Ninja Spy enhancements

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Core:
Ninja Training: Short Swords are ki weapons. Can use dex to hit with piercing and slashing weapons while centered.

Ninja Training: Can use dex to damage with piercing and slashing weapons while centered. Also gain chance of extra shurikens based on dex.

Shadow Veil: 15 Ki, 6 sec CD. Invisibility, and 25% incorporeality.

Poisoned Darts: 15 Ki, 15 sec CD. Spit poisoned darts in a cone before you. Nearby enemies are affected by a stack of ninja poison.

Diversion: 50 Ki, 3 min CD. Expend a use of meditation to turn invisible and leave a dummy behind that attracts the attention of nearby enemies.

Ninja Master: +2 Dex, +1 competence bonus to threat range with shortswords and +2 competence bonus to threat range with kamas and shurikens. Any piercing or slashing weapon you wield gain vorpal.

Tier 1
Ninjutsu (select 1 of 4, the others come in tier 2-4)(2 AP)(Require dark monk feat or henshin light monk only tier 5 ability): All are touch of despair toggles (no clue what that is, maybe dark-dark-dark finisher?).
 * Impending Doom: If the enemy affected by your touch of despair dies within 30 seconds, you gain 25 ki and 25 temp hp.
 * Poison Exploit: Your touch of despair finisher purges an enemy of ninja poison, dealing 1d20 poison damage per stack removed.
 * Poisoned Soul: Your touch of despair finisher causes your target to gain a stack of ninja poison every 6 seconds for 30 seconds.
 * Wave of despair: Your touch of despair finisher causes all nearby enemies to suffer 1 neg level.

Stealthy (3 ranks): +1/2/3 Hide and MS and +0/0/1 passive ki gen while sneaking.

Sneak Attack Training (2 AP)(1 of these in the first 4 tiers of the tree, each requiring the one before): +1d6 SA and +1 to hit when performing sneak attacks.

Faster sneaking (3 ranks): +20/35/50% movement speed while sneaking

Acrobatic (3 ranks): +1/2/3 balance, jump, tumble and dodge.

Tier 2
Subtlety: -20/30/40% threat gen with attacks.

Elemental Ki strikes:
 * Fire: +2W and 2 improved destruction stacks
 * Earth: +3W, +1 crit range and multiplier
 * Air: +1W, target gets -2% physical damage for 30 seconds, stacks up to 5 times.
 * Water: Target gets -2 AC, -10 balance, vulnerable to SA. Ref save (DC 10+1/2 monk level+wis mod+trip mod negates). Periodic saves to break free.

Agility (3 ranks): +1/2/3 Concentration, reflex save and dodge cap

Tier 3
Flash Bang (3 ranks): 20 Ki, 30 sec CD. Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have a DC of 10+monk level+wis mod.

Sting of the ninja: Weapon Stance: You poison your weapon with a secret mixture. While you are centered, your piercing and slashing attacks apply a stack of ninja poison on critical hits. Shuriken apply this on damage instead of on critical hits. Unarmed combat require handwraps as well as a way to do piercing or slashing damage for this to apply.

Dex or wis (2 AP): +1 Dex or Wis

Tier 4
Deadly Exploits (requires the 4 elemental words)(3 ranks)(2 AP): Your Poison Exploit now deals 1d30 damage per stack of ninja poison removed. No clue what happens on tier 2 and 3, and if it is possible or not (given how you cannot take the tempest ability with 3 ranks in tier 5).

No mercy (3 ranks): +10/20/30% damage vs. helpless opponents.

Dex or wis (2 AP): +1 Dex or Wis

Tier 5
Touch of death (requires the 4 elemental words)(2 AP): 50 Ki, 15 sec CD. 500 extra neg damage, half damage on Fort save (dc 10+monk level+wis mod).

Crippling Strike (requires the 4 sneak attack training)(2 AP): As rogue feat (2 str damage on SA)

Shadow Double (2 AP): 30 Ki, 30 sec CD. Weapon attack with +2W and grants +100% doublestrike for 6 seconds.