Taijutsu Master

Taijutsu Master Alignment: Any

Hit Die: 1d10

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Common, Nature, Ninjutsu, Taijutsu) (Int), Linguistics (int), Perception (Wis), Perform (Cha), Security (Int), Sense motive (Wis), Sleight of hand (Dex), Stealth (Dex)

Skill Points at Each Additional Level:  6 + Int modifier

Proficiency: A Taijutsu master is proficient in all simple and Martial weapons as well as Shurikens, Fuma Shurikens, and Senbon. And with Light and medium armor and shields, but not tower shields.

Chakra Multiplier: A Taijutsu master has an amount of chakra equal to their class level x 2 x the sum of their con and wisdom bonuses (Min 1). At any given time they may have up to 25% of this amount melded and available. Melding chakra requires 10 minutes of rest and a meal.

Technique Points gained: At each level the Ninjutsu collector gains a number of technique points equal to 1.5 times their character level, rounded down. The total amount is listed on the chart above. Technique points can be saved from level to level however a Ninjutsu specialist cannot gain a level until they have spent at least 1 of their technique points since the last time they leveled up. Unless listed elsewhere the save DC for all jutsu is 10+1/2 character level level+Cha bonus.

Insightful avoidance: A Taijutsu master adds their wisdom bonus (If any) as a bonus to their armor class and CMD, up to a maximum bonus equal to the taijutsu master’s class level. This bonus applies against touch attacks but is lost when the taijutsu master is flat footed. Furthermore this bonus increases by +1 at 5th level and every 5 levels thereafter, which can push the bonus above their class level. The use of armor or a shield does not hinder or restrict this ability.

Ninja style:  A Taijutsu master selects a specific Ninja style that best suits their unique way of fighting. At First level they immediately gain the first level benefit listed under a Ninja style of their choice. At 5th level and every 4 levels after they may either choose the next benefit in a style they already know, or the first benefit for a style they do not yet know. The benefits are numbered 1 through to 5. The Ninja does not need to meet the prerequisites when being granted bonus techniques or bonus feats, but they still must put in the required training time in order to receive the techniques. If the Ninja is granted a technique or feat they already possess they instead gain that many technique points or bonus feats.

Bonus feat: At 2nd level and every 2 levels therafter Taijutsu master gains a bonus combat feat of their choice that they qualify for. Additionally the Taijutsu master may count their class level as both levels of fighter and monk for meeting the prerequisites for feats, as well as for their effects, such as number of stunning fist uses.

Taijutsu Talent:  At third level and every four levels thereafter a Taijutsu specialist may select one of the following benefits. They may select the same benefit more than once and the effects stack.

+1 CMB and CMD with a specific combat manuever

+1 technique Point

+4 to maximum chakra

+3 HP

+1 Dodge bonus to armor class

+1 on attack and damage rolls with a specific weapon type

-1 to armor check penalty and +1 to max dex bonus with all armor

+1 to a saving throw

Proficiency with any 1 weapon of the ninjas choice

Ninja styles:

Bojutsu- Bojutsu covers a variety of stick weapons from staves to nunchaku, all excellent for mobility and fast attacks

1 The Ninja gains the Basic bojutsu technique without having to spend the technique points required. Additionally the Taijutsu master receives the two weapon defense and two weapon fighting feats for free even if they do not meet the prerequisites.

2 While wielding a staff weapon the Ninja may alter any effect that pushes or moves them forcibly. They may adjust this forced movement by a distance equal to their weapons reach. This could mean reducing the distance they are dragged, increasing the distance they are pushed, or even altering the direction they are forced to move in. Additionally the ninja may always choose to deal nonlethal damage with their staff weapons if desired.

3 The Ninja gains the Advanced bojutsu technique without having to spend the technique points required.

4 Anytime the ninja is holding a staff weapon and uses chakra they regain 10% of the chakra spent after their jutsu is used. (rounded down, minimum 0). Additionally the ninja can treat any roll less than 5 on an acrobatics check involving a staff as a 5.

5 The Ninja gains the Master bojutsu technique without having to spend the technique points required.

Empty hand- The truest martial arts is a style that does not rely on weapons

1- The Ninja's unarmed strikes Unarmed strike deals 1d6 damage. They may also make unarmed strikes using elbows, knees, headbuts and the like. Additionally the ninja increases their base land speed by 10 ft. Lastly the ninja can treat their fists as light weapons for the purpose of dual wielding and gain the two weapon fighting feat as a bonus combat feat.

2- The Ninja's unarmed strike damage increases to 1d8 and they gain the double slice combat feat. Additionally the ninja's base land speed increases by another 10 ft.

3-The Ninja's unarmed strike damage increases to 1d10 and their base land speed increases by another 10 ft. Additionally the ninja gains +4 to CMB and CMD whenever they are unarmed.

4-The Ninja's Unarmed strike damage increases to 1d12 and they gain an additional +10 ft to their base land speed. Additionally when using a standard action to perform an attack action such as cleave or vital strike they may perform a second such action using their off hand as long as both hands are empty. This also allows the ninja to take 2 attacks at the end of a charge, one with each hand.

5-The Ninja's unarmed strike damage increases to 2d8 And their base land speed increases by another 10 ft. Additionally the Ninja may treat their unarmed strikes as any kind of melee weapon for the purpose of feats and techniques, thus they could use Kenjutsu techniques with their bare hand.

Freed from death- Devotion to the cause of death itself has granted the ninja immortality.

1 The ninja gains +4 on saving throws against disease and no longer dies of old age when their natural lifespan comes to an end.

2 If the Ninja has taken at least 10 damage, or is suffering from a bleed effect they may create a runic circle as a full round action. Standing inside this circle gives the Ninja a +2 profane bonus to attacks, saves, and armor class.

3 If the Ninja ingests at least one drop of an opponents blood then any damage they take while inside their runic circle is also dealt to that creature as unavoidable untyped damage.

4 The Ninja gains regeneration 1 that cannot be overcome by any means. They are able to immediately re-attach a severed limb as a full round action. This regeneration may have some form of requirement, such as being in the good grace’s of ones god or holding to an important ideal.

5 The Ninja’s regeneration increases to 20 and they gain immunity to any effect that would instantly kill them. When making a saving throw against an ability that would incapacitate them, such as sealing, entangling, or placing them under a genjutsu, the Ninja rolls twice and takes the better result.

Gekiganjutsu- Mastery of flexible weapons leads to a ninja who is near impossible to approach or escape.

1- The Ninja gains basic Gekiganjutsu without having to spend the technique points required. Additionally the Ninja gains combat reflexes and whip master even if they do not meet the prerequisites.

2-When the ninja wields a chain weapon that is also a double weapon they may forgo all off hand attacks in order to gain a shield bonus to their armor class equal to the number of off hand attacks they could make on a full attack. This stacks with other shield bonuses. When the ninja wields a one handed chain weapon or a two handed chain weapon that isn’t a double weapon they instead deal damage one step higher.

3-The Ninja gains the Advanced gekiganjutsu technique without having to spend the technique points required.

4-When the Ninja uses a drag or reposition to pull an opponent adjacent to them they may immediately make an unarmed attack against the foe as a free action. This may be used once per round. Additionally the ninja gains greater whip mastery, and +4 on all attacks of opportunity

5-The Ninja gains the Master Gekiganjutsu technique without having to spend the technique points required.

Hand of god-The Ninja’s great spiritual devotion has allowed them to be warded by the power of god.

1 The Ninja gains combat reflexes as a bonus feat,  increases the damage of their unarmed strikes to 1d6, and threatens an area 5 ft longer than their actual reach. Furthermore the Ninja may make attacks of opportunity while using total defense and takes no penalty to their attacks of opportunity while using combat expertise or defensive fighting.

2 The Ninja counts as being a large sized humanoid for the purpose of calculating CMB, CMD and Reach, and their unarmed damage becomes 1d8. Additionally the Ninja gains flash counter as a bonus feat even if they do not meet the prerequisites.

3 The Ninja counts as being a Huge sized humanoid for the purpose of calculating CMB, CMD and Reach. Additionally their unarmed damage becomes 1d10. Lastly, when not fighting defensively, using combat expertise or using total defense the Ninja may increases their unarmed damage by 1 step.

4 The Ninja counts as being a Gargantuan sized humanoid for the purpose of calculating CMB, CMD, and Reach. Additionally their unarmed damage becomes 1d12. Further more the Ninja now threatens an area 10 ft larger than their actual reach rather than 5.

5  The Ninja counts as being a Colossal sized humanoid for the purpose of calculating CMB, CMD, Reach, and their unarmed damage becomes 2d8. Additionally on a successful attack of opportunity the Ninja may make a free combat manoeuvre of their choice against their target.

Kamajutsu- The curved blades of hooks of this style are the ideal weapons for putting an opponent exactly where you want them.

1- The Ninja gains basic kamajutsu without having to spend the technique points required. Additionally the Ninja gains combat expertise and improved called shot as bonus feats even if they do not meet the prerequisites.

2- The Ninja gains +1 attack and damage each time they attack a unique foe in a round. This bonus stacks and lasts until the end of the ninja’s turn. Additionally the ninja gains improved trip.

3-The Ninja gains the Advanced kamajutsu technique without having to spend the technique points required.

4-Each time the ninja uses a combat manoeuvre that they haven't used that round they gain +1 to the CMB if using a hook weapon. This bonus stacks and lasts until the end of their turn. Additionally the ninja gains improved reposition.

5-The Ninja gains the Master kamajutsu technique without having to spend the technique points required.

Kayakujutsu- Creating and deploying explosives is a surefire way to turn the tide of battle.

1 The Ninja gains the Basic Kayakujutsu technique without having to spend the technique points required.

2 The Ninja gains the Basic sealing jutsu without having to spend the technique points required. Additionally the ninja gains the packing tags feat as a bonus feat. If they already have that feat or gain it later they may instead gain and craft 5 explosives for the price of 1 rather than 3.

3 The Ninja gains the Advanced Kayakujutsu technique without having to spend the technique points required.

4The Ninja may now throw explosive tags themselves, treat exactly as a light thrown weapon with a 10 ft range increment. On hit with a ranged touch attack the tag is placed on whatever it hit.

5 The Ninja gains the Master Kayakujutsu technique without having to spend the technique points required.

Kenjutsu- The mastery of the sword is considered by some to be the purest form of martial arts

1-The Ninja gains basic Kenjutsu technique without having to spend the technique points required. Additionally they gain weapon focus and weapon specialization as a bonus feat applied to all kinds of swords.

2-The Ninja gains both Combat expertise and Power attack combat feats even if they do not meet the pre-requisites. Additionally the ninja reduces the penalty for using either of the above feats by 1.

3- The Ninja gains Advanced Kenjutsu technique without having to spend the technique points required.

4- The Ninja gains greater weapon specialization and greater weapon focus combat feats even if they do not meet the prerequisites. This applies to all forms of swords rather than a specific kind. Additionally any penalty for using combat expertise or power attack is reduced by -2 instead of -1.

5- The Ninja gains Master Kenjutsu technique without having to spend the technique points required.

Kyūjutsu-The art of archery is a refined and precise fighting style that allows the dealing of death at a great distance.

1- The Ninja gains basic Kyūjutsu without having to spend the technique points required. Additionally they gain point blank shot and rapid shot as bonus feats without needing to meet the prerequisites.

2- The Ninja gains  Many shot and Bullseye shot as bonus feats without needing to meet the prerequisites. Additionally when the ninja expends an arrow but doesn’t hit or damage a target they can always recover that arrow instead of having a 50% chance.

3- The Ninja gains Advanced Kyūjutsu technique without having to spend the technique points required.

4-The Ninja gains Improved precise shot and clustered shots as bonus feats without having to meet the prerequisites. Additionally when the ninja makes an attack with a bow they may choose to expend up to 4 extra arrows as part of the attack, adding 2 extra damage per arrow. These arrows can be recovered normally since they are not considered to have hit the target. This also means that any special effect of the extra arrows, such as poisoned tips, does not apply.

5-  The Ninja gains Master Kyūjutsu technique without having to spend the technique points required.

Ninken- While the term is specifically for Ninja dogs, this style encompasses any style of fighting alongside an animal.

1- The Ninja gains the animal companion technique and skill focus in handle animal. Additionally any teamwork feat that ninja or animal takes is learned by the other.

2- While in contact with their companion or adjacent to them both ninja and animal may use each other's chakra when using jutsu. Additionally when one uses a jutsu they may pay the chakra cost a second time to activate it a second time as if the other also used it.

3-The Ninja treats every handle animal check made on their companion as if they had rolled a 20. Additionally when the ninja mentors their animal companion they do not increase the time taken by 1 step as normal for teaching animals.

4-The Ninja's animal companion increases it's chakra multiplier to x2, effectively doubling its chakra. It also gains 1 technique Point per HD which will continue to increase as they gain levels. Additionally the ninja and companion may share chakra and jutsu over any distance.

5-Neither the ninja nor animal companion can die as long as the other fights by their side. When either would be reduced to 0 hp while within 100 ft of the other, the excess damage is transferred to their partner. Once this is enough to reduce the partner to 0 they collapse normally.

Onojutsu- Mastery of the axe and hammer provides a ninja with unmatched destructive output

1- The Ninja gains the Basic Onojutsu technique without having to spend the technique points required. They also gain Power attack and improved sunder as bonus combat feats.

2- The Ninja gains Vital strike and Cleave and can apply both to a single attack. If the attack downs a foe then the follow up attack is also a vital strike.

3- The Ninja gains the Advanced Onojutsu technique without having to spend the technique points required.

4-The Ninja adds an extra 1/2 str bonus to their damage when using an Onojutsu weapon. Thus 1 handing a battle axe adds x1.5 str bonus, and two handing it adds x2 str bonus. Additionally when using power attack with an Onojutsu weapon the ninja may reduce their AC instead of their attack bonus.

5- The Ninja gains the Master Onojutsu technique without having to spend the technique points required.

Puppet art- The Ninja art of puppetry is a complex fighting style that relies on creativity and craftsmanship.

1-The Ninja gains both basic chakra threads and basic puppetry jutsu without having to pay the technique cost.

2- The Ninja gains skill focus in a craft skill of their choice and can craft traps and poisons at a 50% discount. Additionally the Ninja may take a move action even if they gave their move action to their puppet.

3-A controlled puppet can use the ninja's base attack bonus, base saves, skill ranks and combat feats.

4-The Ninja gains the additional puppet technique, when controlling a puppet the ninja is no longer flat footed. The Ninja may take a standard action instead of move in the same turn they direct a puppet.

5-The Ninja gains the Waltz of puppets technique for free without having to pay the technique cost and the user may now take a full rounds worth of actions even while controlling puppets.

Shirudojutsu- Some Ninja eschew conventional weapons and focus their efforts solely on the art of the shield.

1-The Ninja gains basic shirudojutsu without having to spend the technique points required. Additionally the Ninja gains shield focus and missile shield even if they do not meet the prerequisites.

2- The ninja gains throw anything as a bonus feat as well as the equipment trick feat specifically for shields. Furthermore when the ninja uses hurl shield they deal damage as if they were performing a shield bash and the shield returns to them as if it had the returning property.

3-The Ninja gains the Advanced shirudojutsu technique without having to spend the technique points required.

4- The Ninja gains Ray shield as a bonus combat feat even if they do not meet the prerequisites. If the ninja throws their shield it returns to them immediately after the attack, allowing them to make a full attack with a thrown shield. Additionally equipping or releasing the shield can each be done once per round as a free action.

5-The Ninja gains the Master shirudojutsu technique without having to spend the technique points required.

Shuriken Jutsu- The most iconic weapon in a ninja's arsenal, the shuriken provides precision strikes at a range.

1- Gain Basic Shuriken jutsu technique and packing shurikens and point blank shot feats for free without having to meet the prerequisites.

2- The Ninja gains rapid shot as a bonus feat even if they do not meet the prerequisites. Additionally the ninja does not incur the -2 penalty to attacks when using rapid shot, it is effectively always active. Lastly as a standard action the ninja may make two shuriken attacks, both at their highest bonus. If they are using senbon they may instead make the various attacks of their full attack spaced out as they wish during their movement if they choose to take a move action on the same turn as their full attack.

3-The Ninja may gains the advanced shuriken jutsu technique without having to spend the technique points required.

4-The Ninja gains two weapon fighting, improved two weapon fighting and greater two weapon fighting even if they do not meet the prerequisites. When using a shuriken weapon the ninja does not incur the penalty for two weapon fighting with that hand.

5- The Ninja gains the Master shuriken jutsu technique without having to spend the technique points required.

Sojutsu- The spear is the perfect weapon for striking down a foe before they can reach you.

1- The Ninja gains basic sojutsu without having to spend the technique points required. Additionally the Ninja gains combat reflexes and improved initiative as bonus feats even if they do not meet the prerequisites.

2-  When attacking with a spear weapon the ninja may reduce their armor class by up to 4 points and add the same amount to their attack and damage this change lasts until the beginning of their next turn. Additionally the Ninja may treat any spear weapon as a lance for the purpose of dealing extra damage while mounted.

3-The Ninja gains the Advanced sojutsu technique without having to spend the technique points required.

4-When using a spear weapon and making only one attack, such as while charging or using vital strike, they may make the attack an automatic critical threat. However any attack direct at them before the start of their next turn is likewise a critical threat.

5-The Ninja gains the Master sojutsu technique without having to spend the technique points required.

Taijutsu- The origins of martial arts date back to the use of the fist and fist weapons to dramatically enhances ones combat options and provide ultimate flexibility.

1-The Ninja gains basic Kumite without having to spend the technique points required. Additionally the Ninja gains one bonus combat feat of their choice that they meet the prerequisites for. Anytime the ninja melds chakra they may change the chosen feat.

2- The Ninja gains a second combat feat that they can change, additionally they may now change one or both feats as a full round action in combat.

3-The Ninja gains the Advanced kumite technique without having to spend the technique points required.

4-The Ninja gains a third combat feat that they can change, additionally they may now change their 3 chosen feats as a free action as part of their initiative roll.

5-The Ninja gains the Master kumite technique without having to spend the technique points required.

Taihojutsu- Few weapons are as frightening or volatile as gun weapons.

1- The Ninja gains basic taihojutsu without having to spend the technique points required. Additionally the Ninja gains rapid reload and point blank shot as bonus combat feats even if they do not meet the prerequisites.

2-The ninja gains a +4 to intimidate checks while wielding a gun weapon. If the weapon is masterwork or magical they add it’s enhancement bonus on attack to this intimidate bonus. Additionally the ninja may always load any gun weapon with only one hand. Lastly the Ninja’s firearms and black powder are never ruined by exposure to water.

3-The Ninja gains the Advanced taihojutsu technique without having to spend the technique points required.

4- If the Ninja rolls a natural 1 on their attack with a gun weapon they may choose to re roll the attack and on hit they deal double damage however afterwards their gun weapon gains the broken condition. If the weapon is a firearm this counts as a misfire even if the weapon doesn’t suffer misfires on a 1. If the Ninja uses this ability while using a broken gun weapon it is destroyed instead of broken.

5-The Ninja gains the Master Taihojutsu technique without having to spend the technique points required.

Tankenjutsu- Ninja are often associated with the imagery of a small deadly knife in the dark.

1- The Ninja gains basic tankenjutsu without having to spend the technique points required. Additionally the Ninja gains improved initiative and combat expertise even if they do not meet the prerequisites.

2-If the ninja is using a knife weapon to attack a foe who would be flat footed for two different reasons, or a flat footed foe who would also be flanked, they ignore the foes uncanny dodge and improved uncanny dodge if any and deal additional damage equal to their weapons base damage die.

3-The Ninja gains the Advanced tankenjutsu technique without having to spend the technique points required.

4- When the ninja uses a knife weapon to attack a flat footed foe, that foe also does not apply it’s natural armor, shield bonus, or damage reduction to the attack.

5-The Ninja gains the Master tankenjutsu technique without having to spend the technique points required.

Tessenjutsu- The art of fighting with a warfan or fighting fans, this art prioritizes defense, subterfuge and blending taijutsu and ninjutsu.

1-The Ninja gains Basic Tessenjutsu technique without having to spend the technique points required. Additionally they gain improved feint and combat expertise as bonus feats even if they do not meet the prerequisites.

2-When the Ninja receives a bonus to armor class from combat expertise, defensive fighting or total defense they add the same bonus to their reflex saves.

3- The Ninja gains Advanced Tessenjutsu technique without having to spend the technique points required.

4- When the Ninja receives a bonus to armor class from combat expertise, defensive fighting or total defense they may instead choose to gain concealment equal to 5% per +1 bonus they would receive to armor class, to a maximum of 50%. This does not cause them to lose the bonus to reflex saves granted by the second rank of this style.

5- The Ninja gains Master Tessenjutsu technique without having to spend the technique points required.

True Bukijutsu- A master of all forms a ninja weapons, a master of Bukiujutsu has unparalleled variety in their offensive and defensive options.

1-The Ninja gains the ability to draw and stow any weapons on their person as a free action, allowing them to freely full attack with whatever weapons they desire. Additionally any feat that affects a specific weapon or group of weapons, such as weapon focus, applies to all weapons instead. This also applies to weapon proficiencies, making the taijutsu master proficient in all simple, martial and even exotic weapons.

2-The Ninja gains throw anything as a bonus combat feat. Additionally each time the ninja attacks with a different weapon they get a +1 cumulative bonus on the attack. This bonus is reset at the start of the users next turn or when they attack with the same kind of weapon a second time. ( An example of a kind of weapon would be a kunai, or shorts word).

3-  Any weapon the ninja wields that has a special ability related to a combat manoeuvre, such as the trip or disarm quality, gains a +4 on the roll to perform that manoeuvre. This stacks with an existing bonus, for example a sai, which normally grants+2 to sunder, would grant +6. Additionally a Ninja may now stow or draw a weapon as an immediate action. They may even perform both as a single immediate action allowing them to change weapons during someone else's turn

4- The Ninja may make one extra attack on a full attack at their full base attack bonus. Additionally the bonus to attacks for using different weapons in succession now also applies to damage.

5-The Ninja gains the True master Technique without having to spend the technique points required.

Waiyajutsu-The expert usage of ninja wire, a master of waiyajutsu is capable of flexible and deceptive tactics.

1- The Ninja gains the Basic Waiyajutsu technique without having to spend the technique points required. Additionally they gain the agile maneuver's and nimble fingers feats for free as bonus feats even if they do not meet the prerequisites.

2- The Ninja adds 1/2 their level on any craft, disguise, or sleight of hand check made to conceal, use wire, or create traps reliant on Ninja wire. Additionally the ninja gains +4 on the touch attack required to attach wires to a foe.

3- The Ninja gains the advanced waiyajutsu technique without having to spend the technique points required.

4-The Ninja is always considered to have ninja wire on their person, as much as 200 ft of it per mission without having to buy or requisition it. Additionally the ninja may always take a 10 on any skill checks involving ninja wire such as the ones mentioned at rank 2 of this style.

5- The Ninja gains the Master Waiyajutsu technique without having to spend the technique points required.

Supreme Taijutsu: At 20th level the Taijutsu master has reached the pinnacle of their art. Anytime the Taijutsu master attacks they may apply two Taijutsu to their attack instead of one. Additionally once per round when the Taijutsu Master makes an attack or CMB roll they may choose to roll twice and take the better result.

Archetypes:

Morphic Warrior

Devoted Warrior