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- >>>Hidden Village Ninja
- >>Elemental Focus (Su)
- At 1st level, a Hidden Village Ninja chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), void (chaokinesis), wood (phytokinesis) or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
- >>Wild Talents
- A Hidden Village Ninja can use wild talents—magical abilities similar to spells but drawn from the Hidden Village Ninja's innate ki control and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a Hidden Earth Village Ninja.
- Every wild talent has an effective spell level. A Hidden Village Ninja can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her Hidden Village Ninja level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the Hidden Village Ninja's class level (to a maximum effective spell level of 9th at Hidden Village Ninja level 18th).
- Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the Hidden Village Ninja's Charisma modifier. The Hidden Village Ninja uses her Constitution modifier on all concentration checks for wild talents.
- The Hidden Village Ninja can select a Wild Talent in place of a ninja trick. The Hidden Village Ninja can select this talent multiple times.
- >>Kinetic Blast (Sp)
- At 1st level, a Hidden Village Ninja gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
- As a standard action, the Hidden Village Ninja can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The Hidden Village Ninja is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
- This replaces Sneak Attack.
- >>Gather Power (Su)
- If she has both hands free (or all of her prehensile appendages free, for unusual Hidden Village Ninjas), a Hidden Village Ninja can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the Hidden Village Ninja, as the energy or matter swirls around her. Gathering power in this way allows the Hidden Village Ninja to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The Hidden Village Ninja can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the Hidden Village Ninja takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
- This replaces Poison Use.
- >>Ki Pool (Su)
- At 2nd level, a Hidden Village Ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the Hidden Village Ninja is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
- By spending 1 point from her ki pool, a Hidden Village 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. A Hidden Village Ninja can also 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 Hidden Village Ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
- Finally, a Hidden Village Ninja may spend a number of ki points equal to the burn cost of any wild talent in place of incurring Burn.
- The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the Hidden Village Ninja possesses levels in another class that grants points to a ki pool, Hidden Village 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 Hidden Village Ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
- >>Elemental Overflow (Ex)
- At 3rd level, a Hidden Village Ninja's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 Hidden Village Ninja levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The Hidden Village Ninja can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the Hidden Village Ninja uses any wild talent, the visual effects and benefits return instantly.
- As a Hidden Village Ninja's body becomes more and more suffused with her element, she begins to gain more powerful benefits.
- Starting at 6th level, whenever she has at least 3 points of burn, the Hidden Village Ninja gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of expended ki points. At 11th level, whenever the Hidden Village Ninja has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
- At 16th level, whenever the Hidden Village Ninja has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
- This replaces No Trace.
- >>Infusion Specialization (Ex)
- At 5th level, whenever a Hidden Village Ninja uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.
- She reduces the burn cost by 1 additional point at 8th, 12th, 16th, and 20th levels.
- This replaces Uncanny Dodge and Improved Uncanny Dodge.
- >>Expanded Element (Su)
- At 10th level, a Hidden Village Ninja learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element.
- If the Hidden Village Ninja's expanded element is different from her primary element, she treats her Hidden Village Ninja level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.
- If the Hidden Village Ninja chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.
- >>Supercharge (Su)
- At 11th level, when using gather power as a move action, a Hidden Village Ninja can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.
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