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Ninja Spy
Monk Class Enhancement Tree

Ninja Spy

Ninjutsu 0/1
Ninjutsu
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to Attack and Damage while Centered.
Stealthy 0/3
Stealthy
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Hide and Move Silently. +20% enhancement movement speed bonus while sneaking.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Subtlety 0/3
Subtlety
Ranks: 3 Cost: 1 AP Requires: 1 AP
-20% threat generation with melee and ranged attacks.

Antirequisite: This enhancement cannot be taken at the same time as Subtlety enhancements in other trees.
Acrobatic 0/3
Acrobatic
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Balance, Jump, and Tumble. +1% Dodge.
Ninjutsu 0/1
Ninjutsu
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to Attack and +2 to Damage while Centered.
Agility 0/3
Agility
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Concentration, Reflex Saves, and Maximum Dodge Bonus.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Extra Action Boost 0/3
Extra Action Boost
Ranks: 3 Cost: 2 AP Requires: 5 AP
+1 extra action boost
Action Boost Selection 0/3
Action Boost Selection
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose between Haste and Power
Ninjutsu 0/1
Ninjutsu
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to Attack and +2 to Damage while Centered.
Shadow Arts 0/1
Shadow Arts
Ranks: 1 Cost: 2 AP Requires: 10 AP
Gain an ability depending on your Light or Dark Path
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
Sting of the Ninja 0/1
Sting of the Ninja
Ranks: 1 Cost: 2 AP Requires: 10 AP
Imbue Toggle: You poison your weapon with a secret mixture. While you are centered, you deal an additional 1d6 Poison damage on hit scaling with 150% of the higher of Melee or Ranged Power, and any shortsword, kama, or shuriken you wield will inflict your foes with a stack of Ninja Poison on critical hits. (Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.)

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Sting of the Ninja if they are normally Piercing or Slashing weapons.
Dexterity or Wisdom 0/1
Dexterity or Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Dexterity or Wisdom
Ninjutsu 0/1
Ninjutsu
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to Attack and +2 to Damage while Centered.
Shadow Arts 0/1
Shadow Arts
Ranks: 1 Cost: 1 AP Requires: 20 AP
Upgrade the Light or Dark Path Ability
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
No Mercy 0/3
No Mercy
Ranks: 3 Cost: 1 AP Requires: 20 AP
You deal 10% additional damage to helpless opponents.
Dexterity or Wisdom 0/1
Dexterity or Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Dexterity or Wisdom
Touch of Death 0/1
Touch of Death
Ranks: 1 Cost: 1 AP Requires: 30 AP
Ki Melee Attack: You strike a living opponent down with twisted ki, dealing 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 10 + Monk Level + Highest of Dex/Wis Modifier + Assassinate DCs).

Passive: +3 to Hit and Damage while Centered.
Deadly Striker 0/1
Deadly Striker
Ranks: 1 Cost: 1 AP Requires: 30 AP
While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range.
Crippling Strike 0/1
Crippling Strike
Ranks: 1 Cost: 1 AP Requires: 30 AP
You gain +3 Assassinate DCs and the Rogue ability Crippling Strike. (On Sneak Attack: 2 Strength damage.)

Antirequisite: You cannot take this enhancement if you already possess the Crippling Strike feat.
Archer's Focus or Self Defense 0/1
Archer's Focus or Self Defense
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select between Archer's Focus or Self Defense
Shadow Double 0/1
Shadow Double
Ranks: 1 Cost: 1 AP Requires: 30 AP
Activate: You gain +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds.
Core Enhancements
Basic Ninja Training 0/1
Basic Ninja Training
Ranks: 1 Cost: 1 AP
While you are centered, you can use your Dexterity modifier to hit. You are proficient with short swords and treat them as Ki weapons.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Ninja Training.
Advanced Ninja Training 0/1
Advanced Ninja Training
Ranks: 1 Cost: 1 AP Requires: 5 AP
While you are centered, you can use your Dexterity modifier for damage. You also gain Doubleshot equal to your Dexterity score while wielding a Shuriken, up to a maximum of 100%.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Advanced Ninja Training.
Shadow Veil 0/1
Shadow Veil
Ranks: 1 Cost: 1 AP Requires: 10 AP
Ki Activate: You focus your Ki and draw shadows around you. You become invisible and 25% incorporeal. Actions that break invisibility do not remove the incorporeality portion of this effect.
Poisoned Darts 0/1
Poisoned Darts
Ranks: 1 Cost: 1 AP Requires: 20 AP
Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison.

Ninja Poison: Magical Poison: Target takes 1d4 points of Poison damage (which scales with Melee Power) every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.
Diversion 0/1
Diversion
Ranks: 1 Cost: 1 AP Requires: 30 AP
Ki Activate: You turn yourself invisible for 1 minute, and create a dummy that attracts the attention of nearby enemies for 30 seconds. For the next 20 seconds, you also gain +5 Sneak Attack Dice and +5 Assassinate DCs.

Passive: +5 Melee and Ranged Power.
Ninja Master 0/1
Ninja Master
Ranks: 1 Cost: 1 AP Requires: 40 AP
You gain +2 Dexterity, +2 Wisdom, +15 Melee and Ranged Power, +5 Sneak Attack Dice, and +10% Fortification Bypass. Any weapon you wield while Centered gains the Vorpal effect. If you have Self Defense, +10 additional Melee Power.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also gain these effects.
Core Enhancements
Enhancement Description
Basic Ninja Training Basic Ninja Training
While you are centered, you can use your Dexterity modifier to hit. You are proficient with short swords and treat them as Ki weapons.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Ninja Training.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Monk Level 1
Advanced Ninja Training Advanced Ninja Training
While you are centered, you can use your Dexterity modifier for damage. You also gain Doubleshot equal to your Dexterity score while wielding a Shuriken, up to a maximum of 100%.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Advanced Ninja Training.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Basic Ninja Training, Monk Level 3
Shadow Veil Shadow Veil
Ki Activate: You focus your Ki and draw shadows around you. You become invisible and 25% incorporeal. Actions that break invisibility do not remove the incorporeality portion of this effect.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Advanced Ninja Training, Monk Level 6
Poisoned Darts Poisoned Darts
Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison.

Ninja Poison: Magical Poison: Target takes 1d4 points of Poison damage (which scales with Melee Power) every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Shadow Veil, Monk Level 12
Diversion Diversion
Ki Activate: You turn yourself invisible for 1 minute, and create a dummy that attracts the attention of nearby enemies for 30 seconds. For the next 20 seconds, you also gain +5 Sneak Attack Dice and +5 Assassinate DCs.

Passive: +5 Melee and Ranged Power.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Poisoned Darts, Monk Level 18
Ninja Master Ninja Master
You gain +2 Dexterity, +2 Wisdom, +15 Melee and Ranged Power, +5 Sneak Attack Dice, and +10% Fortification Bypass. Any weapon you wield while Centered gains the Vorpal effect. If you have Self Defense, +10 additional Melee Power.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also gain these effects.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Diversion, Monk Level 20
Tier 1
Enhancement Description
Ninjutsu Ninjutsu
+1 to Attack and Damage while Centered.
AP Cost
2
Ranks
1
Progression
1
Stealthy Stealthy
Rank 1
+1 Hide and Move Silently. +20% enhancement movement speed bonus while sneaking.
Rank 2
+2 Hide and Move Silently. +35% enhancement movement speed bonus while sneaking.
Rank 3
+3 Hide and Move Silently. +50% enhancement movement speed bonus while sneaking. While centered and Sneaking, your passive ki regeneration is increased by 1.
AP Cost
1
Ranks
3
Progression
1
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
1
Subtlety Subtlety
Rank 1
-20% threat generation with melee and ranged attacks.

Antirequisite: This enhancement cannot be taken at the same time as Subtlety enhancements in other trees.
Rank 2
-30% threat generation with melee and ranged attacks.
Rank 3
-40% threat generation with melee and ranged attacks.
AP Cost
1
Ranks
3
Progression
1
Acrobatic Acrobatic
Rank 1
+1 Balance, Jump, and Tumble. +1% Dodge.
Rank 2
+2 Balance, Jump, and Tumble. +2% Dodge.
Rank 3
+3 Balance, Jump, and Tumble. +3% Dodge.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Ninjutsu Ninjutsu
+1 to Attack and +2 to Damage while Centered.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Ninjutsu
Agility Agility
Rank 1
+1 Concentration, Reflex Saves, and Maximum Dodge Bonus.
Rank 2
+2 Concentration, Reflex Saves, and Maximum Dodge Bonus.
Rank 3
+3 Concentration, Reflex Saves, and Maximum Dodge Bonus.
AP Cost
1
Ranks
3
Progression
5
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Sneak Attack Training
Extra Action Boost Extra Action Boost
Rank 1
+1 extra action boost
Rank 2
+1 extra action boost
Rank 3
+1 extra action boost
AP Cost
2
Ranks
3
Progression
5
Action Boost Selection Action Boost Selection
Choose between Haste and Power
Rank 1
Action Boost: Melee/Ranged PowerActivate to gain a +10 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Haste BoostActivate to gain a +10% Action Boost bonus to attack speed for 20 seconds.
Rank 2
Action Boost: Melee/Ranged PowerActivate to gain a +20 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Haste BoostActivate to gain a +20% Action Boost bonus to attack speed for 20 seconds.
Rank 3
Action Boost: Melee/Ranged PowerActivate to gain a +30 Action Boost bonus to Melee/Ranged Power for 20 seconds.
Haste BoostActivate to gain a +30% Action Boost bonus to attack speed for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Ninjutsu Ninjutsu
+1 to Attack and +2 to Damage while Centered.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Ninjutsu
Shadow Arts Shadow Arts
Gain an ability depending on your Light or Dark Path
Flash BangKi Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have a DC equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs).
Shadow FlurryMelee Attack: +20% damage, +2 Critical Multiplier. Target must make a saving throw equal to (10/14/18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of their energy temporarily sealed, rendering them unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect.
AP Cost
2
Ranks
1
Progression
10
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Sneak Attack Training
Sting of the Ninja Sting of the Ninja
Imbue Toggle: You poison your weapon with a secret mixture. While you are centered, you deal an additional 1d6 Poison damage on hit scaling with 150% of the higher of Melee or Ranged Power, and any shortsword, kama, or shuriken you wield will inflict your foes with a stack of Ninja Poison on critical hits. (Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.)

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Sting of the Ninja if they are normally Piercing or Slashing weapons.
AP Cost
2
Ranks
1
Progression
10
Dexterity or Wisdom Dexterity or Wisdom
+1 Dexterity or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Ninjutsu Ninjutsu
+1 to Attack and +2 to Damage while Centered.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Ninjutsu
Shadow Arts Shadow Arts
Upgrade the Light or Dark Path Ability
Cloak of ShadowsAfter using Flash Bang, you become Invisible for 3 seconds which is not broken by actions.
Poison ExploitOn a failed saving throw, your Shadow Flurry purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Shadow Arts
Sneak Attack Training Sneak Attack Training
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Sneak Attack Training
No Mercy No Mercy
Rank 1
You deal 10% additional damage to helpless opponents.
Rank 2
You deal 20% additional damage to helpless opponents.
Rank 3
You deal 30% additional damage to helpless opponents.
AP Cost
1
Ranks
3
Progression
20
Dexterity or Wisdom Dexterity or Wisdom
+1 Dexterity or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Dexterity or Wisdom
Tier 5
Enhancement Description
Touch of Death Touch of Death
Ki Melee Attack: You strike a living opponent down with twisted ki, dealing 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 10 + Monk Level + Highest of Dex/Wis Modifier + Assassinate DCs).

Passive: +3 to Hit and Damage while Centered.
AP Cost
1
Ranks
1
Progression
30
Deadly Striker Deadly Striker
While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range.
AP Cost
1
Ranks
1
Progression
30
Crippling Strike Crippling Strike
You gain +3 Assassinate DCs and the Rogue ability Crippling Strike. (On Sneak Attack: 2 Strength damage.)

Antirequisite: You cannot take this enhancement if you already possess the Crippling Strike feat.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Sneak Attack Training
Archer's Focus or Self Defense Archer's Focus or Self Defense
Select between Archer's Focus or Self Defense
Self DefenseYou gain +5 Magic Resistance and Magic Resistance Cap

You gain a +25% Competence bonus to Max Hit Points.
Improved Archer's FocusYour Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10 Ranged Power.
AP Cost
1
Ranks
1
Progression
30
Shadow Double Shadow Double
Activate: You gain +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds.
AP Cost
1
Ranks
1
Progression
30