  cast 
  Chill Metal or Heat Metal as a spell-like ability, 
  treating her class level as her effective caster 
  level.  The metal ninja may cast these spells 
  without preparing them ahead of time but 
  may only cast them in any combination for a 
  total number of times per day equal to 1 + her 
  Charisma modifier or she may spend 1 ki point.  
  The DC for any applicable saving throws is 
  equal to 10 + the fire ninja’s Charisma modifier.  
  The ninja must have the minor ninja magic trick 
  before she may take this trick.
  Mystic Blade, Greater (Su):  The metal ninja 
  must have the mystic blade ninja trick before 
  she may take this master trick.  When using 
  the mystic blade ninja trick, the metal ninja 
  may spend some of the enhancement bonus 
  to grant the weapon one of the following 
  special abilities by expending the bonus 
  for the ability desired:  Bane, Ghost Touch, 
  Keen, Shock, Shocking Burst, Stalking, or 
  Wounding. The weapon must have at least a 
  +1 enhancement bonus granted by the mystic 
  blade in order for the metal ninja to grant the 
  weapon a special ability.
  Shocking Caltrops (Su):  The metal ninja may 
  expend 1 ki point from her metal pool to infuse 
  her ki within a set of caltrops for a number 
  of rounds equal to her class level as a move 
  action prior to dropping the caltrops.  Anyone 
  entering the area covered by the caltrops 
  suffer the attack from the caltrops normally 
  and if the attack is successful the victim also 
  suffers 1d6 points of electricity damage.  Once 
  set off, the electrical charge is spent and 
  additional individuals stepping in the area are 
  not affected by the shock, though the normal 
  effects of the caltrops still apply. Caltrops used 
  for this master trick cannot be enhanced by 
  other ninja tricks.
  New Ninja Tricks
  Major Ninja Magic (Sp):  A ninja with this 
  ability gains the ability to cast Disguise Self or 
  Obscuring Mist as a spell-like ability, treating 
  her class level as her effective caster level.  The 
  ninja may cast these spells without preparing 
  them ahead of time but may only cast them 
  in any combination for a total number of times 
  per day equal to 1 + her Charisma modifier 
  or she may spend 1 ki point.  The DC for any 
  applicable saving throws is equal to 10 + the 
  fire ninja’s Charisma modifier.  The ninja must 
  have the minor ninja magic trick and an 
  Intelligence of 13 before she may take this trick.
  Minor Ninja Magic (Sp):  A ninja with this ability 
  gains the ability to cast Dancing Lights or 
  Ghost Sound as a spell-like ability, treating her 
  class level as her effective caster level.  The 
  ninja may cast these spells without preparing 
  them ahead of time but may only cast them 
  in any combination for a total number of times 
  per day equal to 1 + her Charisma modifier 
  or she may spend 1 ki point.  The DC for any 
  applicable saving throws is equal to 10 + the 
  fire ninja’s Charisma modifier.  The ninja must 
  have an Intelligence of at least 11 in order to 
  take this trick.
  Poisoned Caltrops (Ex):  A ninja with this ability 
  may decide to coat one set of caltrops 1 dose 
  of any injury poison she possesses as a swift 
  action when deploying caltrops.  The poison 
  is used on the first individual that steps into the 
  area of the caltrops, regardless of whether or 
  not the caltrops attack was successful.
  Stick the Landing (Ex):  A ninja with this ability 
  may make an acrobatics check with a 
  DC equal to 10 +2 per 10 feet fallen and if 
  successful only suffers ½ the damage normally 
  incurred.  In addition, she is able to roll to 
  her feet and stand as an immediate action 
  without provoking attacks of opportunity.
  
  8
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 50 - The Elemental Ninja, Pt 1 (Class Archetypes).pdf