Ninja Feat Sheet [98] Acrobatic ... +2 Jump & Tumble Agile ... +2 Balance & EA Alertness ... +2 Listen & Spot Athletic ... +2 Climb & Swim Blind Fighting ... Re-roll missed concealment Combat Expertise ... Trade To Hit for AC Combat Expertise, Disarm, Imp ... +4, no AoO Combat Expertise, Feint, Imp ... As Move Action Combat Expertise, Trip, Imp ... +4, no AoO Combat Expertise, Whirlwind ... 1 Melee vs each enemy in reach Deceitful ... +2 Disguise & Forgery Deft Hands ... +2 SoH & Use Rope Dodge Dodge, Mobility Dodge, Spring Attack Endurance Endurance, Diehard Fort, Great Will, Iron Reflexes, Lightning Critical, Imp ... Double weapon threat range Initiative, Imp ... +4 Unarmed Strike, Imp, Deflect Arrows Investigator ... +2 GI & Search Negotiator ... +2 Diplomacy & Sense Motive Nimble Fingers ... +2 Disable Device & Open Locks Persuasive ... +2 Bluff & Intimidate Quick Draw Run Self Sufficient ... +2 Heal & Survival Stealthy ... +2 Hide & Move Silently Track Two Weapon Fighting Two Weapon Fighting, Two Weapon Defense ... +1 AC Two Weapon Fighting, Improved Two Weapon Fighting, Greater Weapon Finesse ... Use DEX instead of STR for ATT/DAM rolls Weapon Focus ... +1 To Hit Weapon Focus, Greater ... +2 To Hit Weapon Specialization ... +2 Dam Weapon Specialization, Greater ... +4 Dam Ascetic Stalker ... Double Monk's Levels for amount of Ki/day & Unarmed Dam Deadly Defense ... Deal +1d6 Dam while fighting defensively Disemboweling Strike ... Successfull Sneak Attack deals 1d4 CON, and normal Dam reduced by 4d6 Expanded Ki Pool ... +3 uses per day Enduring Ki ... spend an extra Ki use to cause the effects of this Ki effect to last +1 Round Armor Skin ... +2 NatAC [Stacks] Blinding Speed ... As if Hasted 5 Rounds, per day, need not be consecutive rounds, as a Free Act. [Stacks] Bullwark of Defense ... Your "Full Defense" increases +4 STR, +6 CON, +4 Saves, +6 AC Damage Reduction ... DR 3/- [Stacks] Critical, Devestating ... On Crit, T must Fort s DC (10+ 1/2Lv + STR Mod) or die instantly. Dodge, Epic Endurance, Epic ... +10 Fortitude, Epic ... +4 Will, Epic ... +4 Reflexes, Epic ... +4 Reputation, Epic ... +4 Bluff, Diplomacy, GI, Intimidate, & Perform Skill Focus, Epic ... +20 to chosen skill Speed, Epic ... +30' [Stack] Toughness, Epic ... +20 HP [Stack] Weapon Focus, Epic ... +2 To Hit Weapon Specialization, Epic ... +4 Dam Deflection, Exceptional ... Deflect ANY ranged attack (even spells & RTA's). Fast Healing ... FH +3 [Stacks] Reflexes, Combat, Imp ... No limit to AoO's per Round (but still only 1 per Target) Reflexes, Combat Ki Strike, Imp ... +1 To Hit [Stacks] Sneak Attack, imp ... Add 1d6 to SA Dam [Stack] Whirlwind, Imp ... As a Full Round Act, make 1 full BAB melee attack against every square you threaten. Deflection, Infinite ... Unlimited # Deflections each Round Keen Strike ... Doubles the TR of your UAS & is now considered Slashing weapon (if you chose Bludgeoning, it loses Keen for that Round) Legendary Climber ... Ignore any climb speed penalties Legendary leaper ... Jump distance not restricted by your height Legendary Tracker ... through anything Legendary Wrestler ... +10 Grapple Lingering Damage ... Any T that you deal SA dam to, auto-takes that dam the NEXT round, too, even if you don't target them. Mobile Defense ... You can take a FFS while in Full Defense Critical, Overwhelming ... On Crit, deal +2d6 if x2, 3d6 if x3, 4d6 if x4. Penetrate DR ... Your attacks are as "+2" vs DR Two Weapon Fighting, Perfect ... "You can attack with your off-hand weapon as frequently as with your primary weapon." Reflect Arrows ... When Deflecting a Ranged Attack, you send it back at it's owner at YOUR full Ranged BAB. Self Concealment ... Gain +10% Concealment (10% chance attacks against you will miss) [Stacks - Max 50%] Sneak Attack of Opportunity ... Any AoO you make is treated as a SA. Storm of Throws ... As a Full Round Act, throw a light weap at Full BAB at each T in 30' (such as Shuriken) initiative, Superior ... +8 Vorpal Strike ... Your UAS is considered as Vorpal TRICKS (See "Complete Scoundrel", page 82.) Acrobatic Backstab ... A successful Tumble through an Enemy's space allows an attack as if they were Flat Footed against you *that Round only*. Back On Your Feet ... Any time you land prone, you can immediately stand back up again as a Free Action with no AoO Corner Perch ... Suc. Climb check to ascend/descend a wall+object (like a chimney), you can brace yourself there for 1 R, hands free to attack. Easy Escape ... If Grapple Opponent is Large or larger, gain (L +4, H +8, G +12, C +16) vs Grapple Checks against them. Escape Attack ... On escaping a Grapple, you can make one melee attack against the grappler as if they were Flat Footed. Extreme Leap ... Horizontal Leap of 10' or more, spend a Swift Action to add another 10' to the leap. Leaping Climber ... Climb by making a Jump check as a Swift Act, adding the vertical jump distance to the climb Nimble Charge ... Run or charge across surfaces without a Balance check Nimble Stand ... You can balance & stand on surfaces that would not normally allow one to do so (such as a 1" window ledge). Quick Escape ... Make an EA check to escape from Grap as a Swift Act, or an EA check as a Move Act. Slipping Past ... As a Swift Act, ignore "squeezing" penalty from Movement for that Round. Speedy Ascent ... If you make the Climb 10' check, add another 10' Uphill Movement ... Move up a steep slope/stairs/etc at normal speed with no move penalty, 1R Walk On The Walls ... You can move up a wall without making a Climb check / Each 5' Vert = 20' Horiz Wall Jumper ... On successful Climb up a wall, you can leap horizontally from the wall as if you had a running start.