Legendary Ninja

Warriors of noble birth—like the samurai—defend the reputation and wealth of their families in duels and on the battlefield, enjoying great luxury: training by masters, finely-crafted weapons, and strict codes of honor.

Trained in secret by clan or individual master, ninjas are famed for their skills in espionage, infiltration, sabotage, assassination, and mystical arts. Their reputation is no accident, ninjas, hidden among commoners, regularly spread rumors about themselves to frighten and impress the population they inhabit. Though best-known as “ninja”, they are commonly referred to as shinobi, or shinobi no mono, and are also called by many other names, including suppa, rappa, kusa, monomi, and saisaku. Ninjas are often hired as soldiers, spies, saboteurs, and assassins by wealthy people—including those in the samurai class—but may choose to work independently, or according to their clan’s wishes.

Hidden among commoners, ninjas lack access to the weapons and tools they need, and have long traditions of modifying and repurposing artisan’s and farmer’s tools: the kama, like the sickle, was originally made to reap crops; the shuriken are cheaply forged from scrap metal and coins; and the kunai is used in both gardening and masonry. Ninjas also modify weapons to be more easily concealed or carried, and sometimes shorten katana and other swords so they can be carried on their backs. The specific methods and techniques taught to ninjas vary by clan. Even within the same clan, individuals specialize to their strengths and may choose different approaches. Regardless of the methods used, when engaging in violence they avoid fair fights; catching their enemies by surprise to keep them disoriented and unable to fight back. Ruthless in their attacks, ninjas use every tool at their disposal: stealth, disguise, distraction, magic, dirty tricks, and an array of unusual weapons and objects to efficiently take down their enemies—with or without honor.

Most ninjas are trained from childhood, usually by their own families (by blood or adopted), though a ninja may be trained later in life if they impress the right people. Hidden among commoners, appearing to be farmers, craftsmen, merchants, and even nobility, ninjas are secretly trained by their clans in ninja “schools”.

To the outside world, ninja clans function similarly to guilds, writing up contracts and negotiating on behalf of their ninjas. Internally, clans usually consist of one family and their blood relatives along with a few adopted members. Each clan runs a training “school”, which are usually found (or rather, not found) in remote locations. Ninja clans also recruit heavily from orphans, and in some cases a ninja school may be hidden in an orphanage. Every clan expects loyalty from its members, and in turn provides protection whenever possible. Though more commonly found among humans, ninja clans can be found across the humanoid races, each shaped by the surrounding culture and environment.

Each clan runs itself independent of other clans, although clans with overlapping territories may have agreements—or fierce rivalries.

Ninja clans by nature have a lot of variety, and can appear in most settings for many purposes. Several factors should be considered when creating a ninja clan, as part of your background, or as a GM:

  • The Leader: Some leaders are the head of the family, born into their role and following tradition. Others started a new clan after leaving (or escaping) their old one. A leader’s personal motivations and morals may or may not always align with those of the clan. There is of course great variance in a leader’s skill as a ninja (if they are one at all).
  • Location/Culture: The geographical location of a school may change the training methods. Forested mountains make for excellent training in climbing and jumping, but other environments may result in different focuses. Considering differences in training methods can make for interesting flavor differences, although it shouldn’t have much influence on mechanics. The surrounding culture should also influence the alignment and methods of a clan, whether they choose to integrate into the culture or push against it. Regardless, they should use the traits of a location to their advantage as much as possible.
  • Name: Individuals in a ninja clan may not be referred to as “ninja”, and the clan name can be in any language, not just Japanese. In many cases, a ninja clan may be more believable in a setting, especially one dominated by non-humans, if they are named differently.
  • Motivation/Loyalty: Ninja clans may be loyal to a specific family, ruler, village, or cause, and work primarily to better it. Or, they may only seek to work as a neutral entity, taking any assignment for which there is sufficient pay. It is likely for a clan to have a secret agenda of some sort to gain more influence and power.
  • Allies/Rivalries/Enemies: Like any entity, clans have relationships with other groups. Though clans tend to work independently, they may contract or work with others for assignments, and may have long standing mutually beneficial relationships with local guilds or individuals. Ninja clans may also find rivalries among other clans, assassin’s or spy’s guilds, mercenaries, or among the nobility, including the samurai. Clans are likely to make enemies as they gain power and influence, especially if their allies have enemies.
  • Recruitment: Some clans exclude people they deem outsiders, such as those not of their family, city, or race. Others seek variety among their members to increase their options. Some clans have been known to kidnap children from rival clans, poor families, and even nobility.
  • Size and Resources: A clan could be as small as three or four members, or as many as several hundred. Most clans have about a dozen active ninjas (with several other members fulfilling clinical roles, training, or representing the clan to clients). Along with their size, ninja clans vary in wealth and other resources.
  • Non-ninja members: Clans may have members who were not suited to ninja training who choose a different profession to serve their clan. Clans may also recruit (or kidnap) individuals with talents they need; spellcasters are especially valued for their utility in weapon enchantment, healing, and protection.

Ninja clans sometimes allow membership to skilled combatants to supplement their own. Clans do not hire people for menial tasks they can do themselves, as they have extensive knowledge on the dangers of bringing unknown people into their homes. Likewise, one or several of the ninja members in each clan learn some level of blacksmithing so they can create their own (or modify existing) weapons and tools.

  • Alignment: While the alignment of individual members vary, like many cities, empires, and kingdoms, clans tend to work within a particular alignment.
  • Rules/Restrictions: Some clans control their ninjas tightly, with strict codes of conduct. Clans may permit their ninjas to independently adventure a number of years to gain knowledge and experience, or leaving the territory of the clan may be strictly forbidden. In some cases, clans have an expected amount of service from each ninja, and allow them to leave after they complete it. Clans also vary in how they enforce their rules, although most execute any caught nukenin (see below).
  • Contact with Clients: Clans may choose a public venue for contracting ninja, or use secretive notes and other special methods of contact. It should be noted that ninjas are sometimes just hired as mercenaries, soldiers, or guards, especially in areas where other options are not available. Ninja may also be hired like adventurers, and may work with adventurers.
  • Reputation and Secrecy: Clans usually spread rumours, both true and false, about themselves to spread fear, respect, and confusion. No clan operates entirely in the open, but most value misdirection over remaining entirely hidden. Their past successes and failures, as well as their methods, also shape their reputation.
  • Methods: Most clans train a wide range of skills and methods, but may emphasize a particular style.

They may specialize in an archetype; encourage or discourage the use of alchemy, poison, or technology; be “set in their ways” and discourage deviation from their teachings, or they may encourage it to keep enemies confused and unprepared.

Note: Not all ninjas are affiliated with clans. Sometimes, a ninja is trained by an individual master as an apprentice. Due to the clans’ larger recruitment and organization, however, only a small percentage of ninjas are trained individually.

Nukenin, the ninja who get away: Although ninjas are expected to maintain loyalty to their clans, some choose to run away after they are trained. As training a ninja requires significant investment and teaching of secret techniques, most clans post bounties for their nukenin. However, a clan may determine tracking down a nukenin is not worth their resources, and few risk losing a second ninja by sending one after them. Not all ninjas who leave their clans are nukenin, sometimes they are given permission to leave after completing a certain number of years of service.

Role: The ninja’s role in a party depends on their specialization, but most work well as scouts and short-range or melee combatants. Their high charisma and wide-range of skills makes them a useful “face” of the party, even if the face they show is a false one. The legendary ninja is designed not only to skulk around in the shadows but also weave spellcasting into combat seamlessly. Focusing on a mix of martial and magic might, the legendary ninja grants the tools needed to create a truly stealthy character with a mystic touch to them in a way unique from other classes or its base incarnation.

Alignment: Ninja can be any alignment. However, due to their vigorous training, clan loyalty and mercenary-like contracts, lawful ninjas are more common than chaotic ones. Lawful ninja tend to follow the rules of their clan and strictly adhere to their contracts and assignments, and are typically rewarded and appreciated for their consistency and discipline. Chaotic ninja may only accept assignments in which they are given sufficient flexibility and freedom to accomplish the assigned task their way, and are more likely to become nukenin. ninjas are equally likely to be good or evil, with good ninjas commonly seeing themselves as protectors of their community, often choosing assignments that benefit the common people. Evil ninjas are more likely to take assignments involving assassination, and may choose unnecessarily cruel methods to complete their tasks.

Hit Die: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Table 1: Legendary Ninja Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +2 +2 Cantrips, dirty fighting, jutsu pool, secret techniques, sneak attack +1d6 2
2nd +1 +0 +3 +3 Ninja trick, uncanny dodge, vanishing trick 3
3rd +2 +1 +3 +3 Cloth wrapped sandals, improved dirty trick 3
4th +3 +1 +4 +4 Ninja trick, sneak attack +2d6 4
5th +3 +1 +4 +4 Combat jutsu (1), Stealth expertise 4 1
6th +4 +2 +5 +5 Disguise veil, ninja trick 4 2
7th +5 +2 +5 +5 Powerful dirty trick, sneak attack +3d6 5 2
8th +6/+1 +2 +6 +6 Ninja trick 5 3
9th +6/+1 +3 +6 +6 Combat jutsu (2), vanishing master 5 3 1
10th +7/+2 +3 +7 +7 Ninja trick, sneak attack +4d6 6 4 2
11th +8/+3 +3 +7 +7 Dirty trick master, spell shift 6 4 2
12th +9/+4 +4 +8 +8 Improved uncanny dodge, ninja trick 6 4 3
13th +9/+4 +4 +8 +8 Combat jutsu (3), sneak attack +5d6 6 5 3 1
14th +10/+5 +4 +9 +9 Ninja trick 6 5 4 2
15th +11/+6/+1 +5 +9 +9 Shadow invisibility 6 5 4 2
16th +12/+7/+2 +5 +10 +10 Ninja trick, sneak attack +6d6 6 6 4 3
17th +12/+7/+2 +5 +10 +10 Combat jutsu (4) 6 6 5 3
18th +13/+8/+3 +6 +11 +11 Ninja trick 6 6 5 4
19th +14/+9/+4 +6 +11 +11 Sneak attack +7d6, true invisibility 6 6 5 4
20th +15/+10/+5 +6 +12 +12 Ninja trick, ninja mastery 6 6 5 4

Class Features

Weapon and Armor Proficiencies

Ninjas are proficient with all simple weapons, plus the blowgun, kama, katana, kusarigama, nunchaku, kunai, sai, shortbow, short sword, shuriken, siangham, and wakizashi.

They are proficient with light armor but not with shields except bucklers. They can cast ninja spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a ninja wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass ninja still incurs the normal arcane spell failure chance for arcane spells received from other classes.


A ninja casts arcane spells drawn from the ninja spell list (see below). A ninja must prepare their spells ahead of time, but unlike a wizard, their spells are not expended when they’re cast. Instead, they can cast any spell that they have prepared, consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level. Ninjas ignore all verbal, material and focus components of spells on the ninja spell list, but must have a somatic component to their spells, even if the spell would normally lack one (a ninja with the Still Spell feat can still apply it to ninja spells as normal).

To learn, prepare, or cast a spell, the ninja must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a ninja’s spell is 10 + the spell’s level + the ninja’s Charisma modifier.

A ninja can only cast a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Ninja under “Spells per Day.” In addition, they receive bonus spells per day if they have a high Charisma score.

A ninja may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare three 0-level spells and two 1st-level spells each day.

At each new ninja level, the number of spells they can prepare each day increases, adding new spell levels as indicated on Table 2: Ninja Spells Prepared. And the ninja gains two new spells of any spell level or levels that they can cast (based on their new ninja level) to be tattooed on their body. Unlike the number of spells they can cast per day, the number of spells an ninja can prepare each day is not affected by their Charisma score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an ninja can prepare.

A ninja must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour meditating.

While meditating, the ninja decides what spells to prepare and refreshes their available spell slots for the day. Whenever the ninja increases in level.

Table 2: Ninja Spells Prepared
Level Spells per Day
0 1st 2nd 3rd 4th
1st 3 2
2nd 4 3
3rd 4 4
4th 5 4
5th 5 4 2
6th 5 5 3
7th 6 5 4
8th 6 5 4
9th 6 6 4 2
10th 6 6 5 3
11th 6 6 5 4
12th 6 6 5 4
13th 6 6 6 4 2
14th 6 6 6 5 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 6 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Unlike other spellcasters, a ninja does not have a spellbook or similar item. Whenever a ninja learns a new spell, it manifests as a tattoo on their body (the design of the tattoo is determined by each individual ninja, but is generally around the size of a quarter sheet of paper). The ninja’s body can hold an unlimited number of tattoos due to their mystic nature, these tattoos often altering shape and size to accommodate other tattoos. As a free action, a ninja may hide or expose any number of tattoos on their body. A ninja can also add spells as tattoos to their body just like a wizard adds spells to their spellbook, using the same costs and time requirements, but cannot do so with another ninja’s tattoos. A ninja can study a wizard’s spellbook or similar items (such as an arcanist’s spellbook) to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a ninja’s tattoos. A ninja does not need to decipher arcane writings before copying them. These tattoos are an inseparable part of the ninja’s soul, and fading away upon death and reappearing upon being returned to life, regardless of if they are reincarnated.

A ninja can choose to apply any metamagic feats they know to a prepared spell as they cast it, increasing its spell level and expending a higher level spell slot.

Cantrips: Ninjas can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Ninja under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Dirty Fighting (Ex)

At 1st level, a ninja gains the Dirty Fighting feat. In addition, whenever a ninja attempts a dirty trick combat maneuver, they treat their base attack bonus as equal to their level to determine their combat maneuver bonus and can always inflict any penalty listed in the combat maneuver regardless of circumstances.

Jutsu Pool (Su)

Ninjas possess a unique jutsu pool which is based on their experiences in combat, granting them superhuman abilities. In game terms, jutsu is a fluctuating measure of a ninja’s ability to perform amazing actions in combat. At the start of each day, a ninja gains a number of jutsu points equal to their Charisma modifier (minimum 1). Their jutsu goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A ninja spends jutsu to accomplish secret techniques (see below), and regains jutsu in the following ways (each of these methods can only restore a single point of jutsu per round per method). Jutsu points are treated as though they are grit, panache, or luck for the purpose of sharing a resource pool with those abilities.

Dirty Trick: Whenever the ninja successfully uses the dirty trick combat maneuver against a hostile creature, they regain 1 jutsu point. Using a dirty trick on a helpless creature or on a creature that has fewer Hit Dice than half the ninja’s character level does not restore jutsu.

Finishing Blow: Whenever the ninja reduces a hostile creature to 0 or fewer hit points, they regain 1 jutsu point. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature to 0 or fewer hit points that has fewer Hit Dice than half the ninja’s character level to 0 or fewer hit points does not restore jutsu.

Strike from the Shadows: Whenever the ninja deals damage to a hostile creature who is unaware of their presence (such as due to invisibility), they regain 1 jutsu point. Dealing damage to a helpless creature or a creature that has fewer Hit Dice than half the ninja’s character level who is unaware of the ninja’s presence does not restore jutsu.

Secret Techniques: A ninja can spend the listed number of jutsu points to activate the following effects. Secret techniques which require 0 jutsu points are active as long as the ninja has 1 or more jutsu points in their jutsu pool. The saving throw for all secret techniques is 10 + 1/2 the ninja’s level + their Charisma modifier: 0 jutsu point(s):

Athletics (Ex)

The ninja can treat any Acrobatics skill check made to jump as if they had a running start. At 10th level, they also reduce the DC of Acrobatics skill checks made to jump by 1/2 (although they still cannot move farther than their speed allows).

Ninja Weapon Specialist (Ex)

The ninja gains the benefits of the Weapon Finesse feat (and treats themselves as though they possessed the feat for the purpose of meeting the prerequisites of feats which would require it even if they have 0 jutsu points). In addition, whenever the ninja makes an attack with a light or thrown weapon, they can choose to add their Dexterity modifier instead of their Strength modifier to the damage roll if they would normally add their Strength modifier to damage (such as with melee and thrown weapon attacks, but not composite bows); this bonus to damage cannot exceed their class level. If any effect would prevent the ninja from adding their Strength modifier to the damage roll, they do not add their Dexterity modifier.

Throwing Specialist (Ex)

The ninja increase the range increment of shuriken, daggers, and kunai by 20 feet. In addition, the ninja treats kunai and daggers as ammunition for the purposes of being drawn, allowing the ninja to draw them as a free action even if it isn’t their turn. At 8th level and every eight levels afterwards, they increase these weapon’s range increments by an additional 20 feet.

1 jutsu point(s):

Striding Assault (Ex)

As a full round action, the ninja can move up to half their base speed and make a full attack action with a light weapon. The ninja can spend 1 additional jutsu point while using this secret technique; if they do, as a swift action, the ninja can make an additional attack at their highest attack bonus (the ninja does not have to move to make this additional attack).

1+ jutsu point(s):

Fount of Magic (Ex)

As a free action, a ninja can spend jutsu points equal to the level of any ninja spell they can cast and have prepared, casting that spell without expending a spell slot (including using metamagic on these spells). If a spell is cast using this secret technique, its duration is reduced to 1 round/level unless it would normally be shorter, instantaneous, or permanent.

Speed Casting (Ex)

As a free action, when the ninja casts a ninja spell, they can choose to spend a number of jutsu points equal to the spells level +1 to treat it as if it were affected by the Quicken Spell feat, allowing them to cast it as a swift action instead of its normal casting time.

Ninja Tricks

As a ninja continues their training, they learn tricks that allow them to confuse their foes and grant them supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. They gain one additional ninja trick for every two levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Certain ninja tricks also grant additional secret techniques (see Ninja Tricks below.)

Sneak Attack (Ex)

At 1st level, if a ninja catches an opponent unable to defend itself effectively from their attack, they can strike a vital spot for extra damage. The ninja’s attack deals extra damage anytime their target would be denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks their target.

This additional damage is 1d6 at 1st level, and increases by 1d6 every 3 levels thereafter. Should the ninja score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage.

They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, 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. Unlike other classes, a ninja can use sneak attack while striking a creature with concealment.

Vanishing Trick

At 2nd level, the ninja gains the following secret technique, costing 1 jutsu point:

Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level as per the invisibility spell.

Cloth-Wrapped Sandals (Ex)

At 3rd level, a ninja no longer leaves a trail behind unless they do so intentionally and all attempts to track them take a -10 penalty.

Improved Dirty Trick (Ex)

At 3rd level, the ninja gains the Improved Dirty Trick feat. If they already possess this feat, they can select another feat for which they meet the prerequisites.

Combat Jutsu(Ex)

At 5th level, whenever a ninja rolls initiative, they gain 1 temporary jutsu point in addition to their normal jutsu pool. Temporary jutsu points are spent first and last for 1 minute or until spent. Once a ninja has gained temporary jutsu from this class feature, they cannot do so again for 5 minutes. At 9th level and every four levels thereafter, this ability grants an additional temporary jutsu point upon rolling initiative.

Stealth Expertise (Ex)

At 5th level, the ninja gains the Signature Skill (Stealth) feat, this ability does not stop them from taking the Signature Skill feat a second time.

Uncanny Dodge (Ex)

Starting at 5th level, a ninja can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized. A ninja with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against them.

If a ninja already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Disguise Veil

At 6th level, the ninja gains the disguise veil secret technique, costing 1 jutsu point:

Disguise Veil (Su)

As a full-round action, the ninja can alter their appearance as though under the effects of a disguise self spell. This disguise lasts for 10 minutes per ninja level, and also allows the ninja to mask 1 component of their alignment (good, evil, law, or chaos). Whenever a spell or effect would normally reveal that component of their alignment, the detector must make a Spellcraft check, opposed by the ninja’s Disguise check. On a failed check, the component of their alignment is not revealed. At 12th level, this ability instead lasts for 1 hour per ninja level.

Powerful Dirty Trick (Ex)

At 7th level, the ninja can choose to gain either Greater Dirty Trick feat or Quick Dirty Trick feat, regardless of if they meet its prerequisites.

Vanishing Master

At 9th level, the ninja gains the following secret technique, costing 3 jutsu points:

Vanishing Master (Su)

As a swift action, the ninja can disappear for 1 round per level as per the greater invisibility spell.

Dirty Trick Master (Ex)

At 11th level, the ninja gains the Dirty Trick Master feat, regardless of if they meet its prerequisites.

Spell Shift

At 11th level, the ninja gains the spell shift secret tactic, costing 2 jutsu points.

Spell Shift (Ex)

As a swift action, the ninja can replace any spell they have prepared with one that they know but do not currently have prepared. This change lasts until the next time the ninja prepares their spells.

Improved Uncanny Dodge (Ex)

A ninja of 12th level or higher can no longer be flanked.

This defense denies another ninja the ability to sneak attack the character by flanking them, unless the attacker has at least four more ninja levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum ninja level required to flank the character.

Shadow Invisibility (Ex)

At 15th level, whenever a ninja is invisible, senses such as blindsense, tremorsense, blindsight, and other such abilities do not automatically detect them. A creature with these senses must make a Perception check as per normal to detect the ninja.

True Invisibility (Ex)

At 19th level, whenever the ninja is invisible, they cannot be detected by any means (such as mentally, through scent, or extraordinary senses. Whenever the ninja would be targeted by a spell which could reveal them such as invisibility purge or viewed by a creature see invisibility or true sight, that creature must make a caster check equal of 25 + the ninja’s Charisma modifier. If this check fails, a spell which would reveal the ninja instantly fails and creatures under the effect of abilities that would normally allow them to see the ninja still cannot perceive them.

Ninja Mastery (Ex)

At 20th level, whenever a ninja uses the fount of magic secret technique, they reduce the cost of it by 1; doing so allows them to cast 1st level spells for free.

Favored Class Bonuses

Due to the wildly different levels of training that ninjas receive, they can select from the following alternative favored class bonuses:

  • Any: +1/4 minimum result on sneak attack dice (after taking this favored class bonus four times, the ninja treats all 1s rolled on sneak attack dice as 2s, and after taking it eight times, they would treat all 1s and 2s rolled as 3s, etc)
  • Any: +1/5 points of combat jutsu (the ninja can take this before they have the combat jutsu class feature)
  • Any: +1/6 of a new ninja trick
  • Any: +1/5 of an additional sneak attack die (this can be taken even if the ninja traded away sneak attack with an archetype)
  • Any: +1/6 to the DC of secret techniques
  • Any: +1/6 to the DC of ninja spells
  • Any: +1/3 to Disable Devise and Stealth checks; after selecting this favored class bonus six times, the ninja gains the trapfinding class feature of the rogue class
  • Any: +1/4 to CMB when attempting trip combat maneuvers

Legendary Ninja Tricks

Aquatic Combatant

The ninja gains the aquatic combatant secret technique (0 jutsu points):

Aquatic Combatant (Su) The ninja gains a swim speed equal to their base land speed. At 4th level, the ninja can breathe underwater. At 6th level, the ninja can stand atop water or other liquid substances as though they were solid ground.

Bomb Engineer

The ninja gains the bomb engineer secret technique (1 jutsu point):

Bomb Engineer (Ex) A ninja can spend a free action to create a number of bombs equal to their Charisma modifier (minimum 1) + 1/3 the ninja’s class level; treating them as normal thrown weapon with a range increment of 20 feet and remains active for a number of minutes equal to the ninja’s Charisma modifier (minimum 1) before becoming inert. These bombs create smoke which fill a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). This smoke dissipates naturally after 1 minute. At 8th level and every eight levels afterwards, the ninja can choose to expand the area of this cube by 10 feet.

Chained Adept

The ninja gains proficiency with the following weapons: sansetsukon, nine-section whip, chain spear, double chained kama, meteor hammer, and rope dart. The ninja treats these weapons as reach and trip weapons while they wield them, and as a free action once per round, the ninja can choose to remove or apply the reach quality to those weapons.

Whenever these weapons are used to trip a creature, the ninja does not provoke an attack of opportunity, and gains a +2 bonus to the attempt. This trick counts as having Int 13, Combat Expertise, and Improved Trip for the purpose of meeting the prerequisites of feats which require Improved Trip as a prerequisite.

Chained Champion

Prerequisite(s): 4th level, chained adept.

The ninja can treat the critical threat range of all weapons mentioned in the chained adept ninja trick as though they were 18-20/x2 in place of their normal critical threat range. At 7th level, whenever a ninja trips a creature with one of the weapons granted by the chained adept ninja trick, that creature is also entangled until the end of their next turn or when they exit the ninja’s reach, whichever occurs first.

Combat Medic

Prerequisite(s): Spells class feature.

The ninja learns the cure light wounds spell and treats it as a 1st level ninja spell. At 6th level, they learn cure serious wounds as a 2nd level ninja spell. At 10th level, they learn cure critical wounds as a 3rd level ninja spell. At 14th level, they learn heal as a 4th level ninja spell. A ninja can cast any spell granted by this ninja trick as a swift action.

Concealed Armor

The ninja may make their armor hidden or seem unassuming. By taking a number of hours equal to the weight of the armor, the armor is concealed as or under mundane clothing. The armor gains the concealed special modification (see equipment). Concealing armor in this fashion increases the DC of Perception checks made to recognize it as armor by 1 per five ninja levels.

Additionally, the ninja gains an equipment bonus equal to 1/2 their level to Diplomacy and Perform skills checks made while wearing concealed armor. These bonuses do not extend to others who wear the armor.

Concealed Weapon

The ninja gains a circumstance bonus to their Sleight of Hand checks to conceal a weapon equal to 1/2 their class level (minimum 1). The ninja may also make any weapon for which they are proficient into a concealed (see equipment) weapon by taking a number of hours equal to the weight of the weapon. Concealing a weapon in this fashion increases the DC of Perception checks made to recognize them as a weapon by 1 per five ninja levels. This bonus does not extend to others who wield the weapon.

Ethereal Step

Prerequisite(s): 14th level.

The ninja gains the ethereal step secret technique (3 jutsu points):

Ethereal Step (Sp) As a swift action, the ninja can cast ethereal jaunt as a spell-like ability, using their ninja level as their caster level. At 18th level, this secret technique lasts for a number of minutes equal to the ninja’s level.

Expert Preparations

Prerequisite(s): 4th level.

The ninja can prepare an additional 1st level spell each day.

At 9th level, they can also prepare an additional 2nd level spell each day.

Expert Preparations, Greater

Prerequisite(s): 10th level, expert preparations.

The ninja can prepare an additional 1st and 3rd level spell each day. At 15th level, they can also prepare an additional 4th and 2nd level spell each day; this stacks with the expert preparations ninja trick.

Explosives Engineer

Prerequisite(s): 4th level, bomb engineer ninja trick.

Whenever the ninja uses their bomb engineer secret technique, they can instead decide to have their bombs deal 2d6 bludgeoning damage + the ninja’s Charisma modifier to a struck creature in addition to creating smoke (then ninja can also decide to have these bombs not create smoke). The bomb’s damage increases by +1d6 at 8th level and every four levels afterwards. The bomb also deals splash damage to all creatures within 5 feet of the struck target equal to the minimum damage of the bomb; those caught in the splash damage may talk half-damage by making a Reflex save.

The ninja may now select bomb discoveries available to alchemists (see the Discovery ability) as a ninja trick. Any bomb type gained from such an ability takes 1 jutsu point to produce. For purposes of qualifying for the Discoveries, treat the effective alchemist level as ½ the ninja levels, otherwise the ninja must meet any other prerequisites of the bomb discovery chosen. The bombs created from such discoveries follow the same constraints as to the number created and their duration or usefulness as the bomb engineer trick.

External Fortitude

Prerequisite(s): 4th level

The ninja gains the external fortitude secret technique (1 jutsu point):

External Fortitude (Ex) As a swift action, the ninja gains DR 3/- for a number of minutes equal to the ninja’s Charisma modifier. At 8th level and every four levels afterwards, this damage reduction increases by 1. This damage reduction stacks with similar damage reduction.

Eyes of Innocence

The ninja gains the face of innocence secret technique (0 jutsu points):

Eyes of Innocence (Ex) Many ninja’s long practice of disappearing amongst commoners after committing heinous crimes have been honed to the extent that their body language and way of speaking provide an inherent sense of innocence. This provides a non-magical effect identical to the innocence spell. At 6th level, the insistence at innocence is so convincing, it detects as true for discern lies or similar effects, and may be said while under the effects of zone of truth or other similar abilities that compel truth.

At 8th level, this ability also prevents your alignment from being detected via the see alignment spell or similar effects.


Prerequisite(s): 6th level, mockingbird secret technique, disguise veil secret technique.

Whenever the ninja uses the disguise veil secret technique, they can use that ability to take on the visage of a specific creature. When doing so, the ninja makes a Disguise check using the bonuses from disguise veil and mockingbird to determine the effectiveness of the disguise. At 12th level, the disguise extends to the tactile and olfactory elements of the disguise as well as the visual and auditory elements. This ability grants a bonus to Bluff checks made to cover up a lack of information equal to 1/2 the ninja’s class level.


The ninja gains a familiar as though they were a wizard of their ninja level. Ninjas also can select the following familiars (other classes can use these familiars with GM approval): New Familiar Abilities Granted by Familiar Cat, lucky (use cat statistics) Once per day, Master may reroll any single d20 roll, taking the higher result.

Familiar Benefit
Frog, gamagaeru (use frog statistics) Master gains +3 on Appraise checks
Tanuki (racoon dog) (use fox statistics) Master gains +3 on Disguise checks
Sparrow (use thrush statistics) Master gains +3 on Diplomacy checks to gather information or on Bluff or Diplomacy checks made to start a rumor

Flurry of Stars

The ninja gains the flurry of stars secret technique (1 jutsu point):

Flurry of Stars (Ex) As a swift action, if the ninja makes a full attack action this round with shuriken, they can throw two additional shuriken at their highest base attack bonus, although all attacks made as a part of this full attack action take a -2 penalty.

Fog Dweller

The ninja gains the fog dweller secret technique (0 jutsu points):

Fog Dweller (Su) The ninja can see through smoke, fog, and other similar phenomena (including magical effects), and can deal precision damage to creatures with concealment. The ninja can also spend 2 jutsu points as a swift action to grant this ability to a number of allies equal to their Charisma modifier (minimum 1) for a number of minutes equal to their Charisma modifier. At 10th level, the ninja gains a dodge bonus equal to their Charisma modifier while in smoke, fog or other similar phenomena.

Internal Fortitude

Prerequisite(s): 6th level

The ninja gains the internal fortitude secret technique (1 jutsu point):

Internal Fortitude (Ex) As a swift action, the ninja gains temporary hit points equal to 1/2 their ninja level + their Charisma modifier. These temporary hit points last for a number of minutes equal to the ninja’s Charisma modifier and stack with other sources of temporary hit points (except additional uses of this ability). If the ninja has the external fortitude ninja trick, they can activate both abilities with the same swift action; doing so requires paying the jutsu cost for both.


The ninja gains the kamifuda secret technique (1 jutsu point):

Kamifuda (Sp) The ninja can spend a swift action to create a small slip of paper with a magical symbol or rune, called a kamifuda; this kamifuda remains active for a number of hours equal to the ninja’s Charisma modifier (minimum 1) before losing its potency. This duration is regardless of what spell is applied or if the kamifuda is applied or not.

The kamifuda can replicate the effect of any symbol, sigil, rune or glyph spell of 1st level or lower including those not on the ninja’s spell list. The decision of which spell effect to replicate is decided when the kamifuda is created. At 4th level, the ninja may make kamifuda replicate a symbol, sigil, rune, or glyph spell of 2nd level or lower, 3rd level or lower at 9th level and 4th level or lower at 12th level. The trigger for the spell replicated must be decided when the kamifuda is created. If the spell replicated does not provide a triggering event, the ninja may choose one. For examples, see the glyph of warding spell.

For spells without triggers in the spell description, e.g. symbol spells, the ninja designates a trigger when creating the kamifuda.

A kamifuda may be applied to a surface or creature as a standard action that provokes an attack of opportunity.

Kunai Luminary

The ninja changes the critical threat range of kunai to 18-20/x2, treats a kunai as a masterwork thieves kit, and can treat kunai as shuriken for the purposes of the flurry of stars secret technique. At 8th level, the ninja can treat one kunai they wield as though they were being wielded in two hands for the purposes of the Power Attack feat.

Leap of the Wind

The ninja gains the leap of the wind secret technique (1 jutsu point):

Leap of the Wind (Sp) As an immediate action the ninja may make an Acrobatics check to jump with a +10 enhancement bonus and does not incur the double DC modifier for not having a running start. In addition, until the end of their next turn the ninja takes no damage from falls and, while airborne, the ninja may glide, moving 5 feet horizontally for every 1 foot fallen. The gliding speed is double the remaining movement available to the ninja to a maximum of 60 feet.

The gliding may be initiated at any point during the ninja’s movement, including during or after a long- or high-jump, but the remaining glide speed is reduced to double the remaining movement. The gliding effect is not permanent and may be turned off and on at will during the effect.

While gliding under the effects of this technique, the ninja is subject to normal rules surrounding wind (See the Fly skill).

If the ninja is still above the ground when the effect ends, the ninja falls as normal but may expend 1 jutsu point to restart the effect.

Master of Whispers

When using Diplomacy to gather information or perform a propaganda check (see Starting a Rumor) the time required to perform the act is reduced to one-half normal. At 8th level, it is reduced to 1/4 the required time. If the ninja succeeds at the check by 20 or more, the attempt to gather information is instantaneous as though the ninja already heard the rumor, and planting a rumor takes 1 day (or 1 hour for settlements smaller than a town). The ninja can add the bonuses from the eyes of innocence secret technique to the Bluff skill check in order to prevent from being caught in a lie while starting a false rumor. Additionally, anyone who believes the rumor has their disposition toward the ninja improved by one step as they are considered a trusted source of information.

Mind Crusher

Prerequisite(s): 10th level.

The ninja gains the mind crusher secret technique (2 jutsu points):

Mind Crusher (Sp) As a standard action, the ninja dominates a humanoid creature’s mind as if they were affected by dominate person with a caster level equal to the ninja’s level.

At 15th level, the ninja can spend 2 additional jutsu points to treat this effect as dominate monster.

Mixed Assault

Whenever the ninja makes a melee attack against a creature, all ranged attacks they make until the beginning of their next turn gain a +2 circumstance bonus to attack and damage rolls and do not provoke attacks of opportunity. At 8th level, whenever a ninja makes a melee attack, they can make a ranged attack as a swift action; they can spend 1 jutsu point to make this ranged attack as a free action.


The ninja gains the mockingbird secret technique (0 jutsu points):

Mockingbird (Ex) The ninja can mimic almost any sort of voice, or even animal calls and sound effects, and they can throw their voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. This ability also provides a bonus to Bluff equal to 1/2 the ninja’s class level. The bonus only applies to checks that involve vocalization or sound and does not apply to feinting in combat.

Mockingbird Gambit

Prerequisite(s): Mockingbird secret technique

The ninja gains the mockingbird gambit secret technique (1 jutsu point):

Mockingbird Gambit (Ex) As a move action, the ninja may use the mockingbird secret technique (see above) to make a feint combat maneuver adding the Bluff bonus from the mockingbird secret technique without provoking an attack of opportunity. At 6th level, a successful feint combat maneuver using this ability causes a target to be considered flanked for all allies attacking the target. At 10th level, the ninja may make the feint in place of their first attack in a full-attack.

Ninja of Legend

The ninja gains the renown social talent of the vigilante class, always being treated as though they were in their social identity. At 6th level and every six levels afterwards, the ninja can select an additional social talent which has renown as a prerequisite.

Poison Engineer

The ninja gains the poison engineer secret technique (1 jutsu point):

Poison Engineer (Ex) The ninja can spend a free action to create a number of doses of poison equal to their Charisma modifier (minimum 1) + 1/3 the ninja’s class level; these doses remain active for a number of minutes equal to the ninja’s Charisma modifier (minimum 1) before becoming inert.

When the ninja creates the poison, they can choose for creatures who fail a Fortitude save against their poison to suffer one of the following conditions for a number of rounds equal to the ninja’s Charisma modifier: fatigue or sicken. All decisions about this poison (such as what effects it causes creatures to suffer) must be made when the poison is created. This poison can be applied to the ninja’s weapon as a swift action and is treated as an injury poison. At 8th level, this poison can instead make a creature exhausted or staggered, and ninjas are immune to their own poison. This is a poison effect.

Poison Genius

Prerequisite(s): Poison engineer.

Whenever the ninja uses the poison engineer secret technique, their poison also becomes an inhaled poison.

This poison has a thrown range of 15 feet, and the ninja can also choose for their poison to cause a creature to become shaken. At 10th level, this poison can instead make a creature become nauseated or frightened. If the ninja has the bomb engineer talent, the ninja can combine their poison with the smoke created by that secret technique. Whenever a ninja creates poison, they can choose a number of allies equal to their Charisma modifier, these allies are immune to the ninja’s poison.

Poison Professional

Prerequisite(s): 10th level, poison genius secret technique.

Whenever the ninja uses the poison engineer secret technique, their poison ignores all resistance bonuses and immunity to poison and double the amount of poison created. The poison causes a creature to become stunned (if they do so, the creature can make an additional saving throw against this ability at the beginning of each of their turns, taking a -2 penalty for each previously failed saving throw).

Ranged Dirty Trick

A ninja may attempt a dirty trick combat maneuver with a thrown weapon as a standard action as long as that weapon is thrown within 30 feet of the target. Whenever a feat or ability would require a melee attack to be used for a dirty trick (such as with the Quick Dirty Trick feat), the ninja can instead make a ranged attack with a thrown weapon.

Shared Internal Fortitude

Prerequisite(s): Internal fortitude.

Whenever the ninja uses their internal fortitude ability, they can also grant the benefit of this secret technique to an adjacent ally. At 10th level, they can instead grant this benefit to an ally within 30 feet of themselves.

Shadow Step

Prerequisite(s): 6th level.

The ninja gains the shadow step secret technique (0 jutsu points):

Shadow Step (Su) As a move action, whenever a ninja is in an area of dim light or darker conditions, they can teleport up to 30 feet as long as this movement ends with the ninja in an area of dim light or darker conditions. If the ninja is not in an area of dim light or darker conditions, they can spend 1 jutsu point to use this ability, but this movement must still end in an area of dim light or darker conditions.

At 9th level and every three levels afterwards, the distance of this teleportation increases by 20 feet. If the ninja has the fog dweller secret technique, they treat smoke, fog, and other similar phenomena as dim light or darker conditions. If the ninja has the substitution secret technique, they can make a stealth check to hide as a free action after this movement.

This is a teleportation effect.

Spell Savant

Prerequisite(s): 6th level, spells class feature.

The ninja adds +1 to the Difficulty Class for all saving throws against spells from the ninja spell list. At 10th level, this bonus increases to +2.


The ninja gains the substitution secret technique (2 jutsu points):

Substitution (Su) Whenever the ninja is the target of an attack of which they are aware, they can spend an immediate action to gain a circumstance bonus to their armor class equal to 1/2 the ninja’s level. If the attack misses the ninja, the ninja teleports up to 30 feet away and leaves behind a random object in their place (log, scarecrow, etc.) which fade away after 1 round; this distance increases by 5 feet at 6th level and every four levels afterwards. The ninja may also automatically make a Stealth check to hide if the position would normally allow it.

If the substitution was in response to a full attack, or an ability or spell with multiple attack rolls, and the ninja is within range of additional attacks, the ninja may still be targeted by the follow-up attacks.

The ninja can spend an additional jutsu point; if they do, the ninja may either become invisible (per the spell) until the end of their next turn or leave behind a silent image (per the spell) which lasts for a number of rounds equal to the ninja’s Charisma modifier in lieu of an object. At 8th level the ninja may make an attack as a free action after their teleportation. This attack resolves before any additional attacks made by a full-attack action or other abilities and spells with multiple attack rolls.

This is a conjuration (teleportation) effect.

Substitution Switch

Prerequisite(s): 8th level, substitution secret technique.

Whenever the ninja uses the substitution secret technique, they can target a character within the distance of their teleportation effect. That creature must make a successful Reflex saving throw or switch places with the ninja, becoming the new target of the attack that was previously targeting the ninja (if the ninja targets a larger creature, they can choose which space it enters, although they cannot use this ability if the creature cannot safely occupy that space) and grants that attack a circumstance bonus to its attack roll equal to the ninja’s Charisma modifier. If the creature succeeds at this saving throw, the ninja can use substitution as normal.

At 14th level, a creature who fails their saving throw is also confused until the end of their next turn.

Transcendent Speed

Prerequisite(s): 16th level.

The ninja gains the transcendent speed secret technique (3 jutsu points):

Transcendent Speed (Su) As a swift action, the ninja is given 1 round of apparent time to act as though under the effects of the time stop spell.

Vanishing Endurance

Prerequisite(s): 6th level, vanishing trick.

Whenever the ninja uses their vanishing trick secret technique, the effect lasts for a number of minutes equal to their Charisma modifier. In addition, the ninja can choose to become silenced as though under the effect of a silence spell which only affects themselves. At 12th level, the effect lasts for a number of hours equal to the ninja’s Charisma modifier.

Wall Walk

The ninja gains the natural climber secret technique (0 jutsu points):

Natural Climber (Su) The ninja gains a climb speed equal to 1/2 their base land speed, and needs only one hand free to use this climb speed. The ninja retains their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. At 6th level, their climb speed increases to their full base land speed and the ninja does not need their hands to use this climb speed, being able to walk or run along surfaces.

Section 15: Copyright Notice

Legendary Ninjas © 2020, Legendary Games; Authors N. Jolly, Mia Yoshida, Connor Bates, Cerise Herndon, and Nate Wright.

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