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Shinobi

Shinobi are ninjas who follow a more ancient right, using the elements to their bidding performing ancient rituals known as mudra ninjutsu. Most even forgo their need to throw weapons, more so fighting into the fray with two weapons and poisons.

The shinobi is an archetype of the ninja class.

Limit Break (Su)

At 1st level, the shinobi receives the Limit Break (Chimatsuri).

Chimatsuri (Su): This Limit Break allows the shinobi to conjure spirit blades that flies towards an enemy with deadly accuracy. Any enemy within 100 feet that is struck by this takes 1d6 points of shadow damage per ninja level and is also paralyzed for 1d4 rounds. A successful Fortitude save (DC 10 + half of the ninja’s level + his Wisdom modifier) halves the damage and negates the paralyze status effect.

This ability replaces the Limit Break (Missile Barrage).

Two-Weapon Fighting

At 1st level, the shinobi gains Two Weapon Fighting as a bonus feat at 1st level.

Poison Kisses (Ex)

At 1st level, a shinobi is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon. Furthermore, he gains access to stances known as Kiss of the Wasp and Kiss of the Viper. Each stance gives the shinobi a different advantage in combat. These stances can only be activated once a day at 1st level and once again every 3 ninja levels after 1st. The shinobi can only have one kiss stance up at a time. While in either stance, the shinobi gains a dodge bonus to all enemies affected by his poisons applied during either stance equal to his Wisdom modifier plus 1 for each poison applied upon the enemy. Additionally, while in either stance, the shinobi can apply a new poison on a single weapon as a move action. The stances require a swift action to activate and last for a number of rounds equal to the shinobi’s Wisdom modifier.

  • Kiss of the Viper (Ex): When entering this stance, the shinobi is able to keep the poison applied to his weapon even when hitting an enemy. Furthermore, he may only have one poison applied to a weapon and as part of activating this stance (only if both weapons are being wielded upon activation), coat a weapon he is wielding that does not have a poison, with the poison on the other weapon simply by rubbing them together. Poison DC’s are also increased by 1 for every 5 ninja levels he has attained. At 10th level, all injury poisons while in this stance causes an enemy to be dazed for 1 round if they fail the poison’s save. The daze effect can never be extended by other poison effects or other failed saves from this stance. Once the stance’s effects end, the poisons on his weapons used during the stance are neutralized.
  • Kiss of the Wasp (Ex): When entering this stance, the shinobi is able to keep the poison applied to his weapon even when hitting an enemy. Furthermore, his injury poisons now last longer and injure the enemy more. If an enemy is hit by both weapons while in this stance with an injury poison, (even if the poisons are different) the effects are doubled if they fail the poison’s save. Choosing to the double the poison effects, however, causes the poison applied to the weapon to be neutralized. At 10th level, all injury poisons while in this stance causes an enemy to be silenced for 1 round if they fail the poison’s save. The silence effect can never be extended by other poison effects or other failed saves from this stance. Once the stance’s effects end, the poisons on his weapons used during the stance are neutralized.

This ability alters and replaces poison use and AC bonus.

Finesse Training (Ex)

At 2nd level, a shinobi gains the Weapon Finesse as a bonus feat. In addition, he can select any one type of weapon that can be used with Weapon Finesse (such as daggers or wakizashis). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the shinobi from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier.

This ability replaces the ninja trick gained at 2nd level.

Mudra Ninjutsu (Su)

A shinobi learns the ancient ritual bi of mudra, a special type of ninjutsu used to cast down the elements upon their foes. At 3rd level and every other level thereafter, the shinobi may choose a single mudra ninjutsu from the list below or a regular ninjutsu. All mudra ninjutsu require ki points to use and cannot be selected more than once. Unless stated otherwise, all mudra ninjustu require standard actions to use.

Doton (Su): This mudra ninjutsu causes the earth to be corrupted. The shinobi may cause the area around them in a 30-ft.-radius to become difficult terrain and cause all other creatures except the shinobi to move at half speed while in the radius. In addition, any creatures except the shinobi who stand within the area of effect take 2d6 points of earth damage each round. This effect lasts for a duration of 1 round + an additional round per two ninja levels. Using this ability expends 2 ki points from his ki pool.

Fuma Shuriken (Su): This mudra ninjutsu conjures a huge shuriken to fly at an enemy within 30 feet as a ranged touch attack dealing 1d6 points of damage per two ninja levels. Using this ability expends 1 ki point from his ki pool.

Huton (Su): The mudra ninjutsu causes the shinobi’s body to be guided and powered by the winds as a swift action, granting them haste for a number of rounds equal to half of the ninja’s level. Using this ability expends 1 ki point from his ki pool.

Hyoton (Su): This mudra ninjutsu conjures spikes of ice to impale an enemy within 30 feet, dealing 1d6 points of ice damage per two ninja levels and inflicting the Frozen status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninja’s level + his Wisdom modifier) halves the damage and negates the Frozen status effect. Using this ability expends 2 ki points from his ki pool.

Katon (Su): This mudra ninjutsu conjures a fireball sending it into an area causing it to explode in a 30-ft.-radius dealing 1d6 points fire damage per two ninja levels and inflicting the Burning status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninja’s level + his Wisdom modifier) halves the damage and negates the Burning status effect. This attack has a range of 100 feet. Using this ability expends 2 ki points from his ki pool.

Raiton (Su): This mudra ninjutsu conjures a column of lightning upon one enemy within 30 feet, dealing 1d6 points of lightning damage for every two ninja levels and inflicting Blind status effect for 1d4 rounds. A successful Reflex save (DC 10 + half of the ninja’s level + his Wisdom modifier) halves the damage and negates the Blind status effect. Using this ability expends 2 ki points from his ki pool.

Suiton (Su): The mudra ninjustu unleashes a water torrent on an enemy within 30 feet, dealing 1d6 points of water damage per two ninja levels. The enemy hit by this ability becomes flat-footed against the shinobi until the end of the shinobi’s next turn. A successful Reflex save (DC 10 + half of the ninja’s level + his Wisdom modifier) halves the damage and negates the flat-footed effect. Using this ability expends 2 ki points from his ki pool.

Dancing Edge (Ex)

At 6th level, the shinobi fights with two weapons peerlessly. As a swift action, the shinobi can lower the penalty to fight with two weapons by 1 for a number of rounds equal to the shinobi’s Wisdom modifier (minimum 1). This ability may be used a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces the ninja trick gained at 6th level.

Dream within a Dream (Ex)

At 10th level, the shinobi can unleash a flurry of attacks when dual wielding, zipping around the enemy throwing cut after cut upon the enemy. Once per day, when the shinobi makes a full attack, he may make an additional attack at his highest base attack bonus with both weapons, taking penalties for two weapon fighting as normal. At 16th level, he may do this twice per day.

This ability replaces the ninja trick gained at 10th level.

Trick Attack (Ex)

At 14th level, when the shinobi is flanking an enemy in melee range or attacking an enemy that is flat-footed, he may attack with both weapons he is wielding as a standard action at his highest base attack bonus, taking penalties for two weapon fighting as normal. If both weapon hit, he deals double sneak attack damage. This can be used once per day at 14th level and two times a day at 18th level.

This ability replaces the ninja trick gained at 14th level.