Umbral Dragon

Pinky's page

193 posts. Alias of Eric Swanson.


About Pinky

Pinky
Male Pseudodragon Ninja (custom) 11 (CR 12)
NE Tiny dragon
Senses blindsense 60 ft., darkvision 120 ft., low-light vision
Description: Pinky looks like a typical pseudodragon, except his scales are a dark purplish hue, almost a black tone, and also mixed with several faint pink striations.

Statistics
Str 8/10 (0), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 18 (+4), Cha 12 (+1)
Languages: Common, Draconic, Telepathy 60'

Combat
Defense
AC 35, touch 29, FF 30 (+4 armor, +4 Dex, +2 natural, +2 size, +6 class, +4 deflection, +1 dodge, +2 boon)
CMD: 33 (37 vs. trip)
HP 107 (12+2d12+11d8+26), Currently 107
Fort +8, Ref +13, Will +13
Immune paralysis, sleep; SR 19
*Mage Armor and Endure Elements in constant effect.
Offense
Init +6; Speed 15 ft., fly 60 ft. (good)
Base Atk +10/+5; CMB +10
Melee: Sting +16 to hit (1d4+4 plus poison, x2, P, Reach 5') and
Bite +16 (1d2+4, x2, S/P, Reach 0)
Ranged 20: Shuriken +19/+14 to hit (1d2+3, x2, P, monk)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Poison (Ex) Sting — Injury; Save Fort DC 18
Frequency 1/minute for 10 minutes
Effect Sleep for 1 minute
Cure 1 save.
The save DC is Constitution-based and includes a +2 racial bonus.
Breath Weapon (3/day): Line of Acid 30' long; 3d8 acid, Reflex save DC 18 half

Skills:
+24 Acrobatics 11+4(dex)+3(class)+4(feat)+2(secret), +35 Jump
+15 Diplomacy 11+1(cha)+3(class), +17 vs. fey
+18 Escape Artist 11+4(dex)+3(class)
+30 Fly 11+4(dex)+4(size)+4(Man.)+3(class)+4(feat)
+22 Perception 11+4(wis)+3(class)+4(feat), (+25 vs. traps)
+23 Sense Motive 11+4(wis)+3(class)+4(feat)+1(trait)
+18 Sleight of Hand 11+4(dex)+3(class)
+41 Stealth (+45 in forests) 11+4(dex)+3(class)+8(size)+4(race)+11(Ghost stealth)
+18 Survival 11+4(wis)+3(class)
Racial Modifiers +4 Stealth (improves to +8 in forests)

Feats:

Ninja Class Abilities:


  • Ghostly Stealth +11
  • Ghostly Step (ethereal)
  • Ki Pool; 11/11
  • Sudden Strike +6d6
  • Trapfinding
  • Poison Use, Improved
  • High Jump
  • Evasion
  • Ki Dodge
  • Swift Climb
  • Death Strike
  • Ghostly Strike; Shuriken Multi-throw; Fast Stealth; Surprise Attack; Acrobatic Expertise Ninja Secret
  • Blinding Stealth Advanced Secret

Equipment:


  • Belt of Giant Strength +2 (4,000gp)
  • Ring of Protection +4 (32,000gp)
  • +3 Distance Returning Shuriken (5)(50,000gp)
  • Amulet of Proof against Detection and Location (35,000gp)

Background:

“Pinky”, (Gods how he hated that nickname!) was just a typical pseudodragon who agreed to allow himself to be bonded to an elvish wizardess. She always fed him apples and would touch and stroke his wings in such a way he would purr in pleasure. He reflects sometimes that if his life had ended at that point in time he would have died contented.

Alas, it was not meant to be…

His mistress was conscripted to assault an evil compound in retaliation for a kidnapping of one of the heirs of the elvish royalty. It turned out she was a distant cousin of the kidnapped child. She called on her old adventuring companions to accompany her. The mission started well as they infiltrated the compound, but during the assault Pinky was separated from his mistress and he had to rely on his empathetic link for information.

The last thing he felt from her was a sense of exultation, followed by sheer terror before the link was shattered. Presumably she was slain. As the mental bond between the two was broken, something else snapped inside him, and he knew something few of his kind ever experienced…anger, rage and hatred.

He waited to be slaughtered by his captors, but they did not kill him. Intrigued by this strange magical beast, they captured him instead and took him back to their hidden compound far across the sea. He later learned the group of ninjas had set up his former mistress to be ‘taken care’ of, but due to his growing insanity, he found himself seduced by their claims to be able to teach him to be a silent killer.

And so his training began. He actuially excelled at his studies…now as a well trained in the arts of ninjitsu, he is now known as Silent Death. Few can avoid his lethal sting....well actually not so lethal sting. Still being able to put opponents to sleep proved quite useful for those times when kidnapping was preferable to murder. As his training grew, he found himself growing to detest the taste of meat, and now even the thought of eating meat makes him want to puke.

Now he is currently freelancing...he has been traveling together with an exiled drow noble named Meridian for a bit. At first, it was for mutual convienience, but in time he came to enjoy one anothers company. Soon they become legitimate friends, which in his mind is a good reason to hang out in this world that shows varying degrees of hostility to the both of them.

Boon:

*Symbiontic Bond, makes you more like a true Familiar - Requires you to spend at least 8 hours per day for a whole week with your "master" , you treat the half of the highest class or racial HD as your ninja levels for determining your Ki Pool and AC bonus (+2 to his ninja levels for the Ki pool and AC bonus), and you add your "master's" wisdom bonus (+1) for the Ki pool and AC bonus?

Ninja Class Details:

TABLE 3-4: NINJA
Level BAB Fort Ref Will AC/CMD Bonus Special
1st +0 +0 +2 +0 +0 Ghostly stealth, ki pool, sudden strike +1d6, trapfinding
2nd +1 +0 +3 +0 +0 Ghostly step, Ninja secret
3rd +2 +1 +3 +1 +0 Poison use, sudden strike +2d6
4th +3 +1 +4 +1 +1 High jump, Ninja secret
5th +3 +1 +4 +1 +1 Evasion, sudden strike +3d6
6th +4 +2 +5 +2 +1 Ki Dodge, Ninja secret
7th +5 +2 +5 +2 +1 Sudden strike +4d6, swift climb
8th +6 +2 +6 +2 +2 Death strike, Ninja secret
9th +6 +3 +6 +3 +2 Improved poison use, sudden strike +5d6
10th +7 +3 +7 +3 +2 Advanced secret, Ninja secret
11th +8 +3 +7 +3 +2 Sudden strike +6d6
12th +9 +4 +8 +4 +3 Ninja secret, poison immunity
13th +9 +4 +8 +4 +3 Sudden strike +7d6
14th +10 +4 +9 +4 +3 Hide in plain sight, Ninja secret
15th +11 +5 +9 +5 +3 Sudden strike +8d6, swift poison use
16th +12 +5 +10 +5 +4 Ninja secret, true death
17th +12 +5 +10 +5 +4 Sudden strike +9d6
18th +13 +6 +11 +6 +4 Greater ki dodge, Ninja secret
19th +14 +6 +11 +6 +4 Sudden strike +10d6
20th +15 +6 +12 +6 +5 Ninja secret, swift death

Beings of stealth and shadow, ninjas strike down the unwary and vanish again with ease, and walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural stealth, infiltration, and the ability to avoid blows. Ninjas typically belong to an isolated clan that train in secret villages and hidden training camps. Here they spend years perfecting their arts of stealth and subterfuge, establishing intricate spy networks, and concealing their identities. To a ninja, loyalty to one’s clan is paramount, and to break that trust means certain death. However, whatever their clan, ninjas are dangerous and unpredictable combatants, who can disable foes with poison, seemingly strike from nowhere, and escape almost any situation by using their supernatural abilities.

Role: Ninjas have a fearsome and near mythical reputation as spies, assassins, and martial artists, often appearing and disappearing at a whim, and attacking their foes with devastating effect. Ninjas attack from nowhere, do massive damage, and then vanish from sight to avoid reprisal or capture. They are at their best when teamed with a fighter or some other frontline character to flank enemies.
Alignment: Any
Hit Die: d8
Class Skills: 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), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.

Class Features:
The following are class features of the ninja.

Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siagham. Ninjas are not proficient with any type of armor or shield.

AC/CMD Bonus (Ex): A ninja is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks, When unarmored and unencumbered, a ninja adds his Wisdom bonus (if any) to his AC and CMD. In addition, a ninja gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four ninja levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Ghostly Stealth (Ex): A ninja adds his class level to stealth checks made when he is not wearing any type of armor, and is unencumbered. Also, by spending 1 point from his ki pool, a ninja can cause a momentary distraction that adds a +4 bonus to his Stealth check and allows the check to be made as a swift action. Using this ability does not provoke an attack of opportunity.

Ki Pool (Su): At 1st level, a ninja gains a pool of ki, supernatural energy he can channel to manifest amazing feats of stealth and mobility. A ninja’s ki pool is equal to one half his ninja level plus his Wisdom modifier. Ki powers can be used only if a ninja is wearing no armor and is unencumbered. As long as he has at least 1 point in his ki pool, a ninja gains a +2 bonus on his Will saves.
As a ninja can select additional powers that consume points from his ki pool as he gains levels (ki dodge, ghost strike, greater ki dodge, and ghost walk). Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation.

Sudden Strike: If a ninja can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage any time 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 it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sudden strike, this extra damage is not multiplied. Ranged attacks can count as sudden strikes only if the target is within 30 feet. With a sap (blackjack), a ninja can make a sudden strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not 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. A ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. The extra damage from the sudden strike ability stacks with the extra damage from sneak attacks whenever both would apply to the same target.

Trapfinding: A ninja adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A ninja can use Disable Device to disarm magic traps.

Ghostly Step (Su): At 2nd level, a ninja can spend 1 point from his ki pool as a swift action to become invisible for 1 round. Doing so does not provoke an attack of opportunity. At 10th level, a ninja can spend 1 ki point to become ethereal when using ghost step instead of becoming invisible.

Ninja Secrets: As a ninja gains experience, he learns a number of secrets that aid him in his role as an unseen assailant. Starting at 2nd level, a ninja gains one ninja secret, and an additional secret every even level thereafter. A ninja cannot select an individual ninja secret more than once. Only one of these secrets can be applied to an individual attack and the decision must be made before the attack roll is made.
Acrobatic Expertise (Ex): This secret improves a ninja’s acrobatic ability, and thus gains a +2 bonus to all his Acrobatics skill checks. This secret can be selected multiple times, with each time increasing the ninja’s Acrobatics skill check bonus by an additional +2.

Advanced Martial Training: This secret allows a ninja to deal damage with his unarmed strikes as a monk of equal level. If he has levels in monk they stack with all his class levels in ninja for the purpose of determining his unarmed damage, and BAB when executing a flurry of blows. Further more he may spend ki point from either his monk or his ninja ki pool to activate ki powers that are related to his unarmed strikes and flurry of blows. The ninja must have selected the Improved Martial Arts Training secret to select this secret.

Fast Climb (Ex): This secret allows a ninja to climb his normal speed as a move action with no penalty to his Climb check, but the ninja must end the round on a horizontal surface. If he does not end the round on a horizontal surface, he must succeed an additional Climb check (DC = wall's DC +5) to find a perch or take the appropriate falling damage for the distance he has fallen. In addition, a ninja only needs one free hand to climb. This ability can only be used if the ninja is wearing no armor and is carrying no more than a light load.

Fast Stealth (Ex): This secret allows a ninja to move at full speed while the stealth skill without penalty.

Ghostly Strike (Su): This secret allows a ninja to spend 1 point from his ki pool as a move action to strike incorporeal and ethereal creatures as if they were corporeal. The ninja can also use this ability to strike foes on the Material Plane normally while he is ethereal (for example, while using her ghost step ability). Activating the ghost strike ability does not provoke an attack of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of his next turn.

Improved Martial Arts Training: This secret allows a ninja to deal damage with his unarmed strikes as a monk of half his ninja level. If he has levels in monk they stack with half his levels in ninja for determining his unarmed damage and BAB when executing a flurry of blows. The ninja must have the Improved Unarmed Strike feat to select this secret.

Ledge Walker (Ex): This secret allows a ninja to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a ninja with this secret is not flat-footed when using Acrobatics to move along narrow surfaces.

Martial Arts Training: This secret allows a ninja to learn the techniques of the ancient martial arts, and thus gains Improved Unarmed Strike as a bonus feat.

Minor Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 0-level spell from the abjuration, divination, enchantment, illusion, and transmutation schools of the Sorcerer/Wizard spell list. This spell can be cast three times a day as a spell-like ability, with a caster level equal to the ninja's level. The save DC for this spell is 10 + the ninja's Wisdom modifier. The ninja must have a Wisdom of at least 10 to select this secret.

Major Ninja Magic (Sp): A ninja with this secret gains the ability to cast a 1st-level spell from the abjuration, divination, enchantment, illusion, and transmutation schools of the Sorcerer/Wizard spell list. This spell can be cast two times a day as a spell-like ability, with a caster level equal to the ninja's level. The save DC for this spell is 11 + the ninja's Wisdom modifier. The ninja must have a Wisdom of at least 11, and must have the minor magic ninja secret to select this secret.

Ninja Crawl (Ex): While prone, a ninja with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A ninja with this secret can take a 5-foot step while crawling.

Ninja Weapon Specialist (Ex): This secret allows a ninja to spend 1 ki point as a swift action to gain the appropriate improved combat maneuver feat while wielding a weapon with a special property, such as the kama, as described under the ninja's weapon and armor proficiencies, on his next attack. For example, a ninja using the kama (a weapon that can make trip attacks) that doesn't have the Improved Trip feat can spend 1 ki point and gain the benefit of the Improved Trip feat on his next attack. If the ninja does not perform the combat maneuver on his next attack action, the ki point is wasted.

Shuriken Multi-Throw (Ex): A ninja with this secret can throw multiple shuriken with one attack roll. The ninja may throw up to a number of shuriken equal to his Dexterity modifier. He makes one attack roll for all shuriken thrown vs. each individual opponent’s Armor Class. Thus, it is possible to hit some opponents while missing others completely. He may target a number of opponents equal to the number of shuriken he throws, but each target cannot be more than 5 feet apart. The ninja can choose to assign multiple shuriken to individual targets, but this must be done prior to the attack roll. Thus, a ninja with a Dexterity of 17 who is facing three opponents, all who are within 5 feet of each other, can choose to throw 1 shuriken at each of her opponents, making one attack roll vs. their individual armor class to see if the shuriken hit, or he can choose to throw all three at a single opponent. If the ninja is applying precision based damage to his shuriken multi-throw ability, then he may only apply it once per valid target. Multiple shuriken thrown at one target do not individually gain precision based damage from the ninja’s sudden strike. Thus, it could be possible for one target to be considered flat-footed while several others are not.

Slow Fall (Ex): This secret allows a ninja that is within arm’s reach of a wall to use it to slow his descent. When first gaining this secret, he takes damage as if the fall were 20 feet shorter than it actually is. The ninja’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet every 2 levels thereafter. The ninja never gains the ability to slow his fall any distance without harm, like the monk. Also, if the ninja has levels in monk, use slow fall from the class with the greatest distance.

Stand Up (Ex): A ninja with this ability can stand up from the prone position as a free action. This still provokes an attack of opportunity when standing up while being threatened by a foe.

Surprise Attack (Ex): This secret allows a ninja to gain a single surprise attack. During the surprise round, opponents are always considered flat-footed to the ninja, even if they've already acted.

Trap Sense (Ex): A ninja with this secret gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC/CMD to avoid attacks made by traps. A ninja may select this talent multiple times, each time increasing this bonus by +1.

Water Skimmer (Ex): this secret allows a ninja to run across water at his full movement rate. He must begin and end his movement on solid ground. If he cannot complete his movement or is unable to reach solid ground, he can make an Acrobatics check (DC 20 + the distance to solid ground) to jump and reach solid ground. If he fails, he immediately falls into the water. To run across any water surface, the ninja must be wearing no armor and carrying no more than a light load.

Weapon Training (Ex): A ninja with this secret gains Weapon Focus as a bonus feat with any one weapon listed under the ninja's Weapon and Armor Proficiency entry.

Poison Use: At 3rd level and higher, a ninja never risks accidentally poisoning himself when applying poison to a weapon.

High Jump (Ex): At 4th level, a ninja adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a ninja gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Evasion (Ex): At 5th level, a ninja 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 takes no damage. Evasion can be used only if the ninja is wearing no armor and is carrying no more than a light load. A helpless ninja does not gain the benefit of evasion.

Ki Dodge (Su): At 6th level, a ninja can spend 1 point from his ki pool as a swift action to cause an attack against him to miss when it might otherwise hit. His outline shifts and wavers, granting him concealment (20% miss chance) against all attacks for 1 round. The ninja does not provoke an attack of opportunity. See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Swift Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. He can climb at his speed as a move action with no penalty; however, he must begin and end the round on a horizontal surface (such as the ground or a rooftop). If he does not, he falls, taking falling damage as appropriate for his distance above the ground. A ninja needs only one free hand to use this ability, which can only be used if the ninja is wearing no armor and is carrying no more than a light load.

Death Strike (Ex): At 8th level, if a ninja studies his victim for 3 rounds and then makes a sudden strike attack with a melee weapon that successfully deals damage, the sudden strike attack has the additional effect of possibly either paralyzing or killing the target (ninja’s choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the ninja as an enemy (although the attack might still be a sudden strike if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the ninja’s class level + the ninja’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sudden strike attack. Once the ninja has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes his save) or if the ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Improved Poison Use (Ex): At 9th level, a ninja can apply poison to a weapon as a move action, instead of as a standard action.

Advanced Secrets: At 10th level, and every two levels thereafter, a ninja can select one of the following advanced talents as a ninja secret.

Acrobatic Mastery (Ex): A ninja who selects this secret can spend 1 ki point to take 10 on Acrobatics skill checks, even when stress or distraction would prevent him from doing so. This can only be done if he is wearing no armor and carrying no more than a heavy load.

Blinding Stealth (Ex): Whenever a ninja uses the Ghost Step ability to become invisible or ethereal, he can choose to spend 1 additional ki point to create a blinding flash of light. Any opponents within 10 feet of the ninja must make a Fortitude save (DC equal to 10 + 1/2 the ninja’s class level + his Wisdom modifier) or be blinded for 1 full round. Anyone who makes their saving throw is dazed

Bonus Feat: A ninja may substitute a bonus feat in place of gaining an Advanced Secret.

Feign Death (Ex): A ninja with this secret has mastered the art of controlling his body to the point where he can appear to be dead. Spells or effects that can normally detect life or thought are incapable of determining whether or not the ninja is alive. To use this ability the ninja must spend 1 ki point and concentrate for 1 full round, causing his mind and body enter into a catatonic state. While in this state, the ninja is completely aware of his surroundings. If he has chosen to enter this trance with his eyes open he can see everything that is going on, though his pupils do not dilate if exposed to light. If someone closes his eyelids he is considered blind, but otherwise can hear, smell, and feel as normal. The ninja can remain in this state for a number of days equal to his ninja class level + his constitution modifier. Time passes more slowly for the ninja while he is in this state. For the purposes of determining starvation and thirst, one day for a ninja in this state is equal to 1 week. To anyone observing the ninja's body he appears to be lifeless and dead. His heart beat has slowed to the point where it is all but nonexistent and his skin is cool to the touch. The ninja can choose to end this effect at any time as a free action.

Ghostly Mind (Su): A ninja with this secret gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails. The ninja must be at least 12th level to select this secret.

Ghostly Sight (Su): A ninja with this secret can see invisible and ethereal creatures as easily as she sees material creatures and objects. The ninja must be at least 14th level to select this secret.

Ghostly Walk (Su): A ninja with this secret can spend 2 points from his ki pool to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level. The ninja must be at least 18th level to select this secret.

Improved Evasion (Ex): This works like evasion, except that while the ninja still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ninja does not gain the benefit of improved evasion.

Master Escape Artist (Ex): By spending 1 ki point, the ninja can slip out of bonds, grapples and even the effects of confining or restraining spells more easily. This effect duplicates a freedom of movement spell with a caster level equal to the ninja's class level. This can only be done if he is wearing no armor and carrying no more than a heavy load.

Slippery Mind (Ex): This secret represents the ninja's ability to wriggle free from effects that would otherwise control or compel him. If a ninja with the slippery mind secret is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to reroll his saving throw.

Poison Immunity (Ex): At 12th level the ninja becomes immune to any and all poisons, allowing him to carry any contact, ingested, or inhaled poison in his mouth with no risk of poisoning himself. As an attack action he can spit this poison at an opponent. To hit his opponent with this attack he only has to make an attack roll vs. his opponents touch AC.

Hide in Plain Sight (Su): At 14th level, a ninja can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a ninja can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. He can use this ability in combination with his Ghostly Stealth ability.

Swift Poison Use (Ex): At 15th level, a ninja can apply poison to a weapon as a swift action, instead of as a move action.

True Death (Su): At 16th level, anyone slain by a ninja’s death strike becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the ninja’s level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the ninja’s level.

Greater Ki Dodge (Su): At 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Swift Death (Ex): At 20th level, once per day, a ninja can make a death strike against a foe without studying the foe beforehand. He must still sudden strike his foe using a melee weapon that deals damage.