Kinetic Shinobi

Masters of hidden lore, kinetic shinobi are blessed with an abundance of elemental energy that flows through them, granting them amazing abilities. Filled with this energy, kinetic shinobi themselves prefer to work without being seen, and the greatest of their ranks are rumored to be no more than stories used to frighten others. But those who know of their history tell the tales of warriors who breathe fire, melt into water, possess skin as hard as stone, and fly on wings of unseen air. The path to become a kinetic shinobi is not one that can be easily followed, as those wishing to gain such power must be gifted by nature itself, possessing a soul capable of handling the incredible power that a kinetic shinobi must channel to utilize their near mythic abilities.

**Role:** Mystic warriors, kinetic shinobi travel in shadow, striking when their enemies are most vulnerable. Masters of stealth, kinetic shinobi often work in teams, using superior tactics to bring down foes with a mix of elemental power and ancient techniques. While most effective getting up close and personal with their foes, kinetic shinobi are just as adept at ranged combat, and even those who don’t see the battlefield can make use of their abilities through subterfuge, espionage, and out-and-out thievery.

**Alignment**: Any

**Hit Die:** d8

**Parent Classes:** Kineticist and ninja

**Starting Wealth:** 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills:** The kinetic shinobi’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

**Skill Ranks**: 6 + Int modifier

# Kinetic Shinobi Class Features

## **Weapon and Armor Proficiencies**

Kinetic Shinobi are proficient with all simple weapons, plus the kama, katana, kusarigama, kyoketsu shoge, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

## **Elemental Basics (Su)**

At 1st level, a kinetic shinobi gains the elemental focus and kinetic blast class features of a kineticist equal to their kinetic shinobi level. A kinetic shinobi cannot use their kinetic blast without applying either the physical jutsu or elemental jutsu form infusion to it. A kinetic shinobi uses their Charisma modifier instead of their Constitution modifier to determine the DCs and Constitution-dependent effects of their wild talents. If the kinetic shinobi takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change.

## **Jutsu Basics (Su)**

A kinetic shinobi gains following infusions:

### **Physical Jutsu**

**Element(s):** universal; **Type:** form infusion (Sp); **Level:** 1; **Burn:** 0

**Associated Blasts:** any physical **Saving Throw:** none

Your kinetic blast transforms into a specialized weapon. You can use this infusion as part of any attack action including a full attack action, creating a light or 1 handed melee weapon in your hand that deals 1d4+Cha damage regardless of class level, targeting a creature’s normal AC. Unlike kinetic blade, you can use the Vital Strike and Spring Attack feats with this infusion. The damage bonus from elemental overflow does not apply to blasts used with this infusion.

### **Elemental Jutsu**

**Element(s):** universal; **Type:** form infusion (Sp); **Level:** 1; **Burn:** 0

**Associated Blasts:** any energy **Saving Throw:** none

Your kinetic blast transforms into a specialized weapon. You can use this infusion as part of any attack action including a full attack action, creating a light or 1 handed melee weapon in your hand that deals 1d4 damage regardless of class level, targeting a creature’s touch AC. Unlike kinetic blade, you can use the Vital Strike and Spring Attack feats with this infusion. The damage bonus from elemental overflow does not apply to blasts used with this infusion. When using sneak attack with this form infusion you count the dice as being one step lower (1d4 instead of 1d6).

## **Shinobi Talents (Ex)**

At 1st level, and every 2 levels thereafter, the kinetic shinobi gains a shinobi talent of their choice for which they qualify. A kinetic shinobi can possess a shinobi talent which requires them spend or possess points in a ki pool even if they don’t have one, but cannot utilize such a talent unless they have a ki pool.

## **Ki Pool (Su)**

At 2nd level, a kinetic shinobi gains a pool of ki points, supernatural energy they can use to accomplish amazing feats. The number of points in the kinetic shinobi’s ki pool is equal to ½ their kinetic shinobi level + their Charisma modifier. As long as they have at least 1 point in their ki pool, they gain access to the hadou techniques listed below.

By spending 1 point from their ki pool, a kinetic shinobi gains either a +1 to attack rolls when using the physical jutsu infusion or +2 to damage rolls when using the elemental jutsu infusion for 1 minute. For every 4 levels after 1st, this bonus increases by +1 for attack rolls or by +2 for damage rolls. In addition, they can spend 1 point to gain a +20 bonus on Acrobatics checks to jump for 1 round. Finally, a kinetic shinobi can spend 1 point from their ki pool to give themselves a +4 bonus for 1 round to checks with the skills associated with their elemental focus. A kinetic shinobi can gain additional powers that consume points from their ki pool by selecting certain shinobi talents.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the kinetic shinobi possesses levels in another class that grants points to a ki pool, kinetic shinobi levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The kinetic shinobi can now use ki points from this pool to power the abilities of every class they possess that grants a ki pool.

## **Hadou Techniques (Su)**

At 2nd level, a kinetic shinobi can draw on their own ki to perform amazing feats with their kinetic blast. As long as they have 1 or more points in their ki pool, they gain access to the following basic hadou techniques:

## **Sneak Attack (Ex)**

At 2nd level, if a kinetic shinobi catches an opponent unable to defend itself effectively from their attack, they can strike a vital spot for extra damage. The kinetic shinobi’s attack deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the kinetic shinobi flanks their target. This additional damage is 1d6 at 2nd level, and increases by 1d6 every 3 levels thereafter. Should the kinetic shinobi score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a kinetic shinobi can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The kinetic shinobi must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A kinetic shinobi cannot sneak attack while striking a creature with total concealment.

## **No Trace (Ex)**

At 3rd level, a kinetic shinobi learns to cover their tracks, remain hidden, and conceal their presence. The DC to track a kinetic shinobi using the Survival skill increases by +1. In addition, their training gives them a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever they are stationary and do not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1

## **Gather Power (Su)**

At 4th level, a kinetic shinobi can gather energy or elemental matter as a move action by making a series of gestures with one hand. Gathering power creates an extremely loud, visible display in a 20- foot radius centered on the kinetic shinobi, as the energy or matter swirls around them. Gathering power in this way allows the kinetic shinobi to pay 1 less point from their ki pool when using their kinetic blast in the same round. They can instead gather power for 1 full round in order to pay 2 fewer points from their ki pool when using their kinetic blast on their next turn (to a minimum of 0 points). If they do so, she can also gather power as a move action during their next turn to reduce the ki cost by a total of 3 points. If the kinetic shinobi takes damage during or after gathering power and before using the kinetic blast that releases it, they must succeed at a concentration check (DC = 10 + damage taken + ½ their kinetic shinobi level) or lose the energy in a wild surge that prevents them from gathering energy again for 10 minutes per point by which their gathered power would have reduced the burn cost. This ability can never reduce the ki cost of their kinetic blast below 0 points..

## **Ninjutsu Training (Su)**

At 4th level and every 8 levels thereafter, a kinetic shinobi gains a substance infusion wild talent, treating their kinetic shinobi level as their kineticist level for the purposes of qualifying for it. If the infusion would require them to accept burn, they instead spend a number of ki points equal to its burn cost. At 6th level and every 4 levels after, a kinetic shinobi can swap any substance infusion wild talent they possess for a new one for which they qualify

## **Ninjutsu Specialist (Ex)**

At 4th level, whenever a kinetic shinobi uses one or more infusions with their kinetic blast, they reduce the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. They reduce the burn cost by an additional 1 at 10th level and again at 16th.

## **Metajutsu (Su)**

At 6th level, a kinetic shinobi gains the ability to alter their kinetic blast as if with metamagic feats by spending additional points from their ki pool. By spending 1 point from their ki pool they can double the duration of effects caused by their kinetic blast, as if using Extend Spell.

At 10th level they can spend 2 points from their ki pool to maximize their kinetic blast, as if using Maximize Spell.

At 14th level they can spend 3 points from their ki pool to force the target to make a second save against any substance infusion applied to their kinetic blast, as if using Persistent Spell.

At 18th level they can spend 4 points from their ki pool to have their kinetic blast become penetrating. It ignores up to 10 DR or energy resistance, completely ignores spell resistance, and treats energy immunity as if it was that type of energy resistance 20. For example, if a creature has DR 15/ bludgeoning and the kinetic shinobi’s kinetic blast does not deal bludgeoning damage, they treat it as DR 5/bludgeoning instead, and if the kinetic shinobi’s kinetic blast deals fire damage, it treats fire resist 20 as fire resist 10 and treats fire immunity as fire resist 20.

## **Evasion (Ex)**

At 7th level and higher, a kinetic shinobi can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the kinetic shinobi is wearing light armor or no armor. A helpless kinetic shinobi does not gain the benefit of evasion.

## **Jutsu Genius (Su)**

At 20th level, the cost of each of the kinetic shinobi’s metajutsu abilities is reduced by 1 point. In addition, when they would deal sneak attack damage with an attack to a creature possessing at least half as many hit dice as their character level, they can instead forgo the sneak attack damage to recover 2 points in their ki pool. Once a creature is affected by this ability they cannot be affected by it again for 24 hours.

# Archetypes

Arsenal Sniper

Arsenal Sniper

Burglar

Elemental Shinobi

Fading Shadow

Hand of the Kami

Hi-Den Noble

Metaformer

Needler

Shadow Stepper

Shikon

# Favored Class Bonuses

Dwarf - +¼ dodge bonus to AC versus creatures against which they receive a racial bonus to their attack rolls from a racial trait.

Elf - +¼ points in ki pool

Gnome - +½ bonus on Use Magic Device checks to use scrolls and spell trigger items.

Half-Elf - +¼ bonus on attack rolls when using ranged kinetic blast.

Half-Orc - +¼ bonus on attack rolls when using melee kinetic blast.

Halfling - +⅓ damage on sneak attacks.

Human - +1/6 of a shinobi talent.

Aasimar - +¼ bonus to DCs of aether element infusions.

Catfolk - +½ bonus to Stealth checks and on Sleight of

Hand checks made to hide objects on their person.

Dhampir - +½ bonus to damage rolls when using negative

blast or composite blasts with negative blast as a component.

Drow - +1 bonus to Craft (alchemy) checks to create poison

and +⅓ bonus to DCs of poisons delivered with toxic jutsu.

Fetchling - +¼ bonus to DCs of void element infusions.

Goblin - +1 bonus on damage rolls with fire element blasts

against foes caught on fire by their burning infusion.

Hobgoblin - +1 ft. to threat range provided by greater

vigilant blade and range of kinetic kunai and kinetic yeoman

(up to 10 ft., in 5 ft. increments).

Ifrit - +¼ bonus to DCs of fire element infusions.

Kobold - Increase area of dragonbreath by 1 ft. (in 5 ft.

increments) as a cone and by 2 ft. (in 10 ft. increments) as a

line (maximum increase of 15/30 ft.).

Orc - +⅓ damage added to melee weapons by empower

weapons.

Oread - +¼ bonus to DCs of earth element infusions.

Ratfolk - +1 ft. bonus to base speed (in 5 ft. increments).

Sylph - +¼ bonus to DCs of air element infusions.

Tengu - Ability check bonuses granted by ki pool last 1/6

more rounds.

Tiefling - +1 ft. to radius of darkness spell-like ability,

darkness infusion, and greater darkness infusions.

Undine - +¼ bonus to DCs of water element infusions.

Changeling - +½ bonus to Disguise checks to appear human

Duergar - Use enlarge person or invisibility spell-like abilities

up to 1/6 more times per day (up to 2 additional times per day

per ability). They must choose which ability to apply the bonus

to when gaining the favored class bonus, and must possess the

spell-like ability through a racial trait to choose it.

Gillman - +½ bonus to Bluff checks to lie and Linguistics

checks to create forgeries.

Grippli - +½ to DCs of infusions used against poisoned

foes.

Kitsune - +¼ bonus to Ref saves against attacks that

normally deal half damage on a successful save.

Merfolk - +½ to damage with water element blasts while

in or near water.

Nagaji - +½ bonus to saves against mind-affecting effects

used by naga and +½ bonus to DCs against Intimidate and

Diplomacy checks made by naga to change their attitude.

Samsaran - +½ bonus to saves against negative energy

effects and Con checks to stabilize when reduced to negative

hit points.

Strix - +1 damage bonus to their kinetic blast used against

humans.

Suli - +½ bonus to Diplomacy and Sense Motive checks.

Svirfneblin - +½ bonus to DC of the nondetection effect

provided by the svirfneblin magic and stoneseer racial traits.

Vanara - +½ bonus to damage rolls when using any wood

element blast.

Vishkanya - +⅓ damage added to blowguns, kukri, and

shuriken by empower weapons.

Wayang - Increase bonuses provided by no trace by +¼.

# Feats

## Extra Shinobi Talent

“The powers that be reward the diligent.”

Prerequisites: Shinobi talent class feature

Benefit: You gain an additional shinobi talent.

Special: You can take this feat multiple times.

## Favored Shinobi Talent

“It’s really a matter of muscle memory at this point.”

Prerequisites: Kinetic shinobi 11th, shinobi talent class feature, ki pool class feature

Benefit: Select one shinobi talent you possess. If that shinobi talent requires you to spend points from your ki pool to use, you spend 1 less point to use it (minimum 0). If it requires you to have a certain number of points remaining in your ki pool, it requires 1 less point to remain active (minimum 0). Whenever you gain a new shinobi talent, you can change which of your shinobi talents this feat benefits

## Mind Trick

“This is not the one you are looking for.”

Prerequisite: 5 skill ranks in selected skill

Benefit: Select 1 class skill which uses Dexterity as its associated ability score, such as Sleight of Hand or Stealth. You can use Charisma as its associated ability score instead (this allows you to ignore armor check penalty for the chosen skill). In addition, when you use the aid another action to provide a bonus to another creature attempting a check with the selected skill, increase that bonus by your Charisma modifier.

Special: You can take this feat multiple times. Its effects do not stack; you must select a different class skill each time you take this feat.

## Overflowing Ki

“It’s simple, I don’t run out of power.”

Prerequisite: Kinetic shinobi 7th, ki pool class feature Benefit: You are treated as though you always had at least 1 point in your ki pool for the purpose of abilities which require points to be remaining in your ki pool. If you have 0 points in your ki pool, you can meditate for 1 hour to regain 1 point of ki.