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User:Leziad/Shinobi, Rebuilt

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Created page with "==Shinobi== {{3.5e Class Simple |classname=Shinobi |hitdie=8 |length=20 |bab=Moderate |fort=Good |ref=Good |will=Good |specialhead1= rowspan="2" {{!}} #Ki Pool|Base Ki Pool..."
==Shinobi==

{{3.5e Class Simple
|classname=Shinobi
|hitdie=8
|length=20
|bab=Moderate
|fort=Good
|ref=Good
|will=Good
|specialhead1= rowspan="2" {{!}} [[#Ki Pool|Base Ki Pool]] {{!!}} rowspan="2" {{!}} Kuji-in<br/>Known
|special1=[[#Kuji-in Seals|Kuji-in Seals]] (1st), [[#Ninja' Finesse|Ninja's Finesse]], [[#Sneak Attack|Sneak Attack]] 1d6 {{!!}} 3 {{!!}} 2
|special2=[[#AC Bonus|AC Bonus]], [[#Evasion|Evasion]], [[#Poison Use|Poison Use]] {{!!}} 4 {{!!}} 3
|special3=[[#Bonus Feat|Bonus Feat]], [[#Death Attack|Death Attack]], [[#Sneak Attack|Sneak Attack]] 2d6 {{!!}} 4 {{!!}} 4
|special4=[[#Kuji-in Seals|Kuji-in Seals]] (2nd), [[#Uncanny Dodge|Uncanny Dodge]] {{!!}} 5 {{!!}} 5
|special5=[[#Qinggong|Qinggong]], [[#Sneak Attack|Sneak Attack]] 3d6 {{!!}} 5 {{!!}} 6
|special6=[[#Darkstalker|Darkstalker]], [[#Bonus Feat|Bonus Feat]] {{!!}} 6 {{!!}} 7
|special7=[[#Kuji-in Seals|Kuji-in Seals]] (3rd), [[#Sneak Attack|Sneak Attack]] 4d6 {{!!}} 6 {{!!}} 8
|special8=[[#Hide in Plain Sight|Hide in Plain Sight]], [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] {{!!}} 7 {{!!}} 9
|special9=[[#Rapid Death Attack|Rapid Death Attack]], [[#Sneak Attack|Sneak Attack]] 5d6{{!!}} 7 {{!!}} 10
|special10=[[#Kuji-in Seals|Kuji-in Seals]] (4th), [[#Shadowy Concealment|Shadowy Concealment]] {{!!}} 8 {{!!}} 11
|special11=[[#Improved Evasion|Improved Evasion]], [[#Sneak Attack|Sneak Attack]] 6d6 {{!!}} 8 {{!!}} 12
|special12=[[#Bonus Feat|Bonus Feat]], [[#Untraceable|Untraceable]] {{!!}} 9 {{!!}} 13
|special13=[[#Kuji-in Seals|Kuji-in Seals]] (5th), [[#Sneak Attack|Sneak Attack]] 7d6 {{!!}} 9 {{!!}} 14
|special14=[[#Eternal Motion|Eternal Motion]] {{!!}} 10 {{!!}} 15
|special15=[[#Sneak Attack|Sneak Attack]] 8d6, [[#Sudden Death Attack|Sudden Death Attack]] {{!!}} 10 {{!!}} 16
|special16=[[#Kuji-in Seals|Kuji-in Seals]] (6th) {{!!}} 11 {{!!}} 17
|special17=[[#Obscured Existence|Obscured Existence]], [[#Sneak Attack|Sneak Attack]] 9d6 {{!!}} 11 {{!!}} 19
|special18=[[#Bonus Feat|Bonus Feat]] {{!!}} 12 {{!!}} 20
|special19=[[#No Witnesses|No Witnesse]], [[#Sneak Attack|Sneak Attack]] 10d6 {{!!}} 12 {{!!}} 21
|special20=[[#One with the Shadows|One with the Shadows]] {{!!}} 13 {{!!}} 22
|skillpoints=8
|skills=<!--class skills: simply delete those skills which your class does not have as class skills from the complete list below. If you only allow a subsection, such as Knowledge (arcana) (religion), write it like that. -->
Appraise,
Autohypnosis,
Balance,
Bluff,
Climb,
Concentration,
Control Shape,
Craft,
Decipher Script,
Diplomacy,
Disable Device,
Disguise,
Escape Artist,
Forgery,
Gather Information,
Handle Animal,
Heal,
Hide,
Iaijutsu Focus,
Intimidate,
Jump,
Knowledge,
Listen,
Martial Lore,
Move Silently,
Open Lock,
Perform,
Profession,
Psicraft,
Ride,
Search,
Sense Motive,
Sleight of Hand,
Speak Language,
Spellcraft,
Spot,
Survival,
Swim,
Truespeak,
Tumble,
Use Magic Device,
Use Psionic Device,
Use Rope
}}

'''Weapon and Armor Proficiency:''' Shinobi are proficient with all simple weapons, as well as the [[SRD:Bolas|bolas]], [[Jian (3.5e Equipment)|jian]], [[SRD:Kama|kama]], katana ([[SRD:Bastard Sword|bastard sword]]), [[SRD:Net|net]], [[SRD:Nunchaku|nunchaku]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], [[SRD:Sling|sling]], wakizashi ([[SRD:Short Sword|short sword]]), and [[SRD:Whip|whip]]. And, of course, unarmed strikes. We're not monks.

Shinobi are proficient with light armor, but not with shields.

'''{{Anchor|Ki Pool}}:''' The shinobi is said to possess mystical powers, and this is partly true. Through a combination of cleverness, tools, and use of ki to bolster their body and occasionally defy physics they can perform several magical effects at will, though they all draw from the shinobi's ki pool. The shinobi has a ki pool equal to her 3 + half her class level + her [[Wisdom]] modifier, and can only be refreshed by 1 minute of rest which restores all of the ki points in the ki pool. Alternatively a shinobi regain a single ki point at the end of her turn she didn't use a kuji-in seal since the end of her last turn.

At first a shinobi can only use 1st level kuji-in seals, but at 4th level and every three levels beyond the shinobi gains access to a new tier of seals, up to 6th at level 16. See below for the list of kuji-in abilities.

'''{{Anchor|Ninja's Finesse}}:''' A shinobi is capable of fighting with a variety of martial arts, improvised weapon and finesse. She may use her [[Dexterity]] instead of her [[Strength]] when using melee weapon and for combat maneuvers. A Shnobi also possess the unarmed combat ability of a [[SRD:Monk|Monk]] of her class level. This ability count as both [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] and [[SRD:Weapon Finesse|Weapon Finesse]] for the purpose of prerequisites.

Additionally a shinobi may turn improvised weapon or object in her hands into a capable weapon. It gains the statistics of the closest weapon she is are proficient in (pool cues become quarterstaves, broken bottles are daggers, and so forth). These items behave as the normal version, except their hardness and hit point still match the original item, but otherwise do not incur any penalty.

'''{{Anchor|Sneak Attack}}:''' This is exactly like the [[rogue]] ability of the same name. At 1st level they have 1d6 sneak attack, and it increases by +1d6 at 3rd level and every odd level beyond. If an shinobi gets a sneak attack bonus from another source the bonuses on damage stack.

'''{{Anchor|AC Bonus}}:''' At 2nd level a shinobi who wears light or no armor and carries no shield gains her [[Wisdom]] modifier to her AC. This bonus applies to both touch and flatfooted AC, and is lost if the shinobi is rendered helpless.

'''{{Anchor|Evasion}} {{Ex}}:''' At 2nd level and higher, a shinobi can avoid even magical and unusual attacks with great agility. If she makes a successful [[Reflex]] saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shinobi is wearing light armor or no armor. A helpless shinobi does not gain the benefit of evasion.

'''{{Anchor|Poison Use}}:''' At 2nd level a shinobi is trained in the use of poison and will never risk accidentally poisoning themselves when applying poison to a blade.

'''{{Anchor|Bonus Feat}}:''' At 3rd level, 6th level and each 6 levels thereafter a shinobi gain a single bonus feat from the following list, she does not need to meet the prerequisites of any feat marked with {{B}}. Only for the purpose of qualifying for the following feats she count her shinobi class level as her base attack bonus fighter level. The shinobi pick her bonus feat from the following list: [[SRD:Blind-Fight|Blind-Fight]], [[Bolster Technique (3.5e Feat)|Bolster Technique]], [[SRD:Combat Reflexes|Combat Reflexes]]{{B}}, [[Counterstroke (3.5e Feat)|Counterstroke]], [[SRD:Deflect Arrows|Deflect Arrows]]{{B}}, [[Greater Sudden Blow (3.5e Feat)|Greater Sudden Blow]], [[SRD:Greater Weapon Focus|Greater Weapon Focus]], [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]], [[High Risk Dodging (3.5e Feat)|High Risk Dodging]], [[SRD:Improved Feint|Improved Feint]]{{B}}, [[SRD:Improved Shield Bash|Improved Shield Bash]]{{B}}, [[SRD:Improved Trip|Improved Trip]]{{B}}, [[Lesser Sudden Blow (3.5e Feat)|Lesser Sudden Blow]], [[Mundane Contingency (3.5e Feat)|Mundane Contingency]], [[Quick Counter (3.5e Feat)|Quick Counter]], [[SRD:Quick Draw|Quick Draw]], [[Sudden Blow (3.5e Feat)|Sudden Blow]], [[SRD:Weapon Specialization|Weapon Specialization]] or any [Ambush] feats.

'''{{Anchor|Death Attack}}:''' At 3rd level a shinobi can kill with a single blow. If an shinobi studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a [[Fortitude]] save (DC 10 + 1/2 HD + [[Wis]]) against the kill effect, they die. 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 shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi 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 their save) or if the shinobi 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.

'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 4th level a shinobi can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.

If a shinobi already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.

'''{{Anchor|Qinggong}} {{Ex}}:''' At 5th level a shinobi has mastered the art of "the ability of lightness". She is able to set her apparent weight to almost nothing as a free action, allowing her to walk upon water and dance on the end of a needle. This has the effect of making the shinobi immune to all falling damage, and allowing her to walk upon liquid or otherwise unsuitable surfaces (though they may still require a balance check if the surface is too thin in width or is in motion). In addition, it makes her acrobatics much easier to pull off. She may take 10 on Balance, Climb, Jump, Swim, and Tumble checks even if in a stressful situation.

'''{{Anchor|Darkstalker}}:''' At 6th level a shinobi cannot be detected by anything, even by extrasensory perceptions. They gain the Darkstalker feat from Lords of Madness, forcing creatures to roll spot and listen checks even if they have abilities such as blindsense, blindsight, and similar.

'''{{Anchor|Hide in Plain Sight}} {{Ex}}:''' At 8th level a shinobi can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shinobi can hide herself from view in the open without having anything to actually hide behind.

She cannot, however, hide in her own shadow.

'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' A shinobi of 8th level or higher can no longer be flanked.

This defense denies another sneak attacker the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more sneak-attack granting levels than the target does.

If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|uncanny dodge]] stack to determine the minimum level required to [[SRD:Flanking|flank]] the character.

'''{{Anchor|Rapid Death Attack}}:''' At 9th level a shinobi's death attack can be rushed at the expense of its save DC. For every round you shorten the duration by, the DC drops by -2 points (minimum -4 points for 1 round of study).

'''{{Anchor|Shadowy Concealment}} {{Ex}}:''' At 10th level a shinobi is almost invisible while in the shadows. When in shadowy illumination they have total concealment. When in complete darkness, they blend in so well that even creatures with extrasensory abilities (darkvision, See in Darkness, blindsight, etc.) take a 20% miss chance from concealment anyways.

'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 11th level a shinobi can dodge attacks and brush off the largest of explosions. This ability works like [[#Evasion|evasion]], except that while the shinobi still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth she henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.

'''{{Anchor|Untraceable}} {{Ex}}:''' At 12th level a shinobi is impossible to follow. The shinobi has no scent, leaves, no tracks, and all mundane attempts to track her fail. Even magical abilities and divinations designed to locate beings such as ''[[SRD:Locate Creature|locate creature]]'' or ''[[SRD:Find the Path|find the path]]'' struggle. They must make a caster level check against the shinobi's HD + 10. If they fail, the spell go nowhere, leading into dead ends or giving impossible and obviously false information.

'''{{Anchor|Eternal Motion}} {{Ex}}:''' At 14th level a shinobi moves with such grace that few things can slow her down. She ignores difficult terrain, and is immune to entangling, paralysis, and stunning. Effects which would make her move at half speed do not slow her speed at all, and effects which reduce her speed to 5 ft. (such as with ''[[SRD:Solid Fog|solid fog]]'') instead only halve her speed. She is still susceptible to other hazards of the terrain beyond movement penalties, and can still be grappled to immobilize her.

'''{{Anchor|Sudden Death Attack}}:''' At 15th level a shinobi becomes so quick as determining the weak point she can kill before you knew she was there. She may make death attacks against any flatfooted creature who has not yet acted in battle or is in a surprise round, regardless if she had studied or not. In addition, she gains a new ability to death attack; the ability to hold off the effects of death or paralysis of any victim or failed their saves until later. Thereafter the shinobi can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her shinobi level. To make such an attempt, the shinobi merely wills the target to die (a free action) or enter paralysis as if the death attack had just occurred. This latter ability is a supernatural ability and a powerful curse that requires ''[[SRD:Break Enchantment|break enchantment]]'' or greater to remove before it takes effect. A shinobi may only keep one victim in waiting like this at one time, if she sets a new victim the old victim is freed of his curse.

'''{{Anchor|Obscured Existence}} {{Su}}:''' At 17th level a shinobi has become so good at hiding she hides from reality itself. The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects, even foiling ''[[SRD:Limited Wish|limited wish]]'', ''[[SRD:Miracle|miracle]]'', and ''[[SRD:Wish|wish]]'' spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as ''[[SRD:Arcane Eye|arcane eye]],'' the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Creatures who see the shinobi have a hard time recalling what they just saw. Anyone who witnesses a shinobi and then tries to recall that information after the shinobi has left must make a [[Will]] save DC 10 + 1/2 HD + [[Wis]]. On a successful save they remember as normal and may do what they wish. On a failed save their memory becomes hazy. They recall the activities and words of the shinobi, but not who it was or any details beyond a foggy blackish shape.

'''{{Anchor|No Witnesses}} {{Ex}}:''' At 19th level a shinobi can observe a whole room full of people... and murder everyone forever. The shinobi can observe any number of creature in a 30 foot radius, taking 3 rounds of observation per person to be targeted in the area. Once observations are complete, they may make a single death attack attempt against one of the targets in range, and all marked creatures in the 30 foot radius are subject to the death attack as if you had rolled the attack roll against them. In a flash, a mere six seconds, dozens of people can be executed in a single fell swoop.

'''{{Anchor|One with the Shadows}}:''' At 20th level a shinobi becomes a magical creature. Her type changes to [[SRD:Outsider Type|outsider]], and she counts as a member of her original type and as an outsider, whenever beneficial. She appears always blended into her surroundings, giving her a constant 50% concealment which is not bypassed by ''[[SRD:True Seeing|true seeing]]''. Unlike other [[SRD:Outsider Type|outsiders]], the shinobi can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.

===Kuji-in Seals===

Kuji-in seals consume ki from the ki pool equal to their level. 1st level kuji-in use 1 ki point, 4th level kuji-in use 4 ki points, and so forth. Though many produce effects which defy logic, kuji-in seals are extraordinary by default unless marked otherwise. A shinobi start the game knowing 2 kuji-in and learn a new one whenever she gain a shinobi level, she may select her kuji-in seals from any level she has access to. Whenever a shinobi gain a class level she may also trade a single kuji-in she know for another of any level she has access to.{{sidebar|Expanding Kuiji-In List|Certain feats such as the [[Kitsune School Shinobi (3.5e Feat)|Kitsune School Shinobi]], or alternate class features such as the [[Ninja Exorcist (3.5e Alternate Class Feature)|Ninja Exorcist]] grant additional kuiji-in. These kuiji-in are added to your kuji-in known list automatically and do not need to be learned normally. However similarly they cannot be traded for other Kuji-in Seals when you gain a class level.}}
The saving throw for all kuji-ins is DC 10 + 1/2 HD + an ability score (usually [[wisdom]]).

=====1st Kuji-in=====

''{{Anchor|Disrobing Strike}} {{Ex}}:'' As a standard action you make attack against an a flat-footed creature's armor, if it hit and deal at least 1 point of damage to the armor it sever an important strap and cause it to fall apart. The creature is allowed a [[Reflex]] save to catch it and negate the effect, otherwise the armor fall at it feet. A successful save cause the armor to be merely displaced, causing the same penalties as if it was donned hastily.

''{{Anchor|Frog Leap}} {{Ex}}:'' As a standard action you imbue your body with unnatural spring for 1 minute. This grant you your class level + 10 competence bonus on jump checks, allow you halves any falling damage, you are always treated as having a running start and your jump is not limited by your height. Once per round you may make a single jump check as a swift action, the distance of this jump is not limited by your land speed.

''{{Anchor|Incredible Catch}} {{Ex}}:'' As an immediate action, the shinobi is able to catch herself in the middle of being [[SRD:Bull Rush|bull rushed]], falling or tripping. She make a DC 15 [[SRD:Balance Skill|Balance]] check, if she succeed she move 5 feet and prevent any forced movement and do not fall [[SRD:Prone|prone]]. If a creature moved with (such as being in a [[SRD:Bull Rush|bull rush]]) it still move it full distance. If she was falling she may immediately catch herself on a ledge, by planting her weapon into the wall or through a quickly rapped grappling hook, although she must climb back to her position on her own power.

''{{Anchor|Moon Hare Dash}} {{Ex}}:'' As a swift action, gain a +10 foot bonus per class level for 1 round.

''{{Anchor|Ninja Vanish}} {{Ex}}:'' As a swift action you become ''[[SRD:Invisible|invisible]]'' as the spell and your rendered completely silent as if affected by a personal ''[[SRD:Silence|silence]]'' spell for 1 round.

''{{Anchor|Smokescreen}} {{Ex}}:'' As a move action you produce a smoke bomb which produces a 10 foot cube of smoke similar to a ''[[SRD:Fog Cloud|fog cloud]]'' spell. At 4th level and every four levels beyond, the cube grows by +10 feet (20 ft cube, 30 foot cube, etc). The smoke lingers in the air for 5 rounds before dispersing. You can always choose to smoke a smaller area than your level allows.

=====2nd Kuji-in=====

''{{Anchor|False Blow}} {{Ex}}:'' As a move action you can make a bluff check to feint the enemy and it is flat-footed for 1 round against your attacks instead of the normal result. At 10th level, you can perform this as a swift action.

''{{Anchor|Flash Step}} {{Su}}:'' As a standard action duplicate the effect of ''shadow jaunt<sup>ToB</sup>'', teleporting 50 feet away. At 8th level this can be done as a move action, and at 16th level it can be done as a swift action.

''{{Anchor|Ki Breath}} {{Su}}:'' You use you ki to hold your breath as a swift action, allowing you to be able to hold your breath for 1 minute, however you become unable to recover ki until you are next able to breath. This protect you against any poisonous gaseous effect. At 10th level this allow you to hold your breath for 1 hour.

''{{Anchor|Kitsune's Trickery}} {{Ex}}:'' As a full round action you gain the benefits of ''[[SRD:Disguise Self|disguise self]]'', which lasts until you change disguises or dismiss the effect. This is a result of clever use of makeup and minor facial positioning, and so is not detected by ''[[SRD:True Seeing|true seeing]]''.

''{{Anchor|Muramasa Spirit}} {{Ex}}:'' As a swift action just before making a death attack, you focus your mind on the kill granting +2 to the DC of the death attack and an extra +1 point of damage per class level.

''{{Anchor|Skin of the Chameleon}} {{Su}}:'' As a standard action you blend into the background you stand against, granting you concealment (20% miss chance). If you stand still, you become impossible to make out as if you were under the effect of ''[[SRD:Invisibility|invisibility]]''. This ability lasts for 1 minute.

''{{Anchor|Dancing Spider Stance}} {{Ex}}:'' As a swift action you gain the benefits of ''[[SRD:Spider Climb|spider climb]]'' for 1 minute.

''{{Anchor|Where Was I?}} {{Su}}:'' As a standard action, you can trade positions with an ally or enemy within close range (Will negates). At 9th level this increases to medium range. If you possess Kitsune's Trickery you may use it as an immediate action to appear as the target.

=====3rd Kuji-in=====

''{{Anchor|Ears of the Bat}} {{Ex}}:'' As a standard action you focus you senses, granting blindsense out to 30 feet. At 10th level this upgrades to blindsight. The benefit lasts for 1 minute.

''{{Anchor|Exorcism Blade}} {{Su}}:'' As a standard action you make all your weapons ghost touch weapons for 1 minute. You can end the duration early as part of an attack action, discharging the effect in the form of a ''[[SRD:Dismissal|dismissal]]'' spell. The saving throw is [[Wisdom]] based.

''{{Anchor|Spiritual Poison}} {{Su}}:'' As part of an attack with a poisoned weapon you can use this ability. The poison now ignores poison immunity, although they gain a +4 bonus on their save.

''{{Anchor|Transformation}} {{Su}}:'' As a full-round action you use the [[SRD:Alternate Form|Alternate Form]] ability to turn into any small or medium animal with 4 HDs or less. This last for 1 hour or until dismissed and you are unable to use kuji-in seals while transformed. At 10th level you may turn into a large or tiny animal and the HD limit improved to your class level -4.

''{{Anchor|Whispers in the Night}}'' {{Ex}}: As a swift action, you can use [[Persistent Invisibility (3.5e Spell)|persistent invisibility]], which lasts for 1 minute. You are also rendered completely silent as if affected by a personal silence spell as long as you are invisible.

=====4th Kuji-in=====

''{{Anchor|Amnesia Dust}} {{Ex}}:'' As a standard action you can blow a mixed dustcloud of various drugs into the face of others. All creatures in a 15 foot cone must make a [[Will]] save or forget the last 5 minutes. If they are in the middle of combat, they are instead [[SRD:Confusion|confused]] for 1d4 rounds as they try to remember what they were fighting for. Once someone has made a save against amnesia dust, they are immune for 24 hours after.

''{{Anchor|Crimson Moon Death}} {{Ex}}:'' As a standard action make a single melee attack. This attack deals an additional 1d6 [[Con]] damage to any creature susceptible to critical hits due to massive blood loss.

''{{Anchor|Reflective Arrangement}} {{Su}}:'' As a standard action you duplicate the effect of ''[[SRD:Mirror Image|mirror image]]'', but the copies can roam on their own away from you as long as they maintain within 30 feet of you. Every round, you can switch position in which copy is the real you, and which are duplicates as a swift action. This effect lasts for 1 minute.

=====5th Kuji-in=====

''{{Anchor|Decoy Body}} {{Su}}:'' As an immediate action you can make a 5 foot step to avoid an attack, leaving a suspicious wooden log in your place to take the blow. If a 5 foot step does not take you out of danger (such as with most aera effect spells) the use is wasted. Where did that log come from anyway?

''{{Anchor|Shadow Walk}} {{Su}}:'' As a standard action you may duplicate the effects of a ''[[SRD:Shadow Walk|shadow walk]]'' spell.

''{{Anchor|Silent Takedown}} {{Ex}}:'' As a standard action, if you make a melee attack against a flatfooted opponent who is unaware of your presence you can perform a silent takedown. They must make a [[Fortitude]] save or immediately take nonlethal damage equal to their maximum hit points +1, falling unconscious silently without the sound of a falling body or scream. You can now move the body elsewhere while it remains unconcious. If they succeed on the save, they take no damage but are grappled and muffled, preventing speech but not soft noises. Subsequent rounds use typical grapple rules to maintain a grapple and other effects.

''{{Anchor|Single Stroke Rush}} {{Ex}}:'' As an immediate action, if an opponent charges you you can immediately charge them, moving up to your movement speed and passing by your opponent. You may make a charge attack to counter their charge attack; if your attack roll is higher then the attack against you (if any) is negated. They take damage from your charge attack as normal if you hit.

''{{Anchor|Telekinetic Pressure}} {{Su}}:'' As part of an attack action, you may use the Violent Thrust option of ''[[SRD:Telekinesis|telekinesis]]'' on an attacked creature. There is no weight limit, but anyone above the spell's normal weight limit has their movement quartered.

=====6th Kuji-in=====

''{{Anchor|Ghostwalk}} {{Su}}:'' As a standard action, you slip into the spirit world as if using ''[[SRD:Ethereal Jaunt|ethereal jaunt]]''. This lasts until you dismiss it as a standard action.

''{{Anchor|Meditative Teleport}} {{Su}}:'' As a 1 round action you may replicate the effect of the [[SRD:Greater Teleport|''greater teleport'']] spell (self only).

''{{Anchor|Perfect Shadow Illusion Technique}} {{Su}}:'' As a free action you may exclude yourself from any effect or attack which would be harmful to you, instead striking an illusion of you. If the attack or effect affect an area you are automatically moved outside of it. This can be done after you know the result and may even negate your own death. Once this kuji-in is used you take 2 point of [[Constitution]] [[SRD:Ability Burn|Burn]] (if you are undead you instead take 2 point of [[Charisma]] [[SRD:Ability Burn|Burn]]) and it cannot be used again for 5 rounds.

''{{Anchor|Pinching Crab Block}} {{Ex}}:'' As an immediate action, if you have at least 1 hand free, you can try and catch any incoming attacks against you. Make an opposed attack roll for each attacks made against you for 1 round, if you exceed their roll their attack has been blocked.

''{{Anchor|Shadow Form}} {{Su}}:'' You are immune to any spell that respects spell resistance. You are immune to critical hits and reduce any form of incoming damage by 20. You can move around as if you were in ''[[SRD:Gaseous Form|gaseous form]]''. You cannot attack, cannot cast spells, use spell-like abilities, or use spell-completion or spell-trigger items. This ability can be enabled or disabled with a full-round action.

''{{Anchor|Shadow Images}} {{Su}}:'' As a standard action, you may use ''[[SRD:Major Image|major image]]''. The images are made from real shadow pulled from the Plane of Shadow, and as such are not mind-affecting figments and are not foiled by ''[[SRD:True Seeing|true seeing]]''.