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Ninja Mastery Feats

July 2nd, 2013

Joshua Zaback

Extraordinary Feats Archive

            Hello everyone, and welcome to another exciting Extraordinary Feats, where week after week we bring you feats of the finest quality. This week we come to you from the shadows, as we’re celebrating Ninja Week. Those of you with very long memories will remember that way back in the old days we released a book all about the ninja. This was the first of our Ancient Warriors book series, which has since expanded to include other legendary figures including Spartans and Vikings. Those of you who are familiar with the product will no doubt detect that these upcoming feats each draw inspiration from the ninja schools designed to work with the ninja base class presented in Ancient Warriors: Way of the Ninja. For the rest of you, fear not, these feats are perfectly suited to ninjas of all stripes.

 

Chameleon Master (Combat)
You were trained by the chameleon school in the art of ninjutsu and have achieved a real mastery of disguise.
Prerequisites: Disguise 5 ranks.
Benefit: You can spend an additional 10 minutes when making your Disguise check in order to apply your chameleon training to improve the disguise. Improving a disguise in this fashion allows you to gauge how effective it is, allowing you to know the result of your Disguise check when it is made. Additionally, disguises improved in this fashion are especially natural, meaning that observers make Perception checks to notice your disguise only half as often as normal (for example, once every 2 hours instead of once every hour). Finally, when disguising yourself as a specific individual, characters that are not close friends or intimately close with the individual you are impersonating do not get a bonus on their Perception check to identify you as a result of their knowledge of the individual (for example, casual acquaintances would receive no bonus).

 

Ninja Master (Combat)
You have mastered the art of ninja, becoming a legendary stealth warrior.
Prerequisites: Improved Initiative, base attack bonus +10.
Benefit: You gain a number of benefits during surprise rounds. In a surprise round, you gain a +10-foot bonus to your movement speed, a +10 bonus on Stealth checks made to hide after making a ranged attack (see sniping under the Stealth skill in the Pathfinder Roleplaying Game Core Rulebook), and you may choose to automatically act first in the surprise round, regardless of your actual initiative roll. Following the surprise round, you resume your normal position in the initiative order, as determined by the result of your initiative roll.

 

Serpent Master
Training in the serpent school of ninjutsu, you have achieved a higher mastery of the art of poison.
Prerequisites: Craft (alchemy) 5 ranks.
Benefit: Choose a single type of poison (i.e., contact, injury etc.). By spending 1 hour and expending raw materials worth 25 gp, you can modify a poison of the chosen type. Modifying poisons in this way requires a successful Craft (alchemy) skill check with a DC equal to the DC required to create the poison to be modified. Poisons modified by this feat have their onset time modified. You may choose to reduce or increase the onset time of a poison (where applicable) by up to half the normal onset time. Additionally, the total duration of the frequency is doubled (for example, if you selected contact poisons, a dose of black lotus poison could be modified to have an onset time of either 5 rounds or 15 rounds, and it would also have a new frequency of 1/round for 12 rounds).An individual dose of poison cannot be modified more than once in this fashion.

 

Shadow Master
Training in the shadow discipline of ninjutsu, you have learned the secrets of stealth and how to use those secrets to your advantage.
Prerequisites: Knowledge (geography) 5 ranks, Stealth 5 ranks.
Benefit: By spending 1 full hour studying the terrain, you can improve your ability to remain unseen locally. You must succeed on a Knowledge (geography) check (DC 15) in order to make this study. If you succeed, you reduce the maximum distance from which you can be observed in that area by 5 feet for every point by which you exceed this DC, to a minimum of 30 feet. Beyond this distance, you cannot be observed with the Perception skill and may freely use the Stealth skill to hide. Once your position has been revealed to a character, this bonus no longer applies. This bonus applies within a one-mile radius of wherever you made the Knowledge (geography) skill check. You can choose to make this check for different 1-mile radius instead; if you do, you gain this bonus while in that area, instead. The benefits of this feat last for 24 hours, or until you leave the area, whichever comes first.

 

Tiger Master (Combat)
The tiger school of ninjutsu focuses on martial arts, and you have mastered their deadly techniques.
Prerequisites: Combat Expertise, Weapon Finesse, Weapon Focus (any light or thrown weapon).
Benefit: You can choose to fight with the focus of a tiger. As a swift action, you can gain a bonus equal to your Intelligence modifier on all attack rolls with light or thrown weapons, as well as to your AC and CMD against Disarm and Steal attempts. This bonus lasts for 1 round. If you do, you cannot make a full-attack action or a charge action that round. You cannot use this ability in any round in which you have made a full attack action, or any time you would be denied your Dexterity bonus to AC.