TEXT: #51
  The elemenTal ninja ParT Two 
  (Class arCheTyPes)
  
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  Player Paraphernalia #50 The Elemental Ninja Part One ©2015, The Knotty-Works; Author: John Buckley
  Player Paraphernalia #51 The Elemental Ninja Part Two ©2015, The Knotty-Works; Author: John Buckley
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  1
  Player ParaPhernalia #51
  By the Knotty-Works
  Welcome to the fifty-first 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 elemental ninja archetypes 
  introduced is issue #50.  The Water Ninja, Wood 
  Ninja, and Void Ninja round out the Eastern 
  elements, presenting alternate abilities and new 
  ninja tricks for each archetype.
  Elemental Ninja Clans
  Last issue the general nature of the elemental 
  ninja was introduced, in which a ninja clan 
  focuses on one of the six elemental forces 
  of nature (earth, fire, metal, water, wood, or 
  void).  Given the nature of their family business, 
  ninja clans are secretive by their very nature.  
  As a result the origin and development of 
  abilities tied to one of the elements would 
  be known only to the clan leadership if at all 
  and only the secret abilities of the clan would 
  be shared with family members or trusted 
  initiates that have proven their loyalty to 
  the clan.  Theories as to these origins range 
  from direct knowledge passed from elder 
  outsiders related to the element in question to 
  arcane practitioners that have perfected their 
  connections to the element and applied their 
  knowledge to the arts of assassination and 
  espionage.
  Elemental clans closely guard the secrets of 
  their elemental focus.  If a clan member that 
  was given the secrets of the element decided 
  to share this information with others not of 
  the clan, the clan’s response would be swift 
  and quite deadly unless incapacitated or 
  eradicated.  Given their ferocity and desire to 
  protect their secret abilities, it isn’t uncommon 
  for competing ninja clans that have the same 
  elemental focus to war upon each other, 
  wishing to keep the secrets of their elemental 
  abilities to themselves. 
  Class Skills
  All Elemental Ninjas treat Knowledge (planes) 
  as a class skill.
  The Void Ninja
  Emptiness and 
  Absence are key 
  elements focused on 
  by those clans that 
  seek to follow the 
  element of the void.  
  The void ninja learns 
  that by emptying her 
  mind of trivialities and 
  distraction can she truly take on the enigmatic 
  disciplines of the void and by scrutinizing the 
  effects of absence can she hone her own 
  skills of being present while appearing to 
  be absent.  Void ninjas are legendary when 
  it comes to the art of blending in with the 
  environment and performing impossible tasks 
  of stealth and espionage.
  Class Abilities
  Void Affinity (Ex):  At 1st level the void ninja 
  gains a +2 insight bonus to all saving throws 
  against enchantments and mind-affecting 
  spells, spell-like abilities, and supernatural 
  powers.  The void ninja also gains a cold 
  resistance equal to ½ her class level (minimum 
  of 1 at 1st level) with a maximum of resistance 
  of 10 at 20th level.
  The void ninja gains a +1 bonus to all Stealth 
  and Survival skill checks when in an area of 
  dim light or darkness.  This bonus increases by 
  +1 at 5th level and every five levels thereafter 
  (maximum of +5 at 20th level).
  This ability replaces the ninja’s Poison Use class 
  ability.
  
  2
  Ki Pool (Su):  At 2nd level the void ninja gains 
  an pool of void energy that she may use to 
  access the power of the void.  She gains a 
  number of points equal to ½ her class level 
  + her Charisma modifier.  The void 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 void 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 void ninja has at least 1 point 
  in her void pool she gains low-light vision.  If 
  the void ninja already has low-light vision, 
  she gains darkvision with a range of 30 feet.  
  At 10th level the void ninja gains darkvision 
  with a range of 60 feet while she has at least 
  1 ki point, and if the void ninja already has 
  darkvision, the range is extended by 30 feet.
  The void ninja may spend 1 ki point as a swift 
  action for one of the following effects.  She may 
  make one additional attack at her highest base 
  attack bonus as part of a full attack action.  The 
  void ninja may spend 1 ki point to gain a +4 
  insight bonus to Stealth checks for 1d4 rounds.  
  And the void ninja may automatically avoid 
  one attack of opportunity per round as an 
  immediate action.
  The void 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 void ninja.  Any DC required 
  for the following void ninja trick or master ninja 
  trick is equal to 10 + ½ the void ninja’s class 
  level + her Charisma modifier.
  Abolishing Touch (Sp):  The void ninja may 
  spend 1 ki point from her void pool to erase 
  one page or marked surface of magical or 
  non-magical writing as the spell, Erase.  The 
  void ninja treats her class level as her effective 
  caster level when attempting to erase a 
  magical writing or mark.
  Appearance of Serenity (Su):  The void ninja 
  presents an appearance of calm and inaction 
  by spending 1 ki point from her ki pool as a 
  swift action.  This effect lasts until the beginning 
  of the void ninja’s next turn and while in effect 
  she does not provoke attacks of opportunity 
  for any action that she performs within the 
  space she occupied when the ninja trick was 
  activated.  If the void ninja moves, she does 
  not provoke an attack of opportunity for 
  the first five feet of movement but the effect 
  immediately ends.
  Avoidance (Su):  By spending 1 ki point from 
  her void pool as a standard action, the void 
  ninja gains an aura of avoidance for a number 
  of rounds equal to ½ her class level.  While in 
  effect, any Intelligent creature (Intelligence 
  3+) that wishes to make a direct attack 
  against the void ninja must make a Will save 
  or lose the action for its turn.  If the void ninja 
  attacks an opponent while the aura is in 
  effect, it immediately ends.
  Voice of Stillness (Sp):  The void ninja may 
  spend 1 ki point from her wood pool as a 
  standard action while speaking calmly and 
  non-threateningly to an intelligent (Intelligence 
  of 3+) target as a standard action.  The victim 
  is allowed a Will save or become fascinated 
  while the void ninja continues to engage the 
  conversation.  The victim must understand 
  what the void ninja is saying and be able to 
  hear her.  The void ninja may maintain the 
  effect for a total number of rounds equal to 
  her class level, though she may end it as a free 
  action.
  Void Steps (Su):  The void ninja may travel 
  at twice her normal movement rate while 
  traveling in dim light or dark conditions.  She 
  may move at her normal movement rate while 
  using Stealth while incurring no penalties. 
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the void ninja.
  Gift of the Void (Sp):  By expending 2 ki points 
  from her void pool as a standard action, the 
  void ninja cannot be detected by divination 
  spells or magic item (though supernatural 
  abilities detect the void ninja normally) 
  including detect and scry spells.  The effect 
  lasts for 10 minutes per level of the void ninja, 
  though she may dismiss the effect at any time 
  as an immediate action.
  
  3
  Indiscernible Void (Su):  The void ninja may 
  project a 10 foot radius of complete silence 
  by spending 2 ki points from her void pool as a 
  standard action.  The effect lasts for a number 
  of rounds equal to ½ the void ninja’s class 
  level.  Any attempts to dispel the silence treat 
  the void ninja’s caster level equal to ½ her 
  class level.
  Touch of Absence (Sp):  The void ninja may 
  spend 2 ki points from her void pool as a swift 
  action and make a single melee touch attack 
  against a single opponent.  If successful, the 
  target must make a Fortitude save or become 
  blind or deaf (chosen by the void ninja when 
  this trick is initiated) for a number of rounds 
  equal to ½ the void ninja’s class level.  If the 
  target successfully makes the Fortitude saving 
  throw, it cannot be affected by any additional 
  attempts by the same void ninja of this master 
  ninja trick for 24 hours.
  The Water Ninja
  Adaptability, 
  fluidity, and flexibility 
  matched with the 
  unbridled power of 
  tidal forces inspire 
  clans of the water 
  ninja to excel in their 
  mastery in the arts of 
  assassination and espionage.  The water ninja 
  understands that the situation in which they 
  find themselves is always changing and their 
  need to be able to change with it.  As they 
  become initiated into the secrets of their clan 
  the water ninja learns to harness the powers 
  of water both offensively and defensively as 
  well as the ability to not only survive in a liquid 
  environment, but to thrive in it as well.
  Class Abilities
  Water Affinity (Ex):  At 1st level the water 
  ninja gains a +1 bonus on melee attack and 
  damage rolls if both she and her opponent 
  are touching or immersed in a body of water.  
  If the water ninja’s opponent is airborne or on 
  solid ground, she suffers a -1 penalty on her 
  melee attack and damage rolls instead.
  The earth ninja also gains a +1 bonus to all 
  Stealth, Survival and Swim skill checks while in 
  any environment composed of ice, snow, or 
  water.  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 water ninja gains 
  an pool of water energy that she may use to 
  access the power of the water element.  She 
  gains a number of points equal to ½ her class 
  level + her Charisma modifier.  The water 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 water 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 water ninja has at least 1 
  point in her water pool, she may add ½ her 
  class level to all swim checks.  At 10th level 
  the water ninja may take a standard action 
  while holding her breath without reducing 
  the number of effective rounds that she may 
  hold her breath before she must start making 
  Constitution checks to avoid drowning.
  The water ninja may spend 1 ki point as a 
  swift action for one of the following effects.  
  Resistance to cold 5 until the beginning of the 
  water ninja’s next turn.  The water ninja may 
  gain an additional attack at her highest base 
  attack bonus if making a full attack.  And the 
  water ninja may add 10 feet to her normal 
  swim speed for 1 round.
  The water 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 water ninja.
  Aquatic Penumbra (Su):  By spending 1 ki point 
  from her water pool, the water ninja causes 
  a small globe of water to move about the 
  ninja, granting a +1 deflection bonus to her 
  armor class as a swift action.  The globe offers 
  no protective benefit against flame based 
  attacks and lasts for a number of rounds equal 
  to the water ninja’s class level.
  Water Breathing (Su):  The water ninja may 
  breathe under water for a number of rounds 
  
  4
  equal to ½ her class level by spending 1 ki 
  point from her water pool.  The water ninja still 
  retains the ability to breathe normally while 
  under the effects of this trick.
  Water Push (Su):  By spending 1 ki point from 
  her water pool, the water ninja may launch a 
  large glob of water up to 20 feet away as a 
  standard action.  The water may be used to 
  attempt the bull rush or trip combat maneuver, 
  using the water ninja’s class level in place 
  of her base attack bonus to determine her 
  combat maneuver bonus.
  Water Walking (Su):  The water ninja may 
  spend 1 ki point from her water pool to gain 
  the ability to walk on any liquid as if it was solid 
  ground (as the Water Walk spell).  This allows 
  the water ninja the ability to move across the 
  surface as if it were normal ground.  If the 
  surface is considered rough it is treated as 
  difficult terrain.  If the surface is considered 
  stormy it may require climb checks to 
  overcome any appreciable waves (more than 
  5 ft in height).  The effects of this trick last for a 
  number of minutes equal to water ninja’s class 
  level.
  Swim (Ex):  At 6th level the water ninja is treated 
  as having a swim speed, though it is only equal 
  to ½ her normal movement rate.  Thus, she 
  may swim at ½ her normal movement rate as 
  a move action, her normal movement rate as 
  a full round action, or swim at ½ her normal run 
  rate as long as it is in a straight line.  The water 
  ninja does not need to make swim checks 
  except when attempting to perform special 
  actions or avoiding a hazard.  She does not 
  gain any racial bonuses for swim checks, 
  though all other bonuses still apply.
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the water ninja.
  Aquatic Shield (Su):  The water ninja may 
  spend 1 ki point from her water pool as a swift 
  action to gain  a protective shroud of running 
  water that lasts until the beginning of her next 
  round.  The aquatic shield grants the water 
  ninja a DR 5/- and Fire Resistance 5 while in 
  effect.  The water ninja must have the Aquatic 
  Penumbra ninja trick in order to take this 
  master trick.
  Drown (Su):  The water ninja may spend 1 ki 
  point from her water pool as a swift action 
  while performing a sneak attack.  If the sneak 
  attack is successful the victim must make a 
  Constitution check or begin drowning, falling 
  to 0 hit points and become unconscious.  The 
  victim is then allowed a second Constitution 
  check or fall to -1 hit points and is dying.  On 
  the third round the victim may make a final 
  Constitution check or drown.  The DC for the 
  Constitution check is equal to 10 + ½ the water 
  ninja’s class level + her Charisma modifier.  
  Creatures that do not breathe, do not have 
  a Constitution score, or immune to drowning 
  (such as the ability to breathe water) are not 
  affected by this trick.
  Tidal Wave (Su):  The water ninja may spend 
  2 ki points from her water pool as a full round 
  action to generate a large burst of water that 
  may be used to knock over everyone within 
  10 feet of the ninja.  The water ninja makes a 
  combat maneuver check using her class level 
  in place of her base attack for her effective 
  CMB against all opponents within 20 feet.  A 
  successful attack knocks the opponent off 
  of their feet and back 5 feet.  For every 5 
  points by which the water ninja’s roll beats an 
  opponent’s CMD, the opponent is pushed an 
  additional 5 feet away from the ninja.
  The water ninja must the Water Push trick in 
  order to take this master trick.
  Water Double (Su):  The water ninja may spend 
  2 ki points from her water pool to create 1d4 
  duplicates of herself composed of water as 
  a swift action.  Each of these doubles have 1 
  hit point and an AC equal to 10 + ½ her class 
  level + her Dexterity modifier.  The effect is 
  identical to the Mirage Image spell except 
  while at least one of the duplicates is active 
  any opponent within reach of the water ninja’s 
  melee attack is considered flanked.  The effect 
  lasts for a number of rounds equal to ½ the 
  water ninja’s class level and the duplicates do 
  not make any actual attacks.  The water ninja 
  must have the Shadow Clone trick before she 
  may take this master trick.
  
  5
  The Wood Ninja
  Pliability with 
  resilience, the nature 
  of wood confers 
  the knowledge of 
  adaptability and 
  steadfast endurance 
  in the winds of 
  change.  Ninja clans 
  that follow the path 
  of the element of Wood are often found in 
  isolated villages deep within the heart of 
  thick forests, both learning and venerating 
  the element that has inspired both their skills 
  and motivations in plying their arts of ninjutsu.  
  The wood ninja is often involved in acts of 
  espionage designed to protect and promote 
  the nature over other political aspirations.
  Class Abilities
  Weapon and Armor Proficiency:  The wood 
  ninja is proficient with the bo staff, club, 
  dagger, dart, hanbo, kama, nunchaku, rope 
  dart, short bow, shuriken, spear, and tonfa.  
  She is proficient with light armor that is not 
  made of metal, but not with shields of any 
  type.  If the wood ninja wears armor made 
  of metal she loses access to her ki pool (see 
  below) for 24 hours.
  This modifies the ninja’s normal weapon and 
  armor proficiencies.
  Wood Affinity (Ex):  At 1st level the wood ninja 
  gains a +1 bonus to any saving throw involving 
  plants including poisons, spells, or spell-like 
  abilities.  This includes spells such as Entangle 
  and Warp Wood.  The wood ninja also gains 
  acid resistance equal to ½ her class level 
  (minimum of 1) with a maximum resistance of 
  10 at 20th level.
  The fire ninja also gains a +1 bonus to all Stealth 
  and Survival skill checks while in forested 
  environments and to any climb checks when 
  climbing trees or other wooden structures. 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 wood 
  ninja gains an pool of wood energy 
  that she may use to access the power 
  of the element of wood.  She gains a 
  number of points equal to ½ her class level + 
  her Charisma modifier.  The wood 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 wood 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 wood ninja has at least 1 point 
  in her wood pool, she may move through an 
  arboreal canopy through brachiation at ½ her 
  normal movement rate by making a successful 
  Acrobatics check.  The DC is dependent on 
  the thickness of the foliage, see the brachiation 
  DC table below.  At 10th level the wood ninja 
  may move through the trees at her normal 
  movement rate.
  The wood ninja may spend 1 ki point as a swift 
  action for one of the following effects.  The 
  wood ninja may make one additional attack as 
  part of a full round attack action at her highest 
  base attack bonus.  She may also spend 1 point 
  to gain a +4 insight bonus to one Acrobatics 
  check for one round.  And finally, she may 
  spend 1 point from her ki pool to increase her 
  brachiation movement by 20 feet for 1 round.
  The wood 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 wood ninja.
  Arboreal Maneuverability (Ex):  The wood ninja 
  treats all jumps and leaps from tree branches 
  to other tree branches as if she had a running 
  start, though jumping in this fashion is always 
  a full round action.  If the wood ninja fails the 
  jump or falls from a tree for any reason she 
  automatically reduces the effective distance 
  fallen by 10 feet and may make a Reflex 
  save with a DC of 15 to reduce the effective 
  distance by another 10 feet.  For every 5 
  Brachiation DC Table
  Forest Type
  Example
  DC
  Dense
  Trees are within 4 ft of each other
  10
  Medium
  Trees are within 4 to 8 ft of each other
  15
  Light
  Trees are within 8 to 12 feet of each other
  25
  
  6
  levels beyond 5th, the effective reduction for a 
  successful saving throw is reduced by 10 feet.
  Brachial Entrapment (Sp):  The wood ninja 
  may spend 1 ki point from her wood pool as 
  a standard action and attempt to entangle 
  one opponent within 30 feet of the wood 
  ninja as long as the area consists of trees, 
  brush, or other plants that have branches, 
  vines, or extended roots.  The target must 
  make a Reflex save with a DC equal to 10 + 
  ½ the wood ninja’s class level + her Charisma 
  modifier or gain the entangled condition.
  The wood ninja may maintain the condition 
  for a total number of rounds equal to ½ her 
  class level or until the opponent moves more 
  than 30 feet away from the wood ninja.  Only 
  one opponent may be entrapped at a time 
  and attempting to use this trick on another 
  individual while it is in effect automatically 
  ends the effect on the previous target.  An 
  opponent that successfully makes the saving 
  throw cannot be affected by this trick by the 
  same wood ninja for 24 hours.
  Brachial Mutation (Su):  By expending 1 ki 
  point  the wood ninja sprouts a light growth of 
  vegetation gaining a +1 natural armor bonus 
  and circumstance bonus to any Stealth checks 
  while in a forested environment as a move 
  action.  This bonus may be increased by an 
  additional +1 bonus at 5th level and every five 
  levels (maximum of +5 at 20th level) thereafter 
  by spending an additional ki point per bonus 
  added.  The covering lasts a number of rounds 
  equal to ½ her class level.
  Bramble Bomb (Ex):  By expending 1 ki point 
  from her wood pool, the wood ninja may 
  throw a handful of wooden brambles as a 
  standard action up to 30 feet distant as a 
  ranged attack.  If successful, the target suffers 
  1d4 points of damage.  If the wood ninja’s 
  attack succeeds or is successful against the 
  target’s touch AC, the victim must make 
  a Fortitude saving throw with a DC equal 
  to 10 + ½ the wood ninja’s class level + her 
  Charisma modifier.  If the victim fails the save, 
  an additional 1d6 points of acid damage is 
  caused.
  Wood Weapon Shaping (Su):  By spending 1 ki 
  point from her wood pool, the wood ninja may 
  take any piece of wood at least 2 ft in length 
  and shape it to either a bo staff, club, hanbo, 
  nunchaku, short bow, spear, or tonfa as a swift 
  action.  The weapon has the fragile condition 
  and only lasts for a number of rounds equal to 
  the wood ninja’s class level before reverting 
  back to its original form.  At 10th level, the 
  wood ninja may spend 2 ki points to remove 
  the fragile condition of the weapon and gain 
  the masterwork quality.
  Forest Step (Su):  At 6th level the wood ninja 
  may step into a large tree or bush and instantly 
  travel to another large tree or bush within a 
  long range (400 ft + 40 ft/ninja level) as a full 
  round action.  The effect is identical to spell 
  Tree Stride, including the ability to remain 
  within the tree, though it costs an additional ki 
  point per round spent within the tree.
  This ability replaces the ninja’s Light Step class 
  ability.
  Master Ninja Tricks:  The following master ninja 
  tricks are only available to the wood ninja.
  Bramble Burst (Su):  The wood ninja can cause 
  a burst of brambles to explode in a 10 foot 
  area of effect within 30 feet as a standard 
  action by spending 2 ki points from her wood 
  pool.  Everyone within the area of effect 
  must make a Reflex saving throw or suffer 
  1d6 points of damage and an additional 
  1d6 points of acid damage.  The DC is equal 
  to 10 + ½ the wood ninja’s class level + her 
  Charisma modifier.  Those that successfully 
  save against the effect, still suffer half the non-
  acid damage.  The wood ninja must have the 
  Bramble Bomb ninja trick before she may take 
  this master ninja trick.
  One with the Forest (Sp):  The wood ninja may 
  spend 2 ki points from her wood pool to take 
  on the form of a large living tree or bush as 
  the tree shape spell as a standard action.  
  The wood ninja may maintain this form for a 
  number of hours equal to ½ her class level.
  Sap Bomb (Su):  The wood ninja may spend 
  2 ki points from her wood pool as a standard 
  action and throw a sticky glob up to 30 feet 
  away as a ranged touch attack.  If successful, 
  the target gains the entangled condition with 
  a -2 penalty on attack rolls and a -4 penalty 
  to its Dexterity for 1d6 rounds.  In addition, the 
  victim must make a Reflex save with a DC 
  equal to 10 + ½ the wood ninja’s class level 
  + her Charisma modifier or be glued to the 
  ground (or be unable to fly if it is flying and 
  
  7
  relying on natural means such as wings) for 
  the duration.  A glued victim may attempt 
  to break free from the sap by making a 
  Strength check to overcome the same DC 
  required for the Reflex saving throw or causing 
  damage equal to the DC with a slashing 
  weapon.  Universal solvent will remove the sap 
  immediately.  The wood ninja must have the 
  Bramble Bomb ninja trick before she may take 
  this master ninja trick.
  Thorn Skin (Su):  The wood ninja may grow a 
  thick coat of thorns and brambles that grants 
  a +2 natural armor bonus by expending 2 ki 
  points from her wood pool as a swift action.  
  In addition, unarmed attacks by the ninja 
  cause 1d6 points of piercing damage and 
  opponents making unarmed or natural attacks 
  against the ninja suffer 1d6 points of piercing 
  damage.  The thorn coating lasts for a number 
  of rounds equal to ½ the wood ninja’s class 
  level.  The wood ninja must have the Brachial 
  Mutation ninja trick before she may select this 
  master ninja trick, and she may not use both 
  tricks simultaneously.
  New Ninja Tricks
  These tricks were originally presented last 
  issue, and included for those that do not have 
  access to the previous issue.
  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 51 - The Elemental Ninja, Pt 2 (Class Archetypes).pdf