TEXT: undeFEATable
  23: NINJA
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9343
  Written By Jeff Gomez
  NEW FEATS
  ALL AROUND MELEE [COMBAT]
  By shielding your allies, you deny their attackers 
  any advantage.
  Prerequisites: Improved uncanny dodge class 
  feature
  Benefit: Adjacent allies gain the benefits of your 
  improved uncanny dodge class feature. They 
  use your ninja or rogue level to determine the 
  minimum ninja or rogue level required to flank 
  them.
  BLOODY ADVANTAGE [COMBAT]
  A target losing blood is a target unable to properly 
  defend himself.
  Prerequisites: Sneak attack +5d6
  Benefit: Any opponent suffering from bleed 
  damage hit by you this round is flat-footed to 
  your attacks until the end of your next turn. This 
  includes any additional attacks you make this 
  round.
  CLEAR-HEADED ADVANTAGE [COMBAT]
  A target without his full mental facilities is a target 
  unable to properly defend himself.
  Prerequisites: Sneak attack +1d6
  Benefit: Any dazed, staggered, or confused 
  opponent hit by you this round is flat-footed to 
  your attacks until the end of your next turn. This 
  includes any additional attacks you make this 
  round.
  CRITICAL SHURIKEN [COMBAT]
  Your shuriken fracture when they strike an enemy, 
  increasing the chance for a lucky strike.
  Prerequisites: Proficiency with shuriken, Weapon 
  Focus with shuriken, ninja level 12th
  Benefit: The critical range your shuriken increases 
  to 18-20/x2.
  CRITICAL SNEAK ATTACK [COMBAT]
  Your devious strikes are compounded on lucky 
  attacks.
  Prerequisites: Critical Focus, Sneak attack +7d6, 
  Benefit: When you confirm a critical attack and 
  deal sneak attack damage on the same attack, deal 
  an additional +2 sneak attack damage for each 
  sneak attack damage die rolled (e.g. 5d6 equals 
  +10 damage)
  ETHEREAL WEAKNESS [COMBAT]
  Even ghosts have their weak points, if you know 
  where to look.
  Prerequisites: Sneak attack +1d6
  Benefit: Incorporeal creatures are no longer 
  immune to your sneak attack damage. Your sneak 
  attack damage against an incorporeal creature from 
  a non-magical source deals no damage, and your 
  sneak attack damage from a magical source deals 
  half damage.
  Normal: Incorporeal creatures are immune to 
  sneak attack damage.
  EXPLOSIVE SMOKE BOMB [COMBAT]
  A pinch of explosive transforms your bombs from 
  utility to weapons.
  Prerequisites: Smoke bomb ninja trick, ninja level 
  4
  Benefit: When throwing a smoke bomb, you may 
  choose to add a small amount of explosive as a 
  swift action. If you do add explosive, all those 
  within the bomb’s area of effect are dealt fire 
  damage during the initial explosion. These bombs 
  deal 1d6 fire damage at level four, and the amount 
  of fire damage increases by +1d6 for every 4th
  
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  level after level four. Those caught in the splash damage 
  can attempt a Reflex save for half damage. The DC of this 
  save is equal to 10 + 1/2 your ninja level + your Charisma 
  modifier.
  FORCEFUL SHURIKEN [COMBAT]
  You hurl shuriken with enough force to transform the tiny 
  scraps of metal into formidable weapons.
  Prerequisites: Proficiency with shuriken, Weapon Focus 
  with shuriken, ninja level 8th
  Benefit: You gain a +2 bonus to all damage rolls you make 
  with shuriken.
  FREE-MOVING ADVANTAGE [COMBAT]
  A target without any room to maneuver is a target unable 
  to properly defend himself.
  Prerequisites: Sneak attack +4d6
  Benefit: Any entangled or grappled opponent hit by you 
  this round is flat-footed to your attacks until the end of 
  your next turn. This includes any additional attacks you 
  make this round.
  FROM THE DARKNESS [COMBAT]
  You find your home in the darkness, and draw energy from 
  its power.
  Benefit: While in areas of darkness or magical darkness, 
  you gain a +1 bonus to attack and damage rolls.
  FROM THE DARKNESS, IMPROVED [COMBAT]
  While in the darkness, your awareness and defenses are 
  bolstered.
  Prerequisites: From the Darkness
  Benefit While in areas of darkness or magical darkness, 
  you gain a +1 bonus to saves.
  GOOEY WEAKNESS [COMBAT]
  Even oozes have their weak points, if you know where to 
  look.
  Prerequisites: Sneak attack +1d6
  Benefit: Elementals, oozes, and proteans are no longer 
  immune to your sneak attack damage.
  Normal: Elementals, oozes, and proteans are immune to 
  sneak attack damage.
  HEIGHT ADVANTAGE [COMBAT]
  A target on the ground is a target unable to properly 
  defend himself.
  Prerequisites: Sneak attack +5d6
  Benefit: Any prone opponent hit by you this round is flat-
  footed to your attacks until the end of your next turn. This 
  includes any additional attacks you make this round.
  INJECTED POISON [COMBAT]
  Poison delivered to a creature’s weak point has increased 
  effects.
  Prerequisites: Sneak attack +2d6, poison use
  Benefit: When you deal sneak attack damage with a 
  weapon coated in an injury poison, the save DC of the 
  poison increases by +1 for each die of your sneak attack 
  (e.g. 4d6 equals +4 to the save DC). The DC is increased 
  not only for the initial save, but for all subsequent saves.
  INVIGORATING ADVANTAGE [COMBAT]
  A tired target is a target unable to properly defend himself.
  Prerequisites: Sneak attack +2d6
  Benefit: Any fatigued or exhausted opponent hit by you 
  this round is flat-footed to your attacks until the end of 
  your next turn. This includes any additional attacks you 
  make this round.
  MAGICAL TRICKERY
  Your magical schooling is extremely limited, though you 
  have mastered a handful of spells that assist in your 
  subterfuge.
  Prerequisites: Sneak Attack +1d6, Charisma 10 or 
  Intelligence 10
  Benefit: You gain the ability to cast a variety of 0-level 
  spells useful in trickery, subterfuge, and deceit. You may 
  cast any combination of ghost sound, mage hand, pres-
  tidigitation, and spark as a spell-like ability total of nine 
  times per day. Your caster level for this ability is equal to 
  you character level. The save DC for this spell is 10 + your 
  Charisma modifier or Intelligence modifier, whichever is 
  higher.
  MAGICAL TRICKERY, GREATER
  Your magical schooling is limited, though you have 
  mastered a handful of spells that assist in your subterfuge.
  Prerequisites: Improved Magical Trickery, Sneak Attack 
  +5d6, Charisma 12 or Intelligence 12
  Benefit: You gain the ability to cast a variety of 2nd-level 
  spells useful in trickery, subterfuge, and deceit. You may 
  cast any combination of accelerate poison, darkness, dark-
  vision, detect thoughts, invisibility, knock, and minor image 
  
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  as a spell-like ability a total of three times per day. Your 
  caster level for this ability is equal to you character level. 
  The save DC for this spell is 12 + your Charisma modifier 
  or Intelligence Modifier, whichever is higher.
  MAGICAL TRICKERY, IMPROVED
  Your magical schooling is somewhat limited, though 
  you have mastered a handful of spells that assist in your 
  subterfuge.
  Prerequisites: Magical Trickery, Sneak Attack +3d6, 
  Charisma 11 or Intelligence 11
  Benefit: You gain the ability to cast a variety of 1st-level 
  spells useful in trickery, subterfuge, and deceit. You may 
  cast any combination of charm person, disguise self, and 
  illusion of calm, sleep, and vanish as a spell-like ability a 
  total of six times per day. Your caster level for this ability 
  is equal to you character level. The save DC for this spell 
  is 11 + your Charisma modifier or Intelligence modifier, 
  whichever is higher.
  MAGICAL TRICKERY, SUPERIOR
  Your magical schooling is focused exclusively on spells 
  that assist in your subterfuge.
  Prerequisites: Greater Magical Trickery, Sneak Attack 
  +7d6, Charisma 13 or Intelligence 13
  Benefit: You gain the ability to cast a variety of 3rd-level 
  spells useful in trickery, subterfuge, and deceit. You 
  may cast any combination of blacklight, deep slumber, 
  gaseous form, penumbral disguise, major image, and 
  seek thoughts as a spell-like ability a total of three times 
  per day. Your caster level for this ability is equal to you 
  character level. The save DC for this spell is 13 + your 
  Charisma modifier or Intelligence Modifier, whichever is 
  higher.
  MIRROR DUEL [COMBAT]
  You know how to fight those who fight like you.
  Prerequisites: improved uncanny dodge class feature
  Benefit: Add ten to your ninja or rouge levels when 
  determining whether you can flank targets with improved 
  uncanny dodge, and whether ninjas or rogues can flank 
  you.
  POISONED ADVANTAGE [COMBAT]
  A poisoned target is a target unable to properly defend 
  himself.
  Prerequisites: Sneak attack +5d6
  Benefit: Any opponent suffering from poison hit by you 
  this round is flat-footed to your attacks until the end of 
  your next turn. This includes any additional attacks you 
  make this round.
  SICKENING ADVANTAGE [COMBAT]
  An ill target is a target unable to properly defend himself.
  Prerequisites: Sneak attack +3d6
  Benefit: Any sickened or nauseated opponent hit by you 
  this round is flat-footed to your attacks until the end of 
  your next turn. This includes any additional attacks you 
  make this round.
  SLOWED ADVANTAGE [COMBAT]
  A target without full control of his movements is target 
  unable to properly defend himself.
  Prerequisites: Sneak attack +9d6
  Benefit: Any opponent suffering from a penalty to 
  Dexterity, Dexterity damage, or Dexterity drain hit by you 
  this round is flat-footed to your attacks until the end of 
  your next turn. This includes any additional attacks you 
  make this round.
  SMOKE POUCH
  With a small amount of alchemical training, you have 
  learned to craft smoke bombs without using up your ki.
  Prerequisites: Smoke bomb ninja feat
  Benefit: You may throw 2 smoke bombs per day without 
  using any ki. You may throw one additional bomb per day 
  without using ki at 6th level and every three levels there-
  after.
  SNEAKY COMBAT MANEUVER [COMBAT]
  Knowing an enemy’s weakness is crucial in overcoming his 
  defenses.
  Prerequisites: Sneak Attack +2d6
  Benefit: When you select this feat, choose one type of 
  combat maneuver. You gain a +2 circumstance bonus on 
  combat maneuver checks with that combat maneuver. This 
  bonus increases by +1 for each sneak attack damage die 
  you possess over 2d6 (e.g. +4d6 equals +4 to CMB). You 
  may take this feat multiple times. Each time you take it, 
  chose a different type of combat maneuver.
  STARHAND [COMBAT]
  With a hand full of stars you attack at enemies both close 
  and far away, alternating with ease.
  
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  Prerequisites: Proficiency with shuriken, Weapon Focus 
  with shuriken
  Benefit: By holding shuriken between each finger, you 
  may use the shards of metal as a melee weapon. When 
  used in this way, shuriken are a light melee weapon. This 
  weapon deals damage as a thrown shuriken of the same 
  size.
  STYLISH KI
  You regain confidence and ki with every stylish attack you 
  make.
  Prerequisites: ki pool class feature.
  Benefit: You regain ki when you make extraordinary 
  attacks. You regain ki in the following ways.
   •  Critical Hit with a Light or One-Handed Piercing 
  Melee Weapon: Each time the you confirm a critical hit 
  with a light or one-handed piercing melee weapon, you 
  regain 1 ki point. Confirming a critical hit on a help-
  less or unaware creature or a creature that has fewer 
  Hit Dice than half your character level doesn’t restore 
  ki.
   •  Killing Blow with a Light or One-Handed Piercing 
  Melee Weapon: When you reduce a creature to 0 or 
  fewer hit points with a light or one-handed piercing 
  melee weapon attack while in combat, you regain 1 
  ki point. Destroying an unattended object, reducing a 
  helpless or unaware creature to 0 or fewer hit points, 
  or reducing a creature that has fewer Hit Dice than half 
  your character level to 0 or fewer hit points doesn’t 
  restore any ki.
  TELEKINETIC TRICKERY
  By channeling your latent magical abilities, you may 
  perform precise handiwork at a distance.
  Prerequisites: Magical Trickery 
  Benefit: You may use Disable Device and Sleight of Hand 
  at a range of 30 feet, just as an arcane trickster’s ranged 
  legerdemain class ability. Working at a distance increases 
  the normal skill check DC by 5, and you cannot take 10 
  on this check. Any object to be manipulated must weigh 5 
  pounds or less. You can only use this ability if you have at 
  least 1 rank in the skill being used.
  TRICK VARIETY
  A variety of techniques is necessary to keep the mind clear 
  and the ki pure.
  Prerequisites: Ninja Tricks, Ki Pool
  Benefit: The first time each day that you use a ninja trick, 
  it costs one fewer ki (minimum 0).
  UNEXPECTED ADVANTAGE [COMBAT]
  Your enemies do not expect such fast reflexes, and are 
  taken off guard when the attack comes.
  Prerequisites: Combat Reflexes, Sneak Attack +1d6
  Benefit: Your reflexes in combat are surprisingly quick. 
  Your target is flat-footed to each attack of opportunity you 
  make each round after the first.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  Undefeated 23, Copyright 2016, Louis Porter Jr. Design, Inc.
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