TEXT: written by Kalen Tessmann
  BOOK 2
  NINJA
  T 
  H 
  E
  
  Blood & Steel, Book 2: The Ninja
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  Credits
  Published by d20pfsrd.com Publishing
  Written by Kalen Tessmann 
  Editing by Kim Frandsen 
  Layout by Matt Thomason 
   
  Cover by William Timmins 
   
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  Stock Art 
  Publisher’s Choice Quality Stock Art © Rick Hershey / 
  Fat Goblin Games
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  Compatibility with the Pathfinder Roleplaying Game 
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  for more information on the Pathfinder Roleplaying 
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  1
  Blood & Steel, Book 2: The Ninja
  Contents
  Archetypes ............................................................2
  Augmented Ninja .............................................2
  Bakguai ..............................................................3
  Blood Shinobi ....................................................4
  Chao Renzhe .....................................................4
  Kayakujutsu Ninja ............................................5
  Mystic Ninja ......................................................6
  Roof Stalker .......................................................7
  Salikotosai ..........................................................7
  Sentinel ..............................................................9
  Shadow Savant ..................................................9
  Shuriken Ace ...................................................11
  Sidhenobi .........................................................12
  Speed Demon ..................................................12
  Character Options .............................................14
  Ninja Tricks .....................................................14
  Ninja Master Tricks ........................................15
  Feats .....................................................................16
  Ninja Style Feats.................................................18
  Kaleidoscope Style ..........................................18
  Kigakuruujutsu Style ......................................18
  Salikotai Style ..................................................19
  Vanishing Style ................................................19
  New Equipment .................................................21
  Disguised Weapons ........................................21
  Combo Weapons ............................................21
  Mundane Items ...............................................22
  Vehicle ..............................................................23
  New Magic Items ...............................................24
  Legal ....................................................................26
  “Blood & Steel, Book 2: The Ninja” is 
  the second in a new series focusing on martial 
  combat oriented classes.
  Upon hearing the word “ninja”, most people 
  immediately think of a black-clad assassin on 
  a mission of death. Though not wrong, this 
  is not the only way that ninja operate. Ninjas 
  were spies as much as they were assassins, 
  and they used guns alongside their mysticism 
  and blades. This spectrum becomes even 
  broader when brought into a fantasy world, 
  because of one fundamental truth about 
  ninjas:
  Everything is fair.
  Whereas historical ninja developed their 
  methods in response to class divides and 
  samurai, fantasy ninja have far stranger foes 
  to contend with. The same tactics do not work 
  against enemies with no vital organs to stab or 
  magical sensors watching for trespassers, and 
  in a world such as this, the supernatural skills 
  of the ninja push them beyond their limits. 
  This book is a look at such a world, where 
  the ninja arts were polished and perfected 
  against demons and sorcerer-kings instead of 
  warriors and nobles.
  
  2
  Blood & Steel, Book 2: The Ninja
  Archetypes
  Augmented Ninja
  Built as much as trained, these ninjas boast 
  bodies rebuilt with techniques used in golem 
  creation. Gradually leaving their humanity 
  behind, they blur the line between organic 
  and construct to deadly effect. They rarely 
  need to bring weapons to the battle, their 
  own hardened limbs being weapon enough.
  Unarmed Strike
  At 1st level, an augmented ninja gains 
  Improved Unarmed Strike as a bonus feat. An 
  augmented ninja’s attacks may be with any 
  part of their limbs, allowing them to attack 
  with their hands full. They suffer no off-hand 
  penalty for striking unarmed, and so may 
  apply their full Strength bonus on damage 
  rolls for unarmed strikes. 
  An augmented ninja’s attacks deal lethal 
  damage by default, but they may choose to 
  do nonlethal damage instead with no penalty 
  on the attack roll when attacking unarmed or 
  grappling. 
  An augmented ninja’s unarmed strike is 
  treated as both a manufactured weapon and 
  a natural weapon for the purpose of spells 
  and effects that enhance or improve either 
  manufactured or natural weapons. 
  An augmented ninja deals unarmed damage 
  as a monk of the same level. 
  This ability replaces no trace and poison use.
  Cold Silver Inlays (Ex)
  Partial limb reconstruction has infused 
  the striking areas of your body with metals 
  that are anathema to many creatures. Your 
  unarmed attacks are treated as silver and cold 
  iron for the purpose of overcoming damage 
  reduction. Also, you can spend 1 ki point to 
  send a surge of energy through the inlays, 
  causing your unarmed attacks to overcome 
  damage reduction as magic weapons for a 
  number of minutes equal to your augmented 
  ninja level. 
  This replaces the ninja trick gained at level 4.
  Tireless Form (Ex)
  At 6th level, the augmented ninja gains 
  immunity to fatigue. At 11th level, they also 
  gain immunity to exhaustion.
  This ability replaces light steps.
  Construct Apotheosis (Su)
  At 20th level, an augmented ninja gains 
  immunity to stunning, as well as spell 
  resistance equal to 10 + their augmented 
  ninja level. In addition, when a spell fails to 
  pierce their spell resistance but would have 
  allowed a save had it bypassed it, they may 
  immediately spend 1 ki point and roll a saving 
  throw against it. If the save fails, they suffer 
  the effect of the spell normally. If the save is 
  successful, they gain 2 ki points. 
  This ability replaces the portion of hidden 
  master related to greater invisibility and 
  detection resistance.
  
  3
  Blood & Steel, Book 2: The Ninja
  Bakguai
  Not all ninjas have the benefit of extensive 
  formal training. Taught only the basics 
  before being cast into the world, whether 
  by fate or fortune, and they lack the more 
  esoteric capabilities of their brethren. 
  Instead, their varied backgrounds shape 
  them into adaptable warriors who are often 
  more comfortable in a direct fight than their 
  shadowy kin.
  Martial Flexibility (Ex) 
  A bakguai can take a move action to gain the 
  benefit of a combat feat she doesn’t have. This 
  effect lasts for 1 minute. The bakguai must 
  meet all the feat’s prerequisites. She may use 
  this ability a number of times per day equal to 
  3 + 1/2 her bakguai level (minimum 4 times 
  per day).
  The bakguai can use this ability again before 
  the duration expires to replace the previous 
  combat feat with another choice.
  If a combat feat has a daily use limitation 
  (such as Stunning Fist), any uses of that 
  combat feat while using this ability count 
  toward that feat’s daily limit.
  At 6th level, a bakguai can use this ability to 
  gain the benefit of two combat feats at the 
  same time. She may select one feat as a swift 
  action or two feats as a move action. She may 
  use one of these feats to meet a prerequisite 
  of the second feat; doing so means that she 
  cannot replace a feat currently fulfilling 
  another’s prerequisite without also replacing 
  the feats that require it. Each individual feat 
  selected counts toward her daily uses of this 
  ability.
  At 10th level, a bakguai can use this ability to 
  gain the benefit of three combat feats at the 
  same time. She may select one feat as a free 
  action, two feats as a swift action, or three 
  feats as a move action. She may use one of the 
  feats to meet a prerequisite of the second and 
  third feats, and use the second feat to meet a 
  prerequisite of the third feat. Each individual 
  feat selected counts toward her daily uses of 
  this ability.
  At 12th level, a bakguai can use this ability 
  to gain the benefit of one combat feat as an 
  immediate action or three combat feats as 
  a swift action. Each individual feat selected 
  counts toward her daily uses of this ability.
  At 20th level, a bakguai can use this ability to 
  gain the benefit of any number of combat feats 
  as a swift action. Each feat selected counts 
  toward her daily uses of this ability. 
  This ability replaces poison use, ki pool, light 
  steps, and hidden master.
  Bakguai Tricks
  A bakguai cannot take any ninja tricks that 
  require ki to function in whole or in part.
   
  
  4
  Blood & Steel, Book 2: The Ninja
  Bloodline Tricks
  Blood shinobi may select bloodline powers 
  from their bloodline as ninja tricks. Your 
  blood shinobi level must equal or surpass the 
  level at which a bloodline power occurs to 
  select it. Bloodline tricks that calculate effects 
  based off your sorcerer level instead use your 
  Bloodline Ninja level.
   
  Chao Renzhe
  Some ninjas employ a style that focuses less 
  on taking foes down with precision strikes, 
  and more on using ki-fuelled elemental 
  powers to outwit and outmatch their foes. 
  Such ninja orders divide themselves along 
  elemental lines, and it’s typical to find clans 
  devoted to a single elemental style.
  Melee Training
  At 1st level, a chao renzhe gains Improved 
  Unarmed Strike as a bonus feat.
  Elemental Style (Su)
  At 1st level, a chao renzhe chooses one 
  primary element on which to focus. This 
  element determines how they harness their ki, 
  and grants them access to specific wild talents 
  (see below) and additional class skills. They 
  can select any kineticist element.
   
  Kinetic Blast (Sp)
  At 1st level, a chao renzhe gains a kinetic blast 
  wild talent of their choice. This kinetic blast 
  must be a simple blast that matches their 
  element.
  As a standard action, the chao renzhe can 
  unleash a kinetic blast at a single target up 
  to a range of 30 feet. They must have at 
  Blood Shinobi
  Some ninjas, whether through ancestral 
  heritage or dedicated practice and perfect 
  form, harness techniques that draw from the 
  strength of powerful and strange beings.
  Skill Ranks per Level:
  A blood shinobi gain 2 fewer skill ranks per 
  level.
  Bloodline
  A blood shinobi must pick one sorcerer 
  bloodline upon taking their first level of blood 
  shinobi. Once made, this choice cannot be 
  changed. The associated skill is added to their 
  list of class skills.
   
  
  5
  Blood & Steel, Book 2: The Ninja
  least one hand free to aim the blast (or one 
  prehensile appendage, if they don’t have 
  hands). All damage from a kinetic blast is 
  treated as magic for the purpose of bypassing 
  damage reduction. Kinetic blasts count as a 
  type of weapon for the purpose of feats such 
  as Weapon Focus. The chao renzhe is never 
  considered to be wielding or gripping the 
  kinetic blast (regardless of effects from form 
  infusions; see Chao Renzhe Tricks), and they 
  can’t use Vital Strike feats with kinetic blasts. 
  Even the weakest kinetic blast involves a 
  sizable mass of elemental matter or energy, 
  so kinetic blasts always deal full damage to 
  swarms of any size (though only area blasts 
  deal extra damage to swarms). A readied 
  kinetic blast can be used to counterspell any 
  spell of equal or lower level that shares its 
  descriptor. A kinetic blast that deals energy 
  damage of any type (including force) has the 
  corresponding descriptor.
  This ability replaces sneak attack.
  Elemental Ki (Su)
  Using chao renzhe abilities with a listed burn 
  cost requires the chao renzhe to spend an 
  equal amount of ki points. They gain kinetic 
  fist as a bonus wild talent, and as long as they 
  have at least 1 point in their ki pool, its cost is 
  reduced to 0. The chao renzhe does not treat 
  any Acrobatics skill check to jump as if they 
  had a running start.
  This ability alters ki pool.
  Chao Renzhe Tricks
  Chao renzhe cannot take any ninja trick 
  (or rogue talent) that augments or modifies 
  sneak attacks. The chao renzhe may take 
  any kineticist Wild Talent that is Universal 
  or listed under their element that they meet 
  the requirements of as a ninja trick. A chao 
  renzhe can only select wild talents with a level 
  of half or less than their class level.
  A chao renzhe also gains access to the 
  following new tricks:
  Elemental Defense (Su): The chao renzhe 
  gains her element’s defense wild talent.
  Elemental Sculpting (Ex): Whenever the 
  chao renzhe uses a form infusion with a blast, 
  she reduces the combined burn cost of the 
  infusions by 1. This can’t reduce the total cost 
  of the infusions used below 0. 
  Intense Blasts (Su): The chao renzhe gains a 
  composite blast wild talent of the elemental 
  style they chose at 1st level, as though they 
  had selected the same element with the 
  Expanded Element class feature of the 
  Kineticist. A chao renzhe must be at least level 
  8 to select this trick. 
  This modifies ninja tricks.
   
  Kayakujutsu Ninja
  Experts in the emerging field of firearms, 
  these ninja practice the art of gunpowder to 
  deadly effect. Though not as subtle as one 
  would expect in the traditional sense, the 
  masters of kayakujutsu understand how to 
  get results.
  Weapon Proficiency
  The kayakujutsu ninja is proficient with 
  all one-handed firearms in addition to the 
  normal ninja proficiencies.
  Gunsmith
  At 1st level, a kayakujutsu ninja gains one of 
  the following firearms of her choice: pistol, 
  coat pistol or dragon pistol. The kayakujutsu 
  ninja also gains Gunsmithing as a bonus feat.
  This ability replaces poison use.
   
  
  6
  Blood & Steel, Book 2: The Ninja
  Grit (Ex)
  At 1st level, a kayakujutsu ninja gains the 
  gunslinger’s grit ability. At the start of each 
  day, a kayakujutsu ninja gains a number of 
  grit points equal to her Charisma modifier 
  (minimum 1). A kayakujutsu ninja gains the 
  gunslinger’s quick clear and gunslinger’s 
  dodge deeds.
  Ki Pool
  At 2nd level, a kayakujutsu ninja can treat ki 
  points as grit points for any gunslinger deed 
  gained through this archetype. In addition, 
  the kayakujutsu ninja does not gain any 
  bonuses to acrobatics from having ki in her 
  pool. Instead, as long as the kayakujutsu ninja 
  has at least 1 point in her ki pool, one-handed 
  firearms may be wielded in melee as a club, 
  dealing 1d6 damage for medium kayakujutsu 
  ninja and 1d4 for small ones.
  This ability modifies ki pool.
  Sneak Attack (Ex)
  A kayakujutsu ninja gains this ability starting 
  at 3rd level. The sneak attack damage dealt 
  is 1d6 points at 3rd level, and increases by 
  1d6 points every 2 kayakujutsu ninja levels 
  thereafter.
  This modifies sneak attack. 
  Kayakujutsu Ninja Tricks
  A kayakujutsu ninja may take any gunslinger 
  deed that becomes available at a gunslinger 
  level equal to or less than her kayakujutsu 
  ninja class as a kayakujutsu ninja trick.
   
  Mystic Ninja
  Some ninjas pursue ancient mystic arts in 
  preference to cunning bladework. With their 
  strange psychic magic, these ninjas are 
  capable of feats undreamed of by their peers. 
  Spell Casting
  Mystic ninjas cast psychic spells, using the 
  caster level, spells per day, and spells known 
  of a mesmerist of the same level. A mystic 
  ninja can cast any spell they know without 
  preparing it ahead of time. To learn or cast 
  a spell, a mystic ninja must have a Charisma 
  score equal to at least 10 + the spell’s level. 
  The saving throw DC against a mystic ninja’s 
  spell is 10 + the spell’s level + the mystic 
  ninja’s Charisma modifier.
  A mystic ninja receives bonus spells per day if 
  they have a high Charisma score. The mystic 
  ninja ‘s number of spells known is not affected 
  by their Charisma score.
  Upon reaching 5th level, and at every third 
  mystic ninja level after that, a mystic ninja 
  can choose to learn a new spell in place of one 
  they already know. In effect, the mystic ninja 
  loses the old spell in exchange for the new 
  one. The new spell’s level must be the same as 
  that of the spell being exchanged, and it must 
  be at least 1 level lower than the highest-level 
  mesmerist spell the mystic ninja can cast. A 
  mystic ninja can swap only a single spell at 
  any given level, and must choose whether or 
  not to swap the spell at the same time that 
  they gain new spells known for the level.
  Mystic ninja need not prepare their spells 
  their spells in advance. They can cast any 
  mesmerist spell they know at any time, 
  assuming they have not yet used up their 
  allotment of spells per day for the spell’s level.
  This ability replaces sneak attack. A mystic 
  ninja cannot select ninja tricks (or rogue 
  talents) that add or augment sneak attacks. 
  
  7
  Blood & Steel, Book 2: The Ninja
  Ki pool
  A mystic ninja gains a ki pool, but has a 
  different selection of ki abilities than standard 
  ninja. A mystic ninja cannot spend 1 ki point 
  to make one additional attack at her highest 
  attack bonus when making a full attack. 
  However, mystic ninjas can use their ki to 
  assist in casting spells. By spending one 
  ki point, a mystic ninja may cast a single 
  mesmerist spell without meeting its emotion 
  component. 
  This ability alters ki pool.
  Mystic Ninja tricks
  Mystic ninjas have access to the following new 
  tricks:
  Ki casting: You can cast a spell without 
  expending a spell slot by spending a number 
  of ki points equal to the spell level.
  Assassinate Magic: When you succeed on 
  a spellcraft check to identify a target’s spell 
  as part of a prepared counterspell action, 
  you may spend 1 ki point to counter it by 
  expending an available spell slot of equal or 
  higher level to the spell being countered.
   
  Roof Stalker
  Some ninjas have sacrificed combat 
  awareness for greater ambush and hiding 
  skills, springing upon their enemies from the 
  safety of the shadows.
  Diving Graceful Murder Dash (Ex)
  At 4th level, whenever a roof stalker succeeds 
  on an acrobatics check to avoid falling 
  damage, the next attack they make before the 
  end of their turn deals sneak attack damage 
  as if their target were flat-footed. Foes with 
  uncanny dodge are immune to this ability.
  This ability replaces uncanny dodge. 
  Hide in Plain Sight (Ex)
  At 8th level, the roof stalker can use the 
  Stealth skill even while being observed. As 
  long as they are within 10 feet of an area of 
  dim light, a roof stalker can hide themselves 
  from view in the open without actually 
  anything to hide behind. They cannot hide in 
  their own shadow.
  This ability replaces improved uncanny 
  dodge.
  Salikotosai
  Practitioners of the forbidden style of 
  salikotai, these assassins use techniques 
  derived from the legendary assassins of hell 
  to pursue their prey with utter dedication. All 
  ninjas are deadly, but to their chosen marks, 
  the salikotosai are a grade apart. 
  Salikotai
  A salikotosai gains Salikotai as a bonus feat 
  at 4th level, even if she does not meet the 
  prerequisites. At 8th level, a worn kusari 
  is treated as a primary natural attack. (See 
  the weapon descriptions below for more 
  information on the kusari).
  This replaces the ninja tricks gained at 4th 
  and 8th level. 
  Marked for Murder
  At 5th level, a salikotosai can, as a standard 
  action, study one opponent she can see. She 
  receives a +1 bonus on Bluff, Knowledge, 
  Perception, Sense Motive and Survival checks 
  against her mark, as well as a +1 to attack 
  and damage rolls made against her mark. 
  A salikotosai can only have one mark at a 
  time; these bonuses remain in effect until the 
  opponent is dead or the salikotosai studies a 
  new target. 
  
  8
  Blood & Steel, Book 2: The Ninja
  If a salikotosai deals sneak attack damage 
  to a target, they can study that target as an 
  immediate action, allowing her to apply her 
  marked for murder bonuses against that 
  target (including to the normal weapon 
  damage roll.)
  At 10th level and every 5 levels afterward, 
  the bonuses on weapon attack rolls, damage 
  rolls, and skill checks against a marked target 
  increases by 1. In addition, at each such 
  interval, the salikotosai is able to maintain 
  these bonuses against an additional studied 
  target at the same time. The salikotosai may 
  discard this connection to a studied target as 
  a free action, allowing her to study another 
  target in its place.
  At 12th level, a salikotosai  can study an 
  opponent as a move or swift action.
  This ability replaces the increase to sneak 
  attack damage at 5th level. 
  Salikotosai Tricks
  Salikotosai gain access to the following new 
  tricks:
  Needle Bomb (Ex): This ability allows a 
  salikotosai to throw a bomb that bursts 
  into a hail of sharp needles and blades. The 
  salikotosai can throw the bomb as a ranged 
  touch attack with a range of 20 feet. When 
  it explodes, it deals half of the salikotosai’s 
  sneak attack damage dice of piercing damage 
  in a 10-foot-radius burst. A successful Reflex 
  save (DC 10 + 1/2 the salikotosai’s level + 
  the salikotosai’s Charisma modifier) halves 
  the damage. Using this ability is a standard 
  action. Each use of this ability uses up 1 ki 
  point.
  Poison Burst (Ex): Whenever the salikotosai 
  throws a needle bomb, she can decide to 
  include 1 dose of any injury poison she 
  possesses. This poison affects all creatures 
  who take damage from the needle bomb..
  Inescapable Demise (Su) 
  Prerequisite: Marked for Murder
  When the salikotosai delivers the killing blow 
  to a target affected by her Marked for Murder 
  ability, she may spend 1 ki point as a swift 
  action to condemn her mark’s soul. If the 
  target is brought back to life,, the spellcaster 
  takes an amount of negative energy damage 
  equal to 1d6 x the victim’s number of Hit Dice 
  (a successful Fortitude save DC 10+1/2 the 
  target’s HD, halves the damage), and must 
  make an immediate concentration check or 
  lose the spell. (With a DC similar to suffering 
  an injury when casting a spell) 
  Salikotosai Master Tricks
  A salikotosai with access to master tricks 
  gains access to new ninja tricks, outlined 
  below:
  Flight (Sp): By expending 1 ki point, the 
  salikotosai gains the effects of a fly spell on 
  themselves with a caster level equal to their 
  salikotosai level.A salikotosai must select the 
  feather fall trick before selecting the flight 
  trick.
  Target Eradication (Su): When the 
  salikotosai delivers the killing blow to a target 
  affected by her Marked for Murder ability, 
  she may spend 1 ki point as a swift action to 
  destroy her victim’s body, disintegrating it 
  without a trace. It’s clothing and possessions 
  remain unharmed. Only spells that do not 
  require a portion of the corpse may return 
  the victim to life such as wish or miracle. A 
  salikotosai must select the inescapable demise 
  trick before selecting target eradication.
   
  
  9
  Blood & Steel, Book 2: The Ninja
  Sentinel
  Wearing heavier armor than their brethren, 
  ninja sentinels act as guardians more often 
  than they act as assassins. Whether they’re 
  defending an isolated clan fortress or serving 
  as a bodyguard to an important individual, 
  sentinels are often the last and best line of 
  defense against a blade in the darkness. 
  Skill Ranks per Level
  A sentinel gains 4 skill ranks per level. 
  Weapon and Armor Proficiency
  Sentinels gain proficiency with medium 
  armor. 
  Sentinel Training (Ex)
  Long hours of training allow sentinels to move 
  with fluid grace despite their armor. Starting 
  at 3rd level, they don’t apply the armor check 
  penalty for light and medium armor on 
  Acrobatics, Escape Artist, or Stealth checks. 
  This penalty applies on other skill checks as 
  normal. At 9th level, they can move at full 
  speed in medium armor.
  This ability replaces the increase in sneak 
  attack damage at levels 3 and 9. 
  Ki Pool
  A sentinel cannot spend 1 ki point to make 
  one additional attack at their highest base 
  attack bonus when making a full attack. When 
  an opponent attacks the sentinel or one of 
  the sentinel’s adjacent allies, the sentinel 
  may spend 1 ki point to attempt to parry that 
  attack. The sentinel makes an attack roll as 
  though making an attack of opportunity; for 
  each size category the attacking creature is 
  larger than the sentinel, the sentinel takes a 
  -2 penalty on this roll. If her result is greater 
  than the attacking creature’s result, the 
  creature’s attack automatically misses. The 
  sentinel must declare the use of this ability 
  after the creature’s attack is announced, but 
  before it’s attack roll is made.
  This ability modifies ki pool. 
  Stalwart Guardian (Su)
  At 3rd level The sentinel gains In Harm’s Way 
  as a bonus feat, even if they don’t meet the 
  prerequisites. When the sentinel intercepts 
  an attack using this feat, they can spend 1 ki 
  point to grant themselves damage reduction 
  equal to their sentinel level against the 
  intercepted attack.
  This ability replaces no trace.
   
  Shadow Savant
  Some ninjas have a far stronger connection 
  to primordial shadow than others. This 
  attunement allows them to bring forth their 
  own shades from the plane of shadow to fight 
  by their side, becoming shadow warriors in 
  the truest sense. 
  Shadow Twin (Su)
  A shadow savant can channel elemental 
  shadow to create a semi-real duplicate of 
  herself. Starting at 3rd level, a shadow savant 
  can channel her shadow twin for a number 
  of rounds per day equal to 6 + her Charisma 
  modifier. For each level beyond 3rd, she can 
  channel for 2 additional rounds. A shadow 
  savant can begin channelling as a free action. 
  The total number of rounds of channelling per 
  day is renewed after resting for 8 hours.
  When a shadow savant begins channelling, 
  a shady duplicate seems to step out from 
  behind her into any adjacent open space. 
  This duplicate creature is partially real and 
  formed from wisps of shadowstuff. It appears 
  
  10
  Blood & Steel, Book 2: The Ninja
  as a dark, somewhat indistinct replica of the 
  shadow savant that summoned it, but it has 
  only half of the shadow savant’s character 
  levels (and the appropriate hit points, feats, 
  skill ranks, and special abilities for a creature 
  of that level). At all times, the shadow twin 
  remains under the shadow savant’s absolute 
  mental command. 
  The shadow twin is limited in how far it can 
  go from the shadow savant that spawned it—
  The maximum distance that a shadow twin 
  can exist at is 10 feet per shadow savant level. 
  If forced or commanded to go beyond that 
  range, the channelling ends.
  When channelling ends, either by choice as a 
  free action or from the shadow twin reaching 
  0 hit points, the shadow twin immediately 
  vanishes and the shadow savant is fatigued 
  for a number of rounds equal to 2 times the 
  number of rounds spent channelling. An 
  shadow savant cannot begin channelling 
  while fatigued or exhausted but can otherwise 
  summon her shadow twin multiple times 
  during a single encounter or combat. If 
  the shadow savant falls unconscious, her 
  channelling immediately ends.
  This ability replaces no trace and the increase 
  to sneak attack damage gained at levels 3, 9, 
  and 15. 
  Shadow Savant Tricks
  Shadow savants have access to the following 
  new tricks:
  Shadow Teleport (Su): By spending 1 ki point, 
  the shadow savant can swap places with her 
  active shadow twin as a move action. This can 
  only be done once per channelling of shadow 
  twin.
  Erupting Shadows (Su): When beginning to 
  channel a shadow twin, instead of emerging 
  in an adjacent square, the shadow twin can 
  emerge in any square in dim light or darker 
  within 10 feet per shadow savant level. 
  Thereafter, the shadow twin may teleport 
  from one area of dim or worse lighting to 
  another as a standard action within that 
  range.
  Lengthen Shadows (Su): Your shadow twin 
  can roam unusually far. By spending 1 ki 
  point, the maximum range your shadow 
  twin can exist at is increased by 30 feet for 1 
  minute. 
  Shadow Savant Master Tricks
  Shadow savants who have access to master 
  tricks also gain access to the following new 
  tricks:
  Clutching Shadows (Su): Prerequisite: 
  Erupting Shadows: The shadow savant can 
  spend 1 ki point to allow the shadow twin to 
  bring a grappled creature of its size or smaller 
  with it while using erupting shadows. This 
  effect lasts for one round.
  Shadow Jump (Su): The shadow savant gains 
  the ability to travel between shadows like 
  the shadowdancer ability of the same name. 
  The shadow savant can jump up to 40 feet 
  each day this way. This trick can be selected 
  multiple times, increasing the daily limit by 
  40 feet each time. 
  Master of  Shadows (Su)
  At 20th level, the shadow savant reaches 
  true mastery over shadows. She can, as a 
  standard action, cast shadow conjuration. 
  Illusory conjurations created by this ability 
  deal 40% damage to creatures who manage to 
  disbelieve, and non-damaging effects are 40% 
  likely to work against nonbelievers. She uses 
  her shadow savant level as her caster level for 
  this ability. Using this ability consumes 3 ki 
  points from her ki pool.
  This ability replaces the portion of hidden 
  master related to greater invisibility and 
  detection resistance.
   
  
  11
  Blood & Steel, Book 2: The Ninja
  Shuriken Ace
  While many ninjas carry throwing stars as 
  backup weapons, some ninjas take their focus 
  with these concealable, deadly weapons to 
  heights undreamed of by their peers. 
  Weapon and Armor Proficiency
  Shuriken aces are proficient with all simple 
  weapons, plus the starknife and the shuriken. 
  They are proficient with light armor but not 
  with shields.
  This replaces the normal weapon and armor 
  proficiencies. 
  Ki Pool (Su)
  At 2th level, in addition to the normal abilities 
  of their ki pool, a shuriken ace can spend 1 
  point from their ki pool to increase the range 
  increment of a thrown dagger, dart, shuriken 
  or starknife by 20 feet for 1 round.
   
  Arcing Stars (Su)
  Starting at 3rd level, when attacking with a 
  shuriken, line of sight is calculated from a 
  point of the shuriken ace’s choosing up to 
  10 feet away that they have unobstructed 
  line of sight to. Range is calculated as 
  though the thrown weapon had turned at 
  the chosen point. If the shuriken ace cannot 
  see their target, it gains the benefits of full 
  concealment.
  This ability replaces no trace. 
  Lethal Placement (Ex)
  At level 4, and at every 5 levels after, shuriken 
  thrown by the shuriken ace deal damage as 
  though they were one size category larger.
  This ability replaces uncanny dodge and 
  improved uncanny dodge. 
  Fiery Shuriken (Su)
  This ability functions as the fiery shuriken 
  spell, using the shuriken ace’s level as the 
  caster level. Using this ability is a standard 
  action that costs 1 ki point.
  This ability replaces the ninja trick gained at 
  level 6.
   
  
  12
  Blood & Steel, Book 2: The Ninja
  Sidhenobi
  Representing an odd fusion between the 
  grace and mysticism of the fey and deadly 
  assassination arts, the sidhenobi are often 
  thought to be little more than an urban 
  legend.
  Thought Hiding (Ex)
  At 3rd level, the 
  sidhenobi gains a +1 
  bonus on will saves 
  made to resist mind-
  affecting spells and 
  effects. This bonus 
  increases by 1 every 
  three levels after.
  This ability replaces no 
  trace.
  Capricious Capering 
  (Su)
  Beginning at 4th level, 
  by spending 1 ki point 
  as a standard action the 
  sidhenobi can begin to 
  whistle a quick paced 
  jig that compels nearby 
  creatures to dance. Any 
  creature within 20 feet 
  of the sidhenobi must 
  make a will save or begin 
  to tap their toes and 
  shuffle to the music, giving them the staggered 
  condition for as long as the sidhenobi 
  continues to whistle. The save DC is equal to 
  10 + the sidhenobi’s level + the sidhenobi’s 
  Charisma bonus. A sidhenobi can maintain 
  this ability for a number of rounds per day 
  equal to their class level by concentrating.
  This ability replaces uncanny dodge. 
  Redcapped (Su)
  At 8th  level, the sidhenobi learns the secrets 
  of using fear. The sidhenobi gains a +4 bonus 
  on intimidate checks made to demoralize 
  opponents. As long as the sidhenobi has at 
  least 1 point in their ki pool, if the sidhenobi 
  deals bleed damage to a shaken target, 
  they may make an intimidate check as an 
  immediate action to cause the target to 
  become frightened for 
  1d4 rounds.
  This ability replaces 
  improved uncanny 
  dodge.
   
  Speed 
  Demon
  Where some ninjas seek 
  safety in stillness, others 
  eschew anything that 
  would slow them down 
  in pursuit of raw speed.
  Armor and Shield 
  Proficiency
  Speed demons are not 
  proficient with any armor 
  or shields.
  This replaces the normal 
  armor proficiencies. 
  AC Bonus (Ex)
  When unarmored and unencumbered, the 
  speed demon adds her Charisma bonus (if 
  any) to her AC and her CMD. In Addition, 
  a speed demon gains a +1 bonus to AC and 
  CMD at 4th level. This bonus increases by 1 
  for every four speed demon levels thereafter, 
  up to a maximum of +5 at 20th level.
  
  13
  Blood & Steel, Book 2: The Ninja
  Quicksilver Master (Su) 
  At 20th level, the speed demon becomes a 
  transcendent paragon of speed. She can, as a 
  standard action, cast haste on herself. While 
  hastened in this way, she acts as though 
  affected by a freedom of movement spell. She 
  uses her speed demon level as her caster level 
  for this ability. Using this ability consumes 3 
  ki points from her ki pool.
  This ability replaces the portion of hidden 
  master related to greater invisibility and 
  detection resistance.
  Fast Movement (Ex)
  Starting at 3rd level, a speed demon gains 
  an enhancement bonus to her land speed as 
  though she were a monk of the same level. A 
  speed demon in armor or carrying a medium 
  or heavy load loses this extra speed.
  This ability replaces no trace.
  Marathon Sprinter (Ex)
  At 6th level, and at every 6 levels afterwards, 
  when spending 1 ki point to increase speed by 
  20 feet for 1 round, the speed bonus increases 
  by 10 feet and the duration increases by 1 
  round.
   
  
  14
  Blood & Steel, Book 2: The Ninja
  Character Options
  The resourcefulness of the ninja is legendary. 
  Whether it’s escaping over a moat or moving 
  too fast for the eye to follow, they have a 
  library of tricks to fall back upon that can 
  overcome any foe. Some ninja clans pass 
  down secret techniques through their 
  order, keeping their most powerful tricks 
  within their own organization. If such secret 
  techniques spread beyond the clan, those with 
  the forbidden knowledge find themselves 
  hunted by the best the clan has to offer.
  Some ninjas make use of kuji-in, a set of 
  mantras paired with hand signs, to help 
  focus their minds and bodies. Although this 
  behavior has its roots in religious practices, 
  their use has become common enough among 
  the ninja that using them does not imply any 
  sort of religious affiliation.
   
  Ninja Tricks
  The following new tricks are available to all 
  ninjas:
  Blacker Powder (Ex):  
  Prerequisite: Proficiency with firearms. 
  Benefit: By harmlessly discharging the black 
  powder within a loaded firearm, as a standard 
  action, a ninja can generate a cloud of smoke 
  that fills a 15-foot radius centered on herself. 
  This acts like the smoke from a smokestick. 
  This ability can be used as long as the ninja 
  has at least 1 point remaining in her ki pool.
  Crimson Stars (Ex): When you damage an 
  opponent with a shuriken, you deal an extra 
  1d4 bleed damage as long as you have at least 
  1 ki point remaining in your pool. This ability 
  does not stack with other special abilities, 
  attacks, or items that allow you to deal bleed 
  damage.
  Endless Reserve (Sp): This ability functions 
  as the abundant ammunition spell, using 
  the ninja’s level as the caster level. Using 
  this ability is a standard action that costs 1 ki 
  point.
  Feather Step (Sp): By spending 1 ki point, the 
  ninja may cast feather step on themselves 
  with a CL equal to their ninja level.
  Hide Scent (Sp): As a standard action, the 
  ninja may spend 1 ki point to grant themselves 
  the benefit of negate aroma for 1 hour per 
  ninja level.
  Jutaijutsu (Ex): The ninja gains Improved 
  Grapple as a bonus feat, even if they don’t 
  meet the prerequisites. In addition, when the 
  ninja succeeds on a grapple check to maintain 
  a hold, the ninja may spend 1 ki point to 
  sicken the foe for a number of rounds equal to 
  the ninja’s level.
  Kajutsu (Su):  
  Prerequisite: Smoke Bomb or Blacker 
  Powder.  
  Benefit: The ninja can see through fire and 
  smoke without penalty, ignoring any cover or 
  concealment bonuses from fire and smoke. 
  This does not allow the ninja to see anything 
  they could not otherwise see (for example, 
  invisible creatures are still invisible).
  Kishajutsu (Ex): The ninja gains mounted 
  archery as a bonus feat, even if she does not 
  meet the requirements. In addition, Ride 
  becomes a class skill for the ninja.
  Kusarijutsu (Ex): The ninja gains proficiency 
  with the kusari. In addition, by spending 1 ki 
  point as a free action, as part of an attack with 
  a kusari, they can treat the reach of the kusari 
  as 5 feet greater for that attack.
  Meteor Fling (Ex): As long as the ninja has 
  at least 1 ki point remaining, light thrown 
  weapons are treated as having a range 
  increment 10 feet greater than listed.
  Razor Field (Ex): As a standard action, the 
  ninja may scatter shuriken in a 5-foot square, 
  
  15
  Blood & Steel, Book 2: The Ninja
  Ninja Master Tricks
  The following tricks are available to any ninja 
  who have access to master tricks.
  Afterimage Technique (Sp): When the ninja 
  moves at least 10 feet on their own turn, 
  they may spend 2 ki points as a free action 
  to leave brief, distracting afterimages. At any 
  time before the start of their next turn as a 
  free action, they may select any square they 
  travelled through using this ability with an 
  adjacent opponent. For the next attack made 
  against that opponent, they are treated as 
  being threatened by the ninja from the chosen 
  square the ninja moved through. An opponent 
  can only be affected by the same ninja’s 
  afterimage technique once per turn, but the 
  same ninja can affect multiple opponents in 
  the same turn with a single use of this ability.
  Earthwalking (Sp): By spending 1 ki point as 
  a standard action, the ninja gains a burrow 
  speed of 20 feet for a number of rounds equal 
  to her ninja level. The ninja may attack or cast 
  spells normally, but cannot run or charge. 
  This ability does not leave any sort of usable 
  passage behind the ninja, nor does it give the 
  ninja the ability to breathe underground or 
  see through the earth.
  Exsanguinate Ki (Su):  
  Prerequisite: Ki Block  
  Benefit: When making a sneak attack, you 
  may spend 1 ki point before the attack is 
  rolled. If the attack is successful, the target 
  loses 1 ki point at the beginning of its turn to 
  bleed damage. 
   
  leaving them sticking from the ground at 
  dangerous angles. These function as caltrops, 
  except that they use the ninja’s base attack 
  bonus and deal damage as shuriken of their 
  size. They can be scattered anywhere within 
  throwing range of a shuriken, but scattering 
  them into a non-adjacent square requires an 
  attack roll vs AC 5. This requires a minimum 
  of 3 shuriken to be used.
  Suikijutsu (Sp): By spending 1 ki point as a 
  standard action, the ninja can traverse water 
  & liquid as though affected by a water walk 
  spell. This effect lasts for 1 minute per ninja 
  level.
  Tangling Chains (Ex): As long as the ninja 
  has at least 1 ki point remaining in her pool, 
  she may throw a weapon that she is proficient 
  with that has a section of chain or cable as 
  part of its structure, such as a nunchaku or 
  kusarigama, as a ranged touch attack. This 
  attack deals no damage, but on a successful 
  hit entangles the target. The effect lasts 2d4 
  rounds, unless the target takes a full-round 
  action to untangle themselves from the 
  chains.
  Utility Ninja (Su): By spending 1 ki point as 
  a standard action, the ninja gains the aid of 
  an invisible force as with the unseen servant 
  spell, except that it has an effective Strength 
  score of 4. The force is also not invisible, 
  instead manifesting itself as shadowy, 
  humanoid forms that vanishes and reappears 
  as needed within the range of the spell. This is 
  a purely cosmetic effect that does not change 
  the functionality of the spell.
  Weapon Training (Ex): The ninja gains 
  proficiency in a number of weapons of her 
  choice equal to her Charisma modifier. This 
  trick can be selected multiple times, applying 
  to new weapons every time.
   
  
  16
  Blood & Steel, Book 2: The Ninja
  Feats
  The missions that ninja undertook demanded 
  a wide set of talents and abilities. One 
  assignment could involve spying on a 
  neighboring lord, while the next takes the 
  ninja to an active warzone to participate in 
  military espionage and battlefield sabotage.
  Name
  Type
  Prerequisites
  Benefit
  Double Breathing 
  Technique
  General
  Con 13+, Wis 13+
  Run much longer before needing to 
  stop.
  Kaleidoscope Style
  Combat, 
  Style
  Quick Draw, Two-
  Weapon Fighting, base 
  attack bonus +6
  Switch weapons frequently during 
  combat.
  Kaleidoscope Flurry
  Combat, 
  Style
  Double Slice, Improved 
  Two-Weapon Fighting, 
  Kaleidoscope Style, base 
  attack bonus +9
  Use properties of previous attack to 
  overcome damage reduction.
  Kaleidoscope Storm
  Combat, 
  Style
  Kaleidoscope Flurry, 
  Greater Two-Weapon 
  Fighting, Two-Weapon 
  Feint, base attack bonus 
  +12
  Critical hits let your weapons fight on 
  their own briefly.
  Kirigakure Jutsu Style
  Combat, 
  Style
  Acrobatics 4 ranks, 
  Intimidate 4 ranks, sneak 
  attack +2d6
  Punctuate victories with intimidating 
  displays of acrobatics.
  Kigakuruujutsu 
  Decapitation
  Combat, 
  Style
  Acrobatics 8 ranks, 
  Intimidate 8 ranks, 
  Kigakuruujutsu Style, 
  sneak attack +4d6 
  Demoralize multiple targets when you 
  kill a foe.
  Kigakuruujutsu 
  Massacre
  Combat, 
  Style
  Acrobatics 12 ranks, 
  Intimidate 12 ranks, 
  Kigakuruujutsu 
  Decapitation, sneak 
  attack +6d6 
  Sneak attack frightened opponents as 
  thought they were flat footed.
  Quick Reconfigure
  Combat
  Dex 13+, gnome or base 
  attack bonus +1
  Reconfigure a combo weapon as a free 
  action.
  Salikotai
  Combat
  Dex 15+, Improved 
  Unarmed Strike, 
  Proficient with kusari, 
  base attack bonus +5
  Tie a kusari around your waist and 
  attack with it as though it were a tail.
  Vanishing Style
  Combat, 
  Style
  Dex 15+, Sleight of Hand 
  5 ranks, Deft Hands
  Calculate attacks from an adjacent 
  square that still threatens the same 
  opponent.
  Vanishing Strike
  Combat, 
  Style
  Dex 17+, Sleight of Hand 
  8 ranks, Vanishing Style 
  Choose to delay damage from 
  successful attacks.
  Vanishing Shadow
  Combat, 
  Style
  Dex 19+, Sleight of Hand 
  11 ranks, Vanishing 
  Strike
  Delayed damage from Vanishing 
  Strike allows for flanking.
  
  17
  Blood & Steel, Book 2: The Ninja
  Double Breathing Technique (General)
  By focusing your breathing in an irregular 
  pattern, you can push yourself to sprint for 
  incredible distances.
  Prerequisite(s): Con 13+, Wis 13+
  Benefit: You can run for a number of rounds 
  equal to double your Constitution score before 
  needing to make checks to continue running. 
  Furthermore, you gain a +4 bonus on checks 
  made to continue running beyond that.
  Normal: You can only run for a number 
  of rounds equal to your Constitution score 
  before needing to make Constitution checks to 
  continue running.
  Quick Reconfigure (Combat)
  You have a knack for complex weapons, 
  changing them from one form to another 
  before enemies have even managed to draw 
  their own blades.
  Prerequisite(s): Dex 13+, Gnome or base 
  attack bonus +1
  Benefit: You can change the current 
  configuration of a combo weapon as a free 
  action instead of a standard action.
  
  18
  Blood & Steel, Book 2: The Ninja
  Ninja Style Feats
  Kaleidoscope Style
  The defining aspect of this style is the almost 
  constant exchanging of weapons. Most 
  practitioners of this style carry a wide array of 
  weapons on them, using continual switch-ups 
  to keep their foes off balance and reeling.
  Kaleidoscope Flurry (Combat, Style)
  You have learned to use your arsenal to 
  weaken and bypass the defenses of tough 
  creatures.
  Prerequisite(s): Double Slice, Kaleidoscope 
  Style, Improved Two-Weapon Fighting, base 
  attack bonus +9
  Benefit: When you bypass damage reduction 
  due to weapon material or type of damage, 
  the next attack you make on the same turn 
  with a different weapon overcomes damage 
  reduction as though it were made of the same 
  material or dealt the same type of damage.
  Kaleidoscope Storm (Combat, Style)
  Your bewildering speed is almost impossible 
  to keep up with, making your weapons 
  appear to flutter about you of their own 
  accord.
  Prerequisite(s): Kaleidoscope Flurry, 
  Greater Two-Weapon Fighting, Two-Weapon 
  Feint, base attack bonus +12
  Kaleidoscope Style (Combat, Style)
  You can find your scabbard quickly, and 
  know how to switch between weapons to 
  deadly effect.
  Prerequisite(s): Quick Draw, Two-Weapon 
  Fighting, base attack bonus +6
  Benefit: Sheathing a weapon becomes a 
  free action. Weapons drawn between attacks 
  during a full attack gain a +1 bonus to hit on 
  the first attack made with that weapon.
  Benefit: When you confirm a critical hit 
  while using kaleidoscope style, you may 
  release your weapon as a free action to allow 
  it to fight on its own for 4 rounds as though it 
  possessed the dancing enchantment. Applying 
  this effect to a new weapon immediately ends 
  the effect on any other weapon.
   
  Kigakuruujutsu Style
  You have trained in an assassination art with 
  a heavy focus on shock & awe tactics. Though 
  critics decry it as “flipping out” and killing 
  people, you know that the form contains the 
  secrets to true ultimate power.
  Kigakuruujutsu Decapitation (Combat, 
  Style)
   Your merciless strikes mutilate those you 
  murder, striking fear into the hearts of those 
  who still stand against you.
  Prerequisite(s): Acrobatics 8 ranks, 
  Intimidate 8 ranks, Kigakuruujutsu Style, 
  sneak attack +4d6
  Benefit: When you kill an opponent while 
  using kigakuruujutsu style, as a swift action 
  you may attempt to demoralize a number 
  of opponents equal to half your character 
  level using an acrobatics check in place of 
  an intimidate check. All targets must be 
  within 30 feet of you. If any of the targets are 
  currently shaken as the result of a successful 
  intimidate check that did not use acrobatics, 
  they become frightened instead. Using 
  Intimidate to demoralize an opponent who is 
  shaken by this ability instead causes them to 
  be frightened.
   
  
  19
  Blood & Steel, Book 2: The Ninja
  Prerequisite(s): Dex 15+, Improved 
  Unarmed Strike, Proficient with kusari, base 
  attack bonus +5
  Benefit: By wearing a kusari around your 
  waist, you have learned to strike foes with 
  it as though it were a tail. Securing or 
  removing a worn kusari is a standard action. 
  While wearing a kusari, you can treat it as a 
  secondary natural attack. You can only wear 
  one kusari at a time this way, and while a 
  kusari is worn it loses reach and cannot be 
  wielded as a normal weapon.
   
  Vanishing Style
  This style weaponizes the old saying “the 
  hand is quicker than the eye”, by teaching its 
  practitioners to strike where the opponent 
  isn’t looking and can’t defend themselves. 
  Advanced users of the style are able to mislead 
  a foe into reacting to enemies that aren’t 
  there. 
  Vanishing Shadow (Combat, Style)
  If your vanishing strikes don’t outright kill, 
  they hamper your foes, leaving them with 
  blind spots.
  Prerequisite(s): Dex 19, Sleight of Hand 11 
  ranks, Vanishing Strike
  Benefit: When an opponent takes damage 
  from vanishing strike, they are treated as 
  being threatened from the square the attack 
  was delivered from for the purposes of 
  flanking until the start of your next turn. 
  In addition, as a move action you may 
  immediately trigger all active vanishing 
  strikes you have on a target, rather than 
  waiting for them to activate on their own.
  Kigakuruujutsu Massacre (Combat, Style)
  You understand how to capitalize on the 
  terror of your foes, their fear providing you 
  with a larger opening than any armor gap.
  Prerequisite(s): Acrobatics 12 ranks, 
  Intimidate 12 ranks, Kigakuruujutsu 
  Decapitation, sneak attack +6d6, 
  Benefit: Frightened or panicked opponents 
  taking actions other than total defense may be 
  sneak attacked as though they had lost their 
  dexterity bonus. This does not change their 
  effective armor class.
  Kigakuruujutsu Style (Combat, Style) 
  You have learned the art of the raging 
  assassin.
  Prerequisite(s): Acrobatics 4 ranks, 
  Intimidate 4 ranks, sneak attack +2d6, 
  Benefit: While using this style, once per turn 
  when you bring an adjacent opponent below 
  0 hit points, you may attempt to demoralize 
  a visible opponent within 30 feet as a swift 
  action, rolling an Acrobatics check and using 
  the result in place of an intimidate check. 
  Against shaken foes, you may use intimidate 
  instead of acrobatics to move through the 
  squares they threaten without provoking 
  attacks of opportunity. When moving through 
  threatened squares in this way, you move at 
  full speed.
   
  Salikotai Style
  You have studied a fiendish form of martial 
  arts, based off the assassins of hell. Through 
  skill with the kusari, you have learned to 
  imitate their lashing tails.
  Salikotai (Combat)
  You have learned the basics of the Salikotai 
  style.
  
  20
  Blood & Steel, Book 2: The Ninja
  Vanishing Strike (Combat, Style)
  By bruising muscles and jabbing tendons, 
  you injure your foe in a way they may not 
  notice until they put weight on the injury.
  Prerequisite(s): Dex 17+, Sleight of Hand 8 
  ranks, Vanishing Style 
  Benefit: You have learned to place your 
  blows to the point where your opponent 
  doesn’t realize they’ve been injured. When 
  making an attack, you may make a Sleight 
  of Hand check opposed by your opponent’s 
  Perception check. If you succeed, complete 
  the attack as normal and apply the damage 
  at the start of your next turn instead of 
  immediately. For every 5 points by which you 
  beat their Perception check, you may choose 
  to delay the damage for one additional turn. 
  Damage applied on the same turn counts as 
  part of any case of the target taking massive 
  damage in one round.
  Vanishing Style (Combat, Style)
  Your quick reactions and quicker hands let 
  you circumvent and ruin the defenses of those 
  who would stand before you.
  Prerequisite(s): Dex 15+, Sleight of Hand 5 
  ranks,  Deft Hands
  Benefit: Once per turn, you may choose one 
  opponent you threaten as the target of this 
  feat. Make a Sleight of Hand check opposed 
  by their Perception check. If you succeed, 
  calculate your attacks as though you were in 
  an adjacent square from which you would still 
  threaten the target.
   
  
  21
  Blood & Steel, Book 2: The Ninja
  Anyone with ranks in the Craft skill used 
  to create the disguised weapon or who is 
  proficient with the disguised weapon’s type 
  gains a +2 bonus to see through the disguise.
  Action/Time
  Disguising a weapon takes 1d6 x 5 minutes of 
  work.
    
  Combo Weapons
  Some weapons are designed to function as 
  a completely different kind of weapon after 
  only a few small adjustments. Whether it’s 
  unfolding a hidden spearhead, collapsing 
  a haft, or splitting it apart into smaller 
  components, such weapons provide a much 
  larger range of options for their wielders than 
  simpler, more static options. Such choice 
  comes at a cost though, as such complex 
  weapons demand quality materials and 
  precision workmanship. Combo weapons are 
  only available as masterwork items.
  A combo weapon is designed from creation 
  to function as two or more different types 
  of weapon, depending on its current 
  configuration. The weapons that it is a 
  combination of are determined upon the 
  creation of the weapon and cannot be 
  changed afterwards. Weapon enchantments 
  on one configuration do not apply to other 
  configurations. Re-configuring a combo 
  weapon from one configuration to another is a 
  full-round action.
  New Equipment
  Ninjas used many tools to accomplish their 
  goals. Many of their weapons evolved from 
  common household implements, such as 
  trowels and horse bridles, because such things 
  wouldn’t be seen as weapons. This philosophy 
  extended to their gear beyond their weapons, 
  and many of the objects that a ninja carried 
  could be used for multiple purposes or were 
  hard to identify as the tools they were.
  Disguised Weapons
  Not all weapons are small enough to hide. 
  This simple truth has necessitated different 
  tactics for those attempting to carry 
  weapons to prohibited areas, focusing not on 
  concealing the weapon but rather making it 
  appear as something else—a broom, a bouquet 
  of flowers, or in some cases a different, more 
  common or legal weapon.
  Disguising a weapon works much like 
  disguising a character. It is opposed by others’ 
  Perception checks, and only one disguise 
  check is made per use of the skill, regardless 
  of the number of people making scrutinizing 
  it. Attacks made with a disguised weapon 
  suffer a -2 to hit while disguised. Making a 
  successful attack destroys the disguise. The 
  modifiers for disguising a weapon are as 
  follows:
   
  Disguise
  Disguise Check Modifier
  Minor details only
  +5
  Disguised as different weapon
  -2
  Disguised as a non-weapon
  -5
  Disguised as different-sized object
  -5
   
  
  22
  Blood & Steel, Book 2: The Ninja
  other is enchanted, the enchantment affects 
  both the weapon and kusari for as long as they 
  remain attached.
  If you are not proficient with either the kusari 
  or the attached weapon, you are not proficient 
  with the kusari for as long as the weapon 
  remains attached.
  Combat Tabi
  Price 200 gp; Weight 2 lbs
  The split-toe design of these supple, well-
  crafted boots allows their wearer to keep their 
  footing on difficult surfaces. The wearer gains 
  a +2 competence bonus on Acrobatics checks 
  made to cross narrow surfaces or uneven 
  ground.
  Ki-Clouding Bomb
  Price 80 gp; Weight 1/2 lb
  Usually shaped like a small paper ball with a 
  long fuse, these cherry-looking combustibles 
  function as a smokestick with the added effect 
  of inhibiting the use of ki abilities within the 
  cloud. Any creature within the smoke who 
  attempts to use an ability that requires the 
  spending of ki to function must make a DC 
  13 Will save to use the ability. On a failed 
  save, the ability does not function. The ki cost 
  of the ability must be paid whether or not it 
  functions.
  A combo weapon weighs as much as the 
  heaviest weapon it can be configured as, 
  plus half of the second heaviest. To calculate 
  the price of a combo weapon, add the listed 
  costs of each component weapon then add 
  300 gp. It is treated as a double weapon 
  for masterwork, enchantment, and special 
  material costs.
   
  Mundane Items
  Kusari
  The kusari is a weighted length of chain with a 
  heavy clasp on one end suitable for attaching 
  a small weapon to. The kusari is treated as a 
  melee weapon with 10-foot reach and can be 
  used against foes anywhere within reach.
  You can use the Weapon Finesse feat to 
  apply your Dexterity modifier instead of your 
  Strength modifier to attack rolls with a kusari 
  sized for you, even though it isn’t a light 
  weapon.
  As a full-round action that provokes attacks 
  of opportunity, you can attach or detach 
  a light weapon to the kusari. Attaching a 
  weapon changes its damage, critical, and 
  damage type to that of the attached weapon. 
  If both the kusari and attached weapon are 
  magical, the enchantment with the higher 
  CL suppresses the other for as long as the 
  weapon remains attached. If only one or the 
  (Exotic)
  One-
  Handed 
  Melee 
  Weapons
  Cost
  Dmg(S)
  Dmg(M)
  Critical
  Range
  Weight
  Type
  Special
  Kusari
  40 gp
  1d2
  1d3
  x3
  -
  6 lbs
  B
  Trip, 
  Disarm, 
  Reach, 
  see text
  
  23
  Blood & Steel, Book 2: The Ninja
  Metsubushi
  Price 20 gp; Weight -
  Made from a hollowed-out egg filled with 
  assorted agitants, these can be used as part 
  of a dirty trick combat maneuver to add +2 
  on the CMB roll. Regardless of outcome the 
  metsubushi is consumed, and its use must be 
  declared before the combat maneuver roll is 
  made.
  Star Hurler
  Price 100 gp; Weight 1 lb.
  This mechanical bracer features a winding 
  key and a flat, spring-loaded clasp that holds 
  a shuriken. Inserting a shuriken and winding 
  the bracer is a full-round action that provokes 
  attacks of opportunity. Attacking with a 
  shuriken launched from a star hurler confers 
  a -2 penalty to hit, but increases the range 
  increment of the shuriken by 10 feet.
   
  Vehicle
  Ninja Kite
  Pushing the limit of miniaturization of non-
  magical flight, ninja kites are precarious 
  contraptions that allow the agile to silently 
  ride the wind. Despite being notoriously 
  difficult to control, their small profile and 
  collapsible nature make them a worthwhile 
  piece of equipment to have.
  Assembling a ninja kite takes 1 minute, and 
  disassembling one takes half that time. A kite 
  weighs 20 pounds. A disassembled ninja kite 
  is compact, with the largest rigid parts being 
  several 4-foot pole segments.
   
  Large Air vehicle
  Squares 2 (5 ft. By 10 ft.); Cost 600 gp
  DEFENSE
  AC ; Hardness 0 (takes double damage from 
  acid and fire attacks)
  hp 16 (7)
  Base Save +0
  OFFENSE
  Maximum Speed 60 ft.; Acceleration 10 
  ft.
  Attack ram 1d6
  CMB +1; CMD 11
  DRIVE
  Propulsion current (air; two squares of sail, 
  which serve as the majority of the vehicle, 16
  Driving Check Fly or Acrobatics +10 to the 
  DC
  Forward Facing The top point of the kite
  Driving Device wooden framework
  Driving Space Any single square directly 
  below the sail of the kite
  Decks 1
  
  24
  Blood & Steel, Book 2: The Ninja
  New Magic Items
  Hands of  Concussive Hurling
  Aura faint evocation; CL 5th
  Slot -; Price 18,000 gp; Weight 1 lb
  Description
  These black gloves are fingerless except for 
  the thumb and index finger.
  Three times per day, when the wearer uses the 
  ki charge ninja trick, the wearer may make 
  a full attack instead of a standard action and 
  apply the benefits of the ki charge trick to all 
  weapons thrown as part of the attack.
  construction requirements
  Feats Craft Wondrous Item; Spells fireball; 
  Cost 9,000 gp
  Juhakkei Scroll
  Aura moderate transmutation; CL 8th
  Slot -; Price 6,000 gp; Weight 1 lb
  Description
  This scroll contains within it the recorded 
  secrets of a specific non-master ninja trick.
  When this scroll is in the possession of 
  someone with a ki pool who is capable of 
  using ninja tricks, they may use the contained 
  trick as though they knew it. Using a trick 
  contained in a scroll costs 1 ki point in 
  addition to the ki cost of the contained trick.
  construction requirements
  Feats Craft Wondrous Item; Special creator 
  must know the trick to be recorded in the 
  scroll; Cost 3,000 gp
  Ki-Puncturing Gloves
  Aura faint transmutation; CL 3rd
  Slot -; Price 8,000 gp; Weight 2 lb
  Description
  Whenever the wearer of these supple-palmed, 
  tough-fingered gloves uses the ki block ninja 
  trick, the save DC is increased by 4.
  construction requirements
  Feats Craft Wondrous Item; Spells eagle’s 
  splendor; Cost 4,000 gp
  Kusarikami
  Price 26,840 gp; Aura moderate evocation; 
  CL 7th; Weight 6 lbs
  Alignment neutral; Senses 60 ft., 
  blindsense
  Intelligence 12; Wisdom 16; Charisma 
  14; Ego 12
  Language Empathy (Common plus 1 other 
  language)
  Description
  This +2 heartseeker kusari uses a style of 
  dense chain link seen more often in jewelry 
  than in weapons, and wear on its copper 
  construction has given it a green-bronze 
  colour. It rarely sits still, preferring instead 
  to exhibit behavior similar to a snake when 
  left unattended. It is possessed of a curious, 
  puckish Intelligence, and though helpful by 
  nature it is easily distracted. If dropped or left 
  to its own devices, a kusarikami will typically 
  animate and fight or explore, as the situation 
  necessitates. While animated, it has the stats 
  of an iron cobra while keeping its own mental 
  ability scores. It does not gain the find target 
  or poison abilities, and its bite attacks deal 
  damage as a medium version of the kusari 
  with any attached weapons it may have. Out 
  of combat, a worn or carried kusarikami will 
  volunteer as an extra hand if it happens to be 
  in a good mood.
  construction requirements
  Feats Craft Magic Arms and Armor; Spells 
  death knell, animate objects, permanency; 
  Cost 13,420 gp
  
  25
  Blood & Steel, Book 2: The Ninja
  Spacious Sugegasa
  Aura moderate conjuration; CL 9th
  Slot -; Price 2,500 gp; Weight 2 lb
  Description
  This simple-looking conical hat has properties 
  like that of a bag of holding.
  While worn, the underside of the hat functions 
  as an extradimensional storage space that 
  can hold up to 15 cubic feet of volume or 125 
  pounds in weight. Sleight of hand attempts 
  to hide small objects in the hat gain a +4 
  bonus. Retrieving an object from the spacious 
  sugegasa is as simple as clearly picturing the 
  object, then automatically catching it as it falls 
  from inside the hat in as subtle or as obvious 
  as fashion as the user wishes. This counts as a 
  move action. Furthermore, the hat adds a +2 
  circumstance bonus to Disguise checks when 
  trying to avoid attention.
  construction requirements
  Feats Craft Wondrous Item; Spells secret 
  chest; Cost 1,250 gp
  Starkeeper’s Harness
  Aura moderate conjuration; CL 7th
  Slot Body; Price 5,000 gp; Weight 3 lb
  Description
  This thin cloth wrap fits well under armor. 
  Although solid objects can be felt inside it, 
  it never rattles or jangles when the wearer is 
  moving.
  The wearer can pull from the harness an 
  unlimited supply of non-magical shuriken, 
  though any shuriken produced by the harness 
  disappear at the start of the wearer’s next 
  turn. Retrieving a shuriken is the same 
  action as drawing a weapon (a move action 
  normally, but a free action for someone with 
  Quick Draw for instane). Casting a spell 
  on the starkeeper’s harness that enhances 
  projectiles, such as magic weapon, enhances 
  all shuriken drawn from the harness until the 
  spell ends.
  construction requirements
  Feats Craft Wondrous Item; Spells greater 
  magic weapon, abundant ammunition; Cost 
  2,500 gp
  Vanishing Sheet
  Aura minor illusion; CL 3rd
  Slot -; Price 500 gp; Weight 1 lb
  Description
  Generally, found as a folded square of very 
  sheer material, vanishing sheets provide an 
  emergency option to help their users avoid 
  notice.
  By holding the sheet up by the corners and 
  letting it unfurl in front of the user as a 
  standard action, the magic activates and 
  causes the sheet to take on a rather accurate 
  pattern of the surface behind the user. This 
  confers a +20 bonus on Stealth checks while 
  remaining motionless. It provides no benefit 
  if the user does not have an adjacent wall-like 
  surface to blend against.
  The magic of the sheet lasts until the user 
  moves from their square or until the sheet 
  is dropped. It then becomes a non-magical 
  object with a pattern similar to the surface it 
  was disguised as.
  construction requirements
  Feats Craft Wondrous Item; Spells silent 
  image; Cost 250 gp
   
  
  26
  Blood & Steel, Book 2: The Ninja
  Legal
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  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  27
  Blood & Steel, Book 2: The Ninja
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
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  Author: Kalen Tessmann
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