Shikigami Caller (Legendary Ninja Archetype)

While it is typical for ninja clans to train their agents in the arcane arts, some go further by forming contracts with mystical creatures called shikigami. These shikigami serve as both partners and mentors to a ninja, granting them access to techniques and powers that surpass mortal ken.


At will, the shikigami caller may summon their shikigami as a full-round action and dismiss it as a standard action. A shikigami functions as a druid’s animal companion, with the ninja’s level being treated as their effective druid level.

However, rather than being an animal, a shikigami’s creature type is magical beast. A ninja may choose a bear, fox, frog, hawk, slug, snake, or wolf as their shikigami. Stat blocks for these shikigami are found below.

Shikigami are capable of telepathic speech but they can only communicate in this fashion with the ninja with whom they’ve formed a contract. At 7th level, a shikigami may communicate with mundane animals that resemble the form taken by the shikigami, this functions as the familar’s speak with animals of its kind ability. At 12th level, the shikigami may speak with any intelligent creature that shares a language with its master.

If a shikigami dies in combat, the ninja is bound by their contract to wait 1 week before calling a new one. During this period, the ninja loses the benefits of the shikigami’s tutelage class feature.

This ability replaces the sneak attack class feature.

Ninja Tricks

The shikigami caller may choose one of the following when selecting a ninja trick.

  • Cooperative Arts: The ninja gains a bonus teamwork feat. Furthermore, their shikigami automatically gains the benefits of this feat if cooperating with the ninja. This ninja trick can be selected up to four times, with each time granting the benefits of a new teamwork feat.
  • Shikigami Enhancement: The ninja’s shikigami gains the benefit of one of the following eidolon evolutions: improved damage, improved natural armor, magic attacks, mount, pull, push, or skilled. This ninja trick can be selected multiple times, with each time granting the shikigami the benefits of a new evolution. Each evolution may only be selected once.

Shikigami’s Tutelage

At 2nd level, the ninja learns new ways to fight at the side of their shikigami. These abilities vary by the type of shikigami that the ninja summons. The ninja learns an additional such ability at 9th and 15th level. This ability replaces the vanishing trick, vanishing master, and shadow invisibility class features.

  • Blood Bond: At 19th level, the Ninja and their shikigami share such a tight bond that their powers surpass reason. The Ninja learns one of the following secret techniques (1 jutsu point):
  • Size Mastery (Su): As a move action, the Ninja may alter the size of their shikigami to any size from Tiny to Huge. This effect lasts for 1 minute. During the duration of this effect, the Ninja may alter the size again as a move action without spending a jutsu point.
  • Shikigami Sage (Su): As a swift action, the Ninja may absorb a portion of their shikigami’s spiritual essence to enhance their powers. For 1 minute, the ninja gains a dodge bonus to AC and a bonus to attack rolls equal to their Charisma modifier (minimum 1). Furthermore, they gain an additional temporary jutsu point at the start of their turn each round. These temporary jutsu points last 1 round.

Shikigami Types

The type of shikigami a ninja can call include the following.


Bear shikigami are spirits of might and resourcefulness.

Though they themselves prefer brute force, they recognize subtlety and subterfuge as strengths of their own. The Ninja who forge contracts with such shikigami are well-versed in how to use their partner’s natural ferocity to their advantage.

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 13, Con 13, Int 7, Wis 12, Cha 10; Special Qualities low-light vision, scent

4th-Level Advancement

Attack bite (1d6), 2 claws (1d4); Ability Scores Str +2, Con +2

Shikigami’s Tutelage

  • Level 2: Right to Arms: The ninja gains the Toughness and Quick Draw feats and applies this feat to items such as scrolls, wands and other such items. In addition, the ninja gets a +4 to their CMD to resist being disarmed.
  • Level 9: Grisly Maneuver: Once per turn when a creature leaves a space threatened by the ninja, thee ninja can make an attack of opportunity against that creature even if the creature wouldn’t normally provoke an attack of opportunity for their movement or if the ninja does not have any remaining attacks of opportunity that round.
  • Level 15: Bear Down: Whenever the ninja uses the striding assault secret talent, they can make an additional attack at the ninja’s highest base attack bonus. Furthermore, once per round if the ninja or their shikigami deal damage to a creature has already been dealt damage by either the ninja or shikigami this round, that enemy must make a successful Reflex saving throw or fall prone.


Fox shikigami are spirits of mirth and trickery. Preferring to fight with a light touch and a trick up their sleeve, fox shikigami instruct their summoners in the ways of wit and guile, rather than assassination or warfare.

Starting Statistics

Size Small; Speed 40 ft; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 8, Dex 15, Con 10, Int 12, Wis 9, Cha 14; Special Qualities low-light vision, scent

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Dex +2, Cha +2

Shikigami’s Tutelage

  • Level 2: Nine-Tailed Bond: The shikigami has the kitsune subtype and gains the Magical Tail feat. The ninja also gain the Nine-Tailed Arts secret technique (0 jutsu points):

Nine-Tailed Arts (Su)

As a standard action, the ninja can use the spell-like abilities granted by their shikigami’s Magical Tail feats as though they had taken the feats themselves, treating the spell-like abilities as secret techniques for determining their save DCs. Doing so uses the shikigami’s uses per day of those feats.

  • Level 9: Transformation: The shikigami has instructed the ninja on the finer points of transformative magic. The disguise veil secret technique may now function as either alter self or disguise self.
  • Level 15: Effortless Transformation: Transformative magic is now effortless to use. The ninja’s disguise veil secret technique now costs 0 jutsu points and becomes an extraordinary effect, being able to be used as an immediate action.


Frog shikigami are spirits of revelry and camaraderie. One of the three types of shikigami that ninja originally formed contracts with, frog shikigami engage in combat with the flair of an entertainer. As such, they teach their disciples showboating abilities that see them take their fights to the air.

Starting Statistics

Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6), tongue (1d4 plus 1 acid); Ability Scores Str 15, Dex 13, Con 14, Int 10, Wis 7, Cha 10; Special Qualities low-light vision

4th-Level Advancement

Ability Scores Str +2, Dex +2; Special Attacks swallow whole

Shikigami’s Tutelage

  • Level 2: Leaping Assault: When the ninja uses the striding assault secret technique, they can leap up to half of their base movement speed in the air in place of the land movement in the normal version of the technique. At 5th level the extra attack from Leaping Assault may be made in the form of a jump off of the enemy. Make an attack roll with an unarmed strike, if the attack hits, you automatically leap again up to half of your base movement. This attack does not provoke an attack of opportunity, and you are treated as one size larger for the purposes of determining which dice to use for the damage roll. This leap can be made before the rest of your attacks, and thus may be used to reach a target up to your full movement speed in their air directly above you.
  • Level 9: Aerial Combatant: The ninja gains a bonus on damage rolls equal to 1/2 their level made while in the air or against an airborne opponent. Additionally, they take no damage from falling.
  • Level 15: Leaping Ace: As a move action, the ninja may jump up to twice their base movement speed in a long jump, or equal to their full base movement speed in a high jump. If the ninja has an applicable foothold such as a wall, post, or other stationary object, they may make an acrobatics check to extend the height of this jump according to the results of said roll.


Hawk shikigami are spirits of insight and pragmatism.

Though typically difficult to get along with, hawk shikigami possess a deep, unwavering loyalty molded by a fearsome rationality. This merciless nature shines through in their fighting style, focused on targeting the great weakness of many living things: their eyes.

Starting Statistics

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 7, Wis 14, Cha 11; Special Qualities low-light vision.

4th-Level Advancement

Size Medium; Ability Scores Str +2, Con +2

Shikigami’s Tutelage


Slug shikigami are spirits of patience and grace. Though their forms aren’t much to look at, and off-putting to some, the slug is not to be underestimated, as it is one of the three spirits first summoned by Ninja. They teach Ninja how to fight by maximizing deliberate, controlled movement, preferring to strike slowly.

Starting Statistics

Size Medium; Speed 20 ft.; AC +4 natural armor; Attack slam (1d4 plus 1 acid); Ability Scores Str 14, Dex 8, Con 15, Int 10, Wis 12, Cha 9; Special Qualities blindsense 30 ft., DR 5/slashing or piercing, susceptible to salt; CMD can’t be tripped.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack slam (1d6 plus 1d4 acid); Ability Scores Str +2, Con +2; Special Qualities blindsight 30 ft.

Shikigami’s Tutelage

  • Level 2: Slow but Steady: The ninja gains a +4 dodge bonus to AC, any time that the ninja voluntarily moves more than 5 feet in a single round, they lose this bonus until the beginning of their next turn.
  • Level 9: Lethal Calm: The ninja can use slow, deliberate movement to place a single, debilitating injury upon an opponent. As a full-round action, the ninja may perform a single attack roll, dealing two times as much damage (this additional damage is not multiplied on a critical hit). If this attack hits, the target must make a Reflex saving throw (DC = 10 + 1/2 the ninja’s level + their Charisma modifier) or be staggered for a number of rounds equal to the ninja’s Charisma modifier (minimum 1)
  • Level 15: Gentle Execution: The ninja’s lethal calm ability now deals three times as much damage and only requires a standard action to use, but the ninja cannot move more than 5 feet before or after using this ability. In addition, if the creature fails the saving throw against lethal calm, they must make a successful Fortitude save at the beginning of their turn at the same DC or instantly be reduced to 0 hit points.


Snake shikigami are spirits of vengeance and spite. The last of the three original shikigami patrons, snakes are masters of poisoning. A ninja who follows this master could kill easily with not only a coated dagger, but also a glass of tea, or a well-made dinner.

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 12, Wis 7, Cha 11; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC);

4th-Level Advancement

Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +2, Con +2.

Shikigami’s Tutelage

  • Level 2: Poisonous Arts: The ninja gains the poison engineer secret technique. This ability does not count as having learned the Poison Engineer ninja trick for the purposes of meeting the prerequisites of the Poison Genius and Poison Professional ninja tricks. If the ninja takes the Poison Engineer ninja trick, this ability instead increases the DC of poisons created with poison engineer by +2.
  • Level 9: Venom Strike: Whenever the ninja confirms a critical hit, the target of that attack must make a save against the effects of the poison made by the poison engineer secret technique.
  • Level 15: Shed Skin: The ninja gains the shed skin secret technique (1+ jutsu points):

Shed Skin (Su)

The ninja has learned the secrets of rebirth from their shikigami. Once per day, when the ninja would drop to negative hit points, they may expend all of their Jutsu points to be reborn as a younger version of themselves at the beginning of their next round. This functions as the spell reincarnate in all ways except that the ninja’s race remains unchanged. The ninja’s appearance may differ from their previous incarnation, including sex, hair or eye color, height, or weight, but they still bear a resemblance to their original form.


Wolf shikigami are spirits of loyalty and valor. Accustomed to hunting in groups, wolf shikigami not only teach ninja their methods, but learn from the Ninja’s methods in turn.

Together, a Ninja and their wolf shikigami form a combat unit few foes can hope to escape.

Starting Statistics

Size Medium; Speed 50 ft; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 14, Int 7, Wis 12, Cha 8; Special Qualities scent.

7th-Level Advancement

Ability Scores Str +4, Wis +2, Con +4.

Shikigami’s Tutelage

  • Level 2: Flanking Tactics: When flanking with their shikigami, the ninja and their shikigami receive a +2 bonus melee weapon Damage rolls. This bonus increases by 1 at 5th level and every three levels thereafter. This damage is precision damage and is not multiplied on a critical hit.
  • Level 9: Shikigami Weapon Training: The ninja’s shikigami gains the ability to wield light and one-handed melee weapons. The shikigami is proficient with any such weapons that the ninja is proficient with, treating the weapon as a natural attack for the purposes of spells and effects. While the shikigami is wielding a weapon in this fashion, it cannot use its bite attack.
  • Level 15: Bloodthirst: When the ninja hits an enemy with a melee weapon attack, they may activate this secret technique to gain temporary hit points equal to the ninja’s Charisma modifier. Further attacks against this enemy during this round cause them to gain additional temporary hit points. These points stack only with any other temporary hit points granted by this ability this round. The ninja can’t gain more temporary hit points than the target’s current hit points + the target’s Constitution score with this ability.
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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