Combat Focus (Ex):
At 1st level, the youxia selects one weapon with which he is profcient to be his wushu weapon. The youxia adds 1/2 his youxia level to his CMD when armed with his wushu weapon. Additionally, the youxia is considered to have Improved Unarmed Strike for purpose of qualifying for feats, and may make wushu weapon atacks rather than unarmed atacks when using Gorgon’s Fist, Medusa’s Wrath, Scorpion Style, or Stunning Fist.
Ki Pool: At 2nd level, a youxia gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a youxia’s ki pool is equal to 1/2 his youxia level + his Wisdom modifer. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A youxia who has a ki pool from some other source (such as the monk ki master archetype package) adds his total number of ki points together, and can spend them on any ki abilities he has access to from any source.
Ki Talents: As a youxia gains experience, he learns a number of talents that grant him new ways to spend his ki pool. At 2nd level, a youxia gains one ki talent. He gains an additional youxia talent for every 2 levels attained after 2nd level. A youxia cannot select an individual talent more than once.
Healing Chi (Su): The youxia can use his ki power to heal himself or others. He gains the lay on hands ability as if the youxia were a paladin, using his youxia level as his paladin level. The youxia gains mercies as a paladin of the same level. Rather than having access to lay on hands a set number of times per day, the youxia must spend one ki point each time he uses the ability.
Hammer Blow (Ex):As a swift action, after a successful atack roll with his wushu weapon, the youxia may spend one ki point to increase the damage of his atack by +1d6. The extra damage increases to +2d6 at 6th level, +3d6 at 11th level, and +4d6 at 16th level. The youxia may use this ability only once per round.
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
If a ninja can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The ninja’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attack is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Deadly Focus (Su) +4
Once per day a shadow assassin can call on his mystic training to focus all his power, agility, determination and training with light weapons on the effort to kill a single target. As a swift action,the shadow assassin chooses one target within sight to be the target of his deadly focus. When attacking with a light weapon, bolas or shuriken the shadow assassin adds a bonus to his attack and damage rolls made against the target of his deadly focus. This bonus is equal to the shadow assassin’s Wisdom bonus (if any), to a maximum of his class level. The deadly focus effect remains until the target of the deadly focus is dead or the next time the shadow assassin rests and regains the uses of his daily abilities.
If the target of a shadow assassin’s deadly focus dies, the shadow assassin may clear his mind and regain the use of his deadly focus. Such focus requires fifteen minutes of rest and quiet contemplation.
Refocusing ends his deadly focus bonus against any previous target, even if that target should somehow be restored to life and attack on the same day. If the target of a shadow assassin’s deadly focus does not die, the shadow assassin cannot regain the use of this ability until he rests and regains all his daily abilities.
A shadow assassin is trained to be one with the shadows, wrapping himself in mystic cloaks of darkness. The effects of shadowmeld work only in areas of dim or less light. Even a single square of dim light is enough, as long as the shadow assassin is in it, as is an area concealed by dust or smoke. Occasional shadows scattered around areas considered normally or brightly lit does not qualify. As the shadow assassin gains levels, his shadowmeld grants the powers listed below.
Stealth Bonus (Su)
At second level and above a shadow assassin adds his class level to all Stealth checks made in conditions of dim or darker lighting. This bonus does not stack with any bonus to stealth gained from invisibility effects, and works even against targets with darkvision,scent,or similar sense.
Skill Bonus (Su): At 4th level and above the shadow assassin’s comfort within and mastery of shadows allows him to add half hisclassleveltoanyAcrobatics,Bluff,Climb, Escape Artist or Sleight of Hand check made in conditions of dim or darker lighting.
Though all shadow assassins focus on concealment, special weapon training and a mystic connection to the power of shadow, there are numerous specific paths that training can take. At 2nd level every shadow assassin selects one shadow style from the list below, to represent the direction his particular training takes them. At 6th, 11th, 15th and 19th level the shadow assassin may select additional shadow styles, which may continue his existing training (selecting the same style a second or in some cases a third time) or he may choose a new style.
In many lands each clan of shadow assassin has a specific style it trains all its members in, and the secrets of those styles are closely guarded secrets the clan kills to protect.
Exotic Weapon Style (Ex):
Any shadow assassin ability the character has that is normally limited to light weapons may also be used with any exotic weapon the character is proficient with. This ability does not grant proficiency with any additional exotic weapon, it just allows such weapons the character is proficient with to count as light weapons for class abilities. The shadow assassin may also gain the benefits of the Combat Expertise feat with any exotic weapon with which he is proficient.
At 6th level, the complex and confusing movements of the shadow assassin’s exotic weapon also grant him a +2 bonus to his CMD whenever he is wielding an exotic weapon he is proficient with. At 10th level this increases to a +4 bonus to his CMD.
If this shadow style is selected a second time, the shadow assassin treats any exotic weapon he is proficient with that has a x2 critical multiplier as if it had a x3 multiplier.
Shuriken Style (Su):
A favored weapon of many shadow assassins, shuriken are not particularly effective as ranged weapons unless they are used to deliver poison. This shadow style instead imbues each shuriken thrownwithabitofsolidshadow,increasing the amount of damage done by any shuriken the shadow assassin throws by +1d6. This increases to +2d6 at 6th level, and to +3d6 at 10th level. The additional damage is treated as being normal piercing weapon damage. Thus a 2nd level human shadow assassin deals 1d2+1d6 damage with a shuriken attack.
If selected a second time, the shadow assassin increases the enhancement bonus to attack and damage of any shuriken he throws by +1 for every six full class levels. If selected a third time, the shadow assassin may forgo granting part or all of the additional enhancement bonus to instead give his thrown shurikens the following magic abilities for the listed cost (see table 15-9 in the Pathfinder Core Rulebook): distance (+1 enhancement), frost (+1 bonus), seeking (+1 bonus), speed (+3 bonus).
As a shadow assassin gains experience, he learns a number of talents that aid him and confound his foes. Starting at 3rd level, a shadow assassin gains one shadow talent. He gains an additional shadow talent for every 4 levels of shadow assassin attained after 3rd level. A shadow assassin cannot select an individual talent more than once.
Talents marked with an asterisk add effects to targets of a shadow assassin’s deadly focus. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
[I]Style Mastery Shuriken Style: This talent allows a shadow assassin to make an additional shadow style selection. The shadow assassin must meet any prerequisites of the style, and this talent may only be selected once.
Evasion (Ex): At 4th level and higher, a shadow assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takesno damage. Evasion can be used only if the shadow assassin is wearing light armor, medium armor, or no armor. A helpless shadow assassin does not gain the benefit of evasion.