Frozen shadows belong to a rare ninja clan loosely guided by secretive masters with unknown agendas.
This ability alters the ninja’s class skills.
At 2nd level, a frozen shadow has become incredibly inured to his surrounding climate. At the beginning of any day, the frozen shadow can spend 1 point from his ki pool to benefit from the effects of an endure elements spell. The frozen shadow does not treat any Acrobatics skill check to jump as if he had a running start, and at 10th level he cannot reduce the DC of Acrobatics skill checks made to jump by half.
This ability alters ki pool.
Additionally, if the frozen shadow sees a creature that has changed its appearance using the Disguise skill, he can always attempt a Perception check to see through the disguise, even if the disguised creature did nothing to draw attention to itself. The frozen shadow also gains a +2 bonus to Will saving throws when attempting to disbelieve an illusion affecting a creature or creatures.
This ability replaces uncanny dodge.
At 8th level, a frozen shadow can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving up to twice his normal speed while tracking. Additionally, his bonus on Will saving throws to disbelieve illusions affecting a creature or creatures increases to +4.
This replaces improved uncanny dodge.
Ninja Tricks: The following ninja tricks complement the frozen shadow archetype: bleeding attack, darkvision, deadly range, fast stealth, hidden weapons, sudden disguise, vanishing trick, and wall climber.
Advanced Ninja Tricks: The following advanced ninja tricks complement the frozen shadow archetype: assassinate, ghost step, invisible blade, master disguise, and see the unseen.
Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. Ross, with Ross Byers.