| Myrren |
Monk Archetype: Weeping Moon Ninja
When Eastern nobility clashes, many call upon the discrete profession of the ninja to slay their foe at a comfortable distance. When kings cross one another on hostile ground, they often require a more-skilled practitioner at their disposal. While many ninja are members of secret mercenary troupes, there is a very elect breed of assassin that come from centuries-old secret societies. As spiritual as they are secretive, these marauders carry a haunting aura about them; they demand a high price for their services, and it is rumored that the contracts they agree to contain payment in terms far beyond material wealth. As such, even monarchs do not lightly enlist their services.
Role: The Weeping Moon ninja stands apart from those that would call themselves 'ninja,' blending mystic spiritualism with martial arts perfected for death. Where the monk reaches perfection through nirvana and unity with the forces and spirits of nature, the Weeping Moon ninja learns martial mastery through the secrets held by long-dead spirits and demon marauders that have hunted mortals through the ages.
Alignment: Any evil.
Hit Die: d8.
Class Skills (same as Ninja)
The ninja's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int),Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level (same as Ninja): 8 + Int modifier.
Class Features
All of the following are class features of the Weeping Moon ninja.
Weapon and Armor Proficiency (same as Ninja, minus shortbow): Weeping Moon ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
(Loses AC Bonus)
Flurry of Blows (Ex): Starting at 1st level, a Weeping Moon ninja can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a ninja special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the ninja's base attack bonus from his ninja class levels is equal to his ninja level. For all other purposes, such as qualifying for a feat or a prestige class, the ninja uses his normal base attack bonus.
At 8th level, the Weeping Moon ninja can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the ninja does not meet the prerequisites for the feat).
(Loses Greater Flurry at Lvl 15)
A Weeping Moon ninja applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A ninja may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A ninja cannot use any weapon other than an unarmed strike or a special ninja weapon as part of a flurry of blows.
A ninja with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike (no change from monk): At 1st level, a ninja gains Improved Unarmed Strike as a bonus feat. A ninja's attacks may be with fist, elbows, knees, and feet. This means that a ninja may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a ninja's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A ninja's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Weeping Moon ninja's unarmed strike damage follows the same progression of monk unarmed damage progression.
Poison Use (Replaces Purity of Body, same as Ninja): At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a ninja may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Improved Grapple, Point Blank Shot, Far Shot, Distance Thrower, Quick Draw. At 6th level, the following feats are added to the list: Improved Initiative, Improved Trip, Improved Disarm, Mobility, Blind-Fight, Disorienting Maneuver. At 10th level, the following feats are added to the list: Improved Blind-Fight, Improved Critical, Spring Attack, Improved Precise Shot. (Same number of feats per level of accessibility as Monk, some changed to reflect ninja combat styles)
Quietus Touch (Loses Stunning Fist, replaces Sneak Attack) (Su): The ninja can call upon spiritual ether to empower her strikes and mold them to attack her foes weakness.
The ninja's attacks deal extra elemental damage to a single foe that the ninja has selected by spending a standard action to designate her target. This extra damage is 1d6 at 1st level, 5th level, and every five levels thereafter. This damage is considered to be acid, cold, electricity, or fire. At 10th level, a ninja may add the following damage types to her list: negative energy, or Evil.
When the target is denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target, the ninja benefits from the bonus damage of a quietus touch, even if that target has not been designated by the standard action described above. Additionally, when flanking or the target is denied their Dexterity bonus to AC, the ninja may chose a number of whole damage dice up to half her ninja level (dice that are already in her damage dice pool after a successful attack) to commit to the elemental damage type chosen for her attack; all flat damage modifiers (+2 from Str, +1 from enchantment, etc) are considered to be damage done in accordance to their type, or by weapon if not specifically declared. Should the ninja score a critical hit with a quietus touch, this elemental damage is not multiplied. Ranged attacks count as quietus touches 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 cannot make a quietus touch that deals nonlethal damage.
A ninja cannot benefit from converting her pooled damage dice into elemental damage while striking a creature that has concealment, but can designate that target to receive the standard extra elemental damage of a quietus touch.
Fast Stealth (Replaces Fast Movement, same as Ninja) (Ex): At 3rd level, A ninja with this trick can move at full speed using the Stealth skill without penalty.
Maneuver Training (Ex): At 3rd level, a ninja uses his ninja level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Deadly Melody (Replaces Still Mind): At 3rd level, a ninja learns forbidden secrets granting her the frightening power to summon hungry wraiths of the underworld to do her killing for her. The ninja may use any instrument she has training in to achieve this effect (or singing, if she has training in that). The ninja must select a single target within sight and earshot; this includes hostile foes as well as enemies in combat. The ninja makes a Perform check opposed by her victim's Sense Motive, imposing a negative modifier equal to her ninja level to each Sense Motive roll. The haunting melody played - always unearthly in beauty - is actually a beck and call to her spiritual masters to come for their prey. Every success achieved allows the ninja to deal untyped damage equal to her unarmed monk damage to her target, or, deal 1d3 damage to her target's Wisdom score that is undetectable by the target (though onlookers may notice a darkening under the victim's eyes, a sudden nosebleed, or a heavy, exhausted slouch in their posture). Each success also causes the target to pause their actions (within reason - it will not stop the target from acting upon urgent tasks or continuing combat) and appreciate the music being played. If already in combat, the target is free to act normally, but will continue to take damage - even in an area of silence.
A failed Perform/ Sense Motive challenge results in the damage chosen by the ninja to occur, but the target of the deadly melody is able perceive the dread nature of the song even if they do not understand the power at work. The target of the dread melody is free to act after they have realized the song is a lethal threat, but unfortunately no one around them will understand this sudden hostility unless they can communicate what has happened. A successful Sense Motive roll does not grant understanding beyond the deadliness of the song, and does not allow the target to identify the player as a ninja. As such, only a successful Knowledge: Religion roll versus DC: 22 will allow the target to communicate the nature of the attack to her friends. After the target is aware of the deadly melody and reacts appropriately, her friends may make Knowledge: Religion checks at the same difficulty to understand the nature of the attack.
Because this attack is spiritual in nature and the attacking spirits always bear the Evil subtype, a protection from evil spell or spell-like effect on the target (or area that the target is in) negates all further damage even if the target is able to hear the deadly melody.
A deadly melody cannot be copied or memorized by a non-ninja - it is a gift from her spirit guides that has come with a lifetime of service. Victims whose Wisdom scores or hit points are reduced to 0 or lower are immediately slain and are unable to be resurrected, save by true resurrection. The caster performing the resurrection must oppose the dark, mystical forces that have taken the victim's soul with a caster level check versus 10 + 1/2 ninja level + Cha modifier.
Ki Pool (Su): At 4th level, a ninja gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a ninja's ki pool is equal to 1/2 his ninja level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as evil weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as mithral (Loses adamantine) weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a ninja can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A ninja gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Acrobatic Master (Replaces Evasion, same as Ninja) (Su): At 4th level or higher, as a swift action, a ninja can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Uncanny Dodge (Replaces Slow Fall, same as Ninja) (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
High Jumper (replaces High Jump, same as Ninja) (Ex): At 5th level, When a ninja makes a high jump, the DC for that jump is half the normal DC. A ninja need not expend ki to achieve this effect.
Unseen Stalker (Replaces Wholeness of Body) (Su): At 7th level or higher, a ninja can spend a ki point as a swift action and can summon 1d4 shadowy clones. This ability functions as mirror image, using the ninja's level as her caster level. At 8th level or higher, a ninja can spend a ki point as a swift action and shroud herself from view with mystical deceptions. This ability functions as invisibility, using the ninja's level as her caster level. Both of these abilities cannot be active simultaneously.
Improved Uncanny Dodge (Replaces Improved Evasion, same as Ninja) (Ex): At 8th level, a ninja can no longer be flanked. This defense denies another ninja (or rogue) the ability to sneak attack the ninja by flanking her, unless the attacker has at least four more ninja (or rogue) levels than the target does.
Invisible Blade (Replaces Diamond Body) (Su): At 11th level or higher, a ninja can spend a ki point as a swift action and can dissolve into a formless dark mist. This ability functions as gaseous form, but for the exception that the ninja is not subject to the effects of wind and may move at her normal movement (and may be modified by feats and supernatural effects); the ninja uses her ninja's level as her caster level. At 12th level or higher, a ninja can spend a ki point as a swift action and disappear entirely. This ability functions as greater invisibility, using the ninja's level as her caster level. Both of these abilities cannot be active simultaneously, nor can they be combined with the Unseen Stalker abilities.
Shadow Step (Replaces Abundant Step) (Su): At 12th level or higher, a ninja is mystically attuned to the shadows. As a move action the ninja can slip between shadows. This ability functions as shadow step, using the ninja's level as her caster level.
Hitodama (Replaces Diamond Soul) (Su): At 13th level, a ninja gains the dark boon of the hungry spirits she has allied with. The ninja gains a hitodama, a floating pale ball of frigid fire made from the bound souls of her victims. The hitodama is invisible to all but the ninja as a constant reminder of the mystical masters she serves, but may be called upon to allow the ninja to perform legendary feats of prowess.
At 13th level, the ninja can call upon the hitodama as a full round action to transform herself into a clay golem vaguely resembling the ninja's appearance for a number of rounds equal to her ninja level -4. While in this form, the ninja gains the following benefits:
* Considered a construct for all purposes (including hit points, immunities, resistances, weaknesses) but retain number of hit dice, BAB, number of attacks, class abilities, feats, and base saves (if applicable).
* +5 AC (equipment bonus and dexterity retained)
* +6 to hit, +12 to damage
* DR 10/ adamantine/ bludgeoning
* Gains Berserk (Ex), Cursed Wounds (Ex), Haste (Su), and Immunity to Magic (Ex) per the clay golem description.
At 15th level, the ninja gains a second hitodama. Calling upon both hitodamas as a full round action can transform the ninja into a rock golem resembling the ninja's appearance for a number of rounds equal to her ninja level -3. While in this form, the ninja gains the following benefits:
* Considered a construct for all purposes (including hit points, immunities, resistances, weaknesses) but retain number of hit dice, BAB, number of attacks, class abilities, feats, and base saves (if applicable).
* +8 AC (equipment bonus retained, Dexterity bonus does not apply for the duration of the change)
* +7 to hit, +14 to damage
* DR 10/ adamantine
* Gains Immunity to Magic (Ex) and Slow (Su) per the stone golem description.
At 17th level, the ninja gains a third hitodama. Calling upon three hitodamas as a full round action can transform the ninja into a bronze golem mostly resembling the ninja's appearance for a number of rounds equal to her ninja level -2. While in this form, the ninja gains the following benefits:
* Considered a construct for all purposes (including hit points, immunities, resistances, weaknesses) but retain number of hit dice, BAB, number of attacks, class abilities, feats, and base saves (if applicable).
* + 10 AC (equipment bonus retained, Dexterity bonus does not apply for the duration of the change)
* +8 to hit, +16 to damage
* DR 10/ adamantine
* Gains Immunity to Magic (Ex) and Breath Weapon (Su) per the Iron Golem description, but the breath weapon functions as a 10 hit dice fireball once every 4 rounds.
At 19th level, the ninja gains a fourth hitodama. Calling upon four hitodamas as a full round action can transform the ninja into an iron golem strongly resembling the ninja's appearance for a number of rounds equal to her ninja level -1. While in this form, the ninja gains the following benefits:
* Considered a construct for all purposes (including hit points, immunities, resistances, weaknesses) but retain number of hit dice, BAB, number of attacks, class abilities, feats, and base saves (if applicable).
* + 12 AC (equipment bonus retained, Dexterity bonus does not apply for the duration of the change)
* +9 to hit, +18 to damage
* DR 15/ adamantine
* Gains Immunity to Magic (Ex), Breath Weapon (Su), and Powerful Blows (Ex) per the Iron Golem description, but the Powerful Blows ability functions for all of the ninja's attacks that involve strength.
As long as the ninja possesses at least one hitodama, the ninja may spend one ki point as a swift action and reveal the unseen world to her eyes. This ability functions as see invisibility, using the ninja's level as her caster level.
Once spent, a hitodama remains expended until the ninja gains a level. Each level gained restores two hitodamas. A ninja may not acquire more than four hitodamas (or replenish them without gaining a level) without seeking out her spirit masters and petitioning that she be granted more. Such requests are always dangerous, and if granted, always involve a harrowing quest.
(Loses Quivvering Palm)
(Loses Timeless Body)
(Loses Tongue of the Sun and Moon)
(Loses Empty Body)
Hidden Master (same as Ninja) (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.