| Enhancement | Description |
|---|---|
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. |
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. |
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. |
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. |
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. |
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. |
| Enhancement | Description |
|---|---|
Ninjutsu
|
+1 to Attack and Damage while Centered. |
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. |
Sneak Attack Training
|
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. |
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. |
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. |
| Enhancement | Description |
|---|---|
Ninjutsu
|
+1 to Attack and +2 to Damage while Centered. |
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. |
Sneak Attack Training
|
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. |
Extra Action Boost
|
Rank 1 +1 extra action boostRank 2 +1 extra action boostRank 3 +1 extra action boost |
Action Boost Selection
|
Choose between Haste and Power Rank 1 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
Ninjutsu
|
+1 to Attack and +2 to Damage while Centered. |
Shadow Arts
|
Gain an ability depending on your Light or Dark Path |
Sneak Attack Training
|
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. |
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. |
Dexterity or Wisdom
|
+1 Dexterity or Wisdom |
| Enhancement | Description |
|---|---|
Ninjutsu
|
+1 to Attack and +2 to Damage while Centered. |
Shadow Arts
|
Upgrade the Light or Dark Path Ability |
Sneak Attack Training
|
Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks. |
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. |
Dexterity or Wisdom
|
+1 Dexterity or Wisdom |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Archer's Focus or Self Defense
|
Select between Archer's Focus or Self Defense You gain a +25% Competence bonus to Max Hit Points. |
Shadow Double
|
Activate: You gain +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. |