Ninja

Ninja is one of the base classes available.

## Abilities

### Ki Pool

At 1st level, a Ninja gains a pool of *ki* points, supernatural energy she can use to accomplish amazing feats. The number of points in the Ninja’s *ki* pool is equal to 1/2 her Ninja level + her Charisma modifier. At 10th level, as long as she has at least 1 point in her ki pool, she reduces the DC of Acrobatics skill checks made to jump by 1/2.

By spending 1 point from her *ki* pool, a Ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a Ninja can spend 1 point from her *ki* pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A Ninja can gain additional powers that consume points from her *ki* pool by selecting Ninjutsus.

The *ki* pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Ninja possesses levels in another class that grants points to a *ki* pool, Ninja 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 Ninja can now use *ki* points from this pool to power the abilities of every class she possesses that grants a *ki* pool.

### Ninja Trick

Starting at 2nd level, a Ninja gains one Ninja Trick. She gains one additional Ninja Trick for every 2 levels attained after 2nd. Unless otherwise noted, a Ninja cannot select an individual Ninja Trick more than once.

### Evasion

At 2nd level, a Ninja 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 Ninja is wearing light armor or no armor. A helpless Rogue does not gain the benefit of evasion.

### Ninjutsu

As a Ninja continues her training, she learns Ninjutsu that allow her to confuse her foes and grant her supernatural abilities. Starting at 3rd level and every other level thereafter, a Ninja learns a new Ninjutsu. Some Ninjutsu have prerequisites. Unless otherwise noted, a Ninja cannot select an individual Ninjutsu more than once.

### No Trace

At 3rd Level, a Ninja learns to cover their tracks, remain hidden, and conceal their presence. The DC to track a Ninja 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 actions for at least 1 round. Every three levels thereafter, the increase to Survival DC's and the bonuses on Disguise and opposed Stealth checks increase by +1.

### Always Ready

At 4th Level, a Ninja can no longer be caught Flat-Footed, nor do they lose their Dex bonus to AC due to their opponent being invisible. The Ninja can still lose their Dex bonus due to being immobilized, however.

### Counter-Flank

At 7th Level, the Ninja cannot be flanked. This denies any bonuses, special attacks, or effects that are given from flanking an opponent to the enemies, unless that enemy's class level is 4 or more levels higher than your Ninja level.

### Critical Weakness

At 9th Level, the Ninja becomes an expert at seeing their target's weaknesses, allowing them to make deadly strikes against them. As a move action, the Ninja can study a single creature in sight. After studying a creature, the next attack the Ninja makes against that creature within the next minute has it's crit range doubled and crit multiplier increased by 1. This stacks with any other effects that increase Crit range or multipliers (but cannot be increased above x4). The Ninja can have this bonus against as many enemies at a time equal to their Charisma modifier.

### Lightfoot

At 13th level, a Ninja learns to move while barely touching the surface underneath them. As a full-round action, they can move up to twice their speed, ignoring difficult terrain. While moving in this way, any surface will support them, no matter how much they weigh. This allows them to move across water, lava, or even the thinnest tree branches. They must end their move on a surface that can support them normally. They cannot move across air in this way, nor can they walk up walls or other vertical surfaces. When moving in this way, they do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do they need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using Lightfoot, the Ninja ignores any mechanical traps that use a location-based trigger.

### Improved Evasion

At 14th Level, the Ninja now takes only half damage on a failed Reflex saving throw. This otherwise functions as Evasion.

### Hidden Master

At 20th level, a Ninja becomes a true master of her art. She can, as a standard action, cast *Greater Invisibility* on herself. While invisible in this way, she cannot be detected by any means, and not even *Invisibility Purge*, *See Invisibility*, and *True Eye* can reveal her. She uses her Ninja level as her caster level for this ability. Using this ability consumes 3 *ki* points from her *ki* pool.

## Subclasses

### Gunpowder Bombardier

The Gunpowder Bombardier specializes in using explosives.

### Haulian Reaper

The Haulian Reaper is a master of using fear to terrorize their enemies.

### Interceptor

The Interceptor uses an animal companion to assist in their missions.

### Petal Ninja

The Petal Ninja uses the mystical power of cherry blossoms to conceal themselves and move freely.

### Ravager

The Ravager uses nanites infused in their bodies to create energy weapons.

### Shinobi

The Shinobi uses mudras to create special elemental effects.