TEXT: Class Expansions:
  Ninja Tricks
  Interjection
  Games
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  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  
  Class Expansions: Ninja Tricks
  Interjection Games
  Assassin Assassin (Ex): Having received training in
  the ways of the heartless killer, the ninja decides to put
  this to use eliminating those professionals of whom she
  disapproves. A ninja with this trick gets +1 insight bonus
  to her attack rolls if her foe has either the evasion or
  poison use class features. If her foe has both the evasion
  and poison use class features, she gets a +2 insight bonus
  instead.
  Aster Master (Ex): A ninja who selects this trick gains
  Weapon Specialization (shuriken) as a bonus feat. She
  must have the Weapon Focus (shuriken) feat before
  taking this trick.
  Blazing Speed (Su): As a swift action, a ninja with this
  ability can propel herself to incredible speeds, increasing
  her base land speed by +30 feet for 1 round. Using this
  ability
  expends
  1
  point
  from
  her
  ki
  pool.
  Calling Card (Ex): Whenever the ninja with this trick
  assassinates an individual, she leaves a calling card of
  some sort that heralds the identity of the perpetrator.
  Through the use of these cards, the ninja can set up a
  second identity, one that the inhabitants of a settlement
  recognizes and fears. Should she ever reveal the link
  between her identity and her calling card, she gains a
  bonus to Intimidate equal to her half her ninja level with
  those whom she shares it; however, she has now linked
  herself to that second identity. If the individual to whom
  she revealed this identity were to ever tell the authorities,
  or even another individual who himself would tell the
  authorities, she would immediately be in a great deal of
  trouble.
  Cauterize (Su): As a standard action, the ninja may will
  one of her metal weapons to heat, thus allowing her to
  stop bleeding in the most efficient non­magical manner
  possible. The use of this ability can immediately stop all
  sources of bleed damage, as well as stabilize dying
  individuals. Stopping the bleeding in this way takes a
  standard action and deals one point of fire damage. The
  ninja can maintain the heat on her blade for one minute
  per ninja level. Using this ability expends 1 point from her
  ki pool.
  The following ability is a MASTER TRICK
  Dimension Bomb (Su): Whenever the ninja throws a
  smoke bomb centered on herself, she may choose to
  invest an additional portion of her ki into the explosive,
  causing her to vanish and rematerialize anywhere within
  60 feet. If she rematerializes in a place where she can
  conceivably hide, she can make a Stealth check as a swift
  action with no penalties. Using this ability with a smoke
  bomb expends an additional point of ki, for a total of 2
  points from her ki pool.
  Expert Job (Ex): Whenever the ninja assassinates an
  individual, she takes great pains to make the job difficult
  to trace back to herself. As a result, whenever a crime
  scene where the ninja is the perpetrator is investigated, all
  investigators take a ­5 penalty to all skill checks that could
  implicate
  the
  ninja
  in
  any
  way,
  shape,
  or
  form.
  Heat of the Moment (Su): As a swift action, a ninja
  with this ability can draw any object on her person that
  can comfortably fit in one hand, whether this be a hidden
  weapon, a potion in her pack, or a wand; however, she
  may only do so if she is currently acting in a surprise
  round and if she uses the drawn item in the surprise
  round. Using this ability expends 1 point from her ki pool.
  Illusory Wound (Su): A ninja's pain suppression
  training gives her the ability to make herself believe that
  wounds she has sustained are simply not real or, barring
  that, that they are simply not as severe as her body would
  lead her to believe. As a standard action, the ninja can
  grant herself temporary hit points equal to her ninja level
  + her Charisma modifier; however, her current hit points
  plus her temporary hit points from this ability cannot be
  greater than her maximum hit points. If this is ever the
  case, she loses temporary hit points until her current plus
  her temporary is equal to her maximum. These temporary
  hit points persist for one round per ninja level. Given the
  limitation of the humanoid body to withstand pain, even
  with this sort of mental discipline, this ability can only be
  used once per hour. Being restored to maximum hit
  points bypasses this once per hour limitation and allows
  her to use it again immediately. Using this ability expends
  1 point from her ki pool.
  Jagged Laceration* (Ex): A ninja with this trick can
  take the extra effort necessary to carve a jagged symbol
  into the flesh of a living victim. Whenever the ninja deals
  sneak attack damage, her victim is immediately sickened,
  with no saving throw allowed. This condition persists
  until the victim receives magical healing or is the recipient
  of a DC 15 Heal check.
  Penetrating Throw (Ex): A ninja with this ability can
  throw a shuriken with extra force as a standard action. If
  the shuriken strikes its primary target, it continues
  through that target in a straight line and attacks the next
  creature along that path within 20 feet of the primary
  target, albeit with a ­5 penalty.
  Ricochet (Su): A ninja with this ability can throw her
  shuriken with exciting twists of her wrists, causing them
  to deflect off of their primary target and strike secondary,
  and sometimes even tertiary, targets. As a standard
  action, a ninja can throw just such a shuriken. If this
  shuriken strikes its primary target, it ricochets to the
  nearest creature within 15 feet and takes a ­2 penalty to its
  attack roll. If this secondary target is struck, it ricochets
  once more to the nearest creature within 15 feet and takes
  an additional ­2 penalty to its attack roll. Those already
  struck by the shuriken are perfectly acceptable targets for
  the ricochet. The shuriken will continue to ricochet back
  and forth until it finally misses a target or until targets
  equal to 1 + the ninja's Dexterity modifier have been
  struck. Using this ability expends 1 point from her ki pool.
  1
  
  Class Expansions: Ninja Tricks
  Interjection Games
  Silent Puncture* (Ex): A ninja with this trick can
  attempt to silence her victim, resulting in a stealthy kill
  even when the victim would otherwise call out. Whenever
  the ninja deals sneak attack damage with one free hand,
  she can cover the victim's mouth. Treat this as a Stealth
  check at a ­10 penalty with opposed Perception checks
  from any nearby individuals to represent the ninja
  muffling her victim. Apply penalties to this Perception
  check for distance as normal.
  The following ability is a MASTER TRICK
  Sudden Vanish (Su): Whenever a ninja with this trick
  is critically hit, she may use her vanishing trick ability as
  an immediate action. When vanishing trick is used in this
  way, she cannot apply the invisible blade trick. Using this
  ability
  expends
  2
  points
  from
  her
  ki
  pool.
  Tangle Bomb (Ex): Whenever the ninja throws a smoke
  bomb, she may choose to include a tanglefoot bag she
  possesses. This added tanglefoot bag affects all creatures
  in the smoke when it is first set off. As such, creatures
  who enter the radius of the smoke bomb in all subsequent
  rounds are not affected by the tanglefoot bag portion of
  the smoke bomb. The ninja must have the smoke bomb
  trick before selecting this trick.
  Toxic Saliva (Ex): As a result of her profession's love
  affair with poisons, the ninja has slowly but surely built
  up a great deal of various toxic substances in her body,
  and none of the conventional methods of cleansing the
  body seems to take care of them. As a full­round action,
  the ninja may apply her saliva to a weapon, thus
  poisoning it with the toxic mélange that runs through her.
  Treat the ninja's saliva as an injury poison that deals 1
  point of damage to a random ability score with an
  additional point of damage to that same ability score as
  secondary damage one minute later. A DC 10 + 1/2 the
  ninja's level Fortitude save negates. Given the rather
  unstable nature of some of the various alkaloids that
  make up this poison, a ninja's toxic saliva tends to become
  perfectly harmless after being out of her body for more
  than a day. This ability may be used a number of times
  per day equal to 3 + the modifier of the ability score the
  ninja uses for her ki pool. (This will be Charisma unless
  the ninja takes a monk splash and selects Wisdom
  instead.)
  Unseen Shadow (Ex): The ninja has a sixth sense, a
  little prickle on the back of the neck that warns her that
  somebody may soon become aware of her. Redoubling her
  efforts at stealth, the ninja can stay hidden in these tense
  situations. As an immediate action, the ninja can force a
  creature who has made a Perception check against her to
  reroll that Perception check before the success or failure
  of the roll is made known, representing the ninja trying
  desperately to stay hidden. Using this ability expends 1
  point from her ki pool.
  The following ability is a MASTER TRICK
  Vindictive Mind (Su): Whenever the ninja succeeds on
  a saving throw against a compulsion effect, she may lash
  back through the mental link as an immediate action and
  flood the caster's mind with ki energy. This ki energy
  deals 2d4 points of damage to the primary ability score
  utilized by the casting of the compulsion effect. A DC 10 +
  1/2 the ninja's level + the ninja's Charisma modifier Will
  save negates the ability score damage. Using this ability
  expends 3 points from her ki pool.
  Visual Impairment (Ex): Sometimes, it's the simplest
  tricks that allow an individual to live to fight another day.
  The ninja may throw dust in the face of an opponent as a
  standard action or instead of an attack as part of a full
  attack action. On a successful melee touch, the victim gets
  a
  ­2
  penalty
  to
  attack
  rolls
  for
  one
  round.
  Whirling Cavalcade (Su): As a swift action, a ninja
  with this ability can supernaturally focus her aim with
  shuriken, causing each new laceration to build upon the
  old and dig deeper and deeper into the flesh of her enemy.
  Given the focus required for this ability, she must make all
  of her attacks against a single foe. For each shuriken with
  which she has hit her victim, that creature takes an
  additional point of precision damage (max 3) from all
  subsequent shuriken thrown by the ninja this round.
  Though this ability deals precision damage, the ninja need
  not actually be within her typical sneak attack range to
  deal precision damage with this ability. Using this ability
  expends 1 point from her ki pool. Further, this ability may
  be combined with flurry of stars as a single swift action. If
  this is done, using both abilities in conjunction expends 3
  points from her ki pool.
  2
  
  Class Expansions: Ninja Tricks
  Interjection Games
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  Class Expansions: Ninja Tricks, Copyright 2013 Bradley Arthur Crouch.
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