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Showing posts with label campaign setting. Show all posts
Showing posts with label campaign setting. Show all posts

Tuesday, October 6, 2015

Forgotten Fable RPG™: Sakura, Armsman NPC

by Tim Wallace and Adam Frank

This week’s post is an NPC built using the armsman class and the karajin race. She is presented at two different challenge ratings, CR 3 & CR 8. I was originally going to include a CR 13 version as well, but I ran out of time building her stat block (and I might add it later). I hope you enjoy. --Tim

Sakura, Knight in Training

As a child, the karajin Sakura, joined the Knights of Tempest, an order of soldiers dedicated to the protection and expansion of Tempest, her home kingdom. She was a prodigy, quickly rising through the ranks. About a year before her graduation to full Tempest Knight a warlord attacked her city while many of the Knights were away fighting another neighboring threat. Sakura stepped forward and led the charge of the young knights against the invading forces. Sakura drove back the attacking forces and bested the Warlord in combat.

SAKURA      CR 3
XP 800
Karajin armsman 4
Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 38 (4d10+12)
Fort +6, Ref +1, Will +3
Defensive Abilities agility +1, elysian bronze
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee fire-forged steel warhammer +9 (1d8+6/×3+4 precision) or
   cold iron light hammer +7 (1d4+3+4 precision) or
   silver light hammer +7 (1d4+2+4 precision)
Ranged cold iron light hammer +4 (1d4+3) or
   silver light hammer +4 (1d4+3)
Special Attacks deeds (armsman initiative, derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike), fire-forged steel, martial flexibility 5/day, panache (2)
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 14, Int 8, Wis 14, Cha 13
Base Atk +4; CMB +7; CMD 18
Feats Disarming Threat Deed, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +4, Athletics +7, Craft (armor) +4, Craft (weapons) +4, Influence +6, Perception +7, Stealth +4, Survival +3
Languages Common
Combat Gear oil of magic weapon, potion of cure moderate wounds, acid neutralizer, alchemist's fire, alkali flask, liquid ice, tanglefoot bag; Other Gear mwk elysian bronze chain shirt, cold iron light hammer, fire-forged steel warhammer, silver light hammer, backpack, waterskin, 21 gp, 7 sp, 1 cp
--------------------
SPECIAL ABILITIES
--------------------
Agility +1 Sakura gains a +1 bonus on saving throws made against effects that cause her to become paralyzed, slowed, or entangled.
Armsman Initiative As long as Sakura has 1 panache, she gains +2 initiative (included above).
Derring-Do Sakura can spend 1 panache point after rolling an Acrobatics or Athletics  check to add 1d6 to her result. On a 6, she roll another d6 and add that result too. This process continues as long as she rolls 6 up to a total 4d6.
Dodging Panache When an opponent attempts a melee attack against Sakura, she can spend an immediate action and 1 panache to move 5 feet, gaining a +2 dodge bonus against that attack (though not negating it). All other enemies who threaten her can make attacks of opportunity.
Kip Up As long as Sakura has at least 1 panache, she doesn’t provoke attacks of opportunity when she stands up, and she can spend 1 panache to stand as a swift action instead of a move action.
Disarming Threat Deed When Sakura succeeds at an Influence check to force an opponent to act friendly toward her, she can spend 1 panache point to cause the target to regard her with indifference when the duration of the effect expires. A target influenced in this manner is unlikely to report her to authorities.
Elysian Bronze (DR 1/—) Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types.
Fire-Forged Steel If a weapon crafted from fire-forged steel is exposed to 10 points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds.
Martial Flexibility Sakura can spend a move action to gain any combat feat she doesn’t possess for 1 minute, as long as she meets the prerequisites. If she uses the ability again before that time, she loses all the feats from the previous use. If the feat has a daily limit and she picks it more than once, it doesn’t reset the limit. Power Attack is a pretty good choice if you’re fighting something you’d rather punch than grapple.
Menacing Swordplay As long as Sakura has at least 1 panache, she can spend a swift action when she hits with a melee weapon to attempt an Influence check to demoralize her opponent.
Opportune Parry and Riposte When an enemy attempts a melee attack against Sakura (but before it rolls its attack roll), Sakura can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a –2 penalty for every size larger than Sakura the enemy is. If Sakura’s result is higher than the enemy’s, the attack misses, and Sakura can then spend an immediate action to make a counterattack against that enemy, as long as she can reach it.
Panache Sakura starts each day with 2 panache, and her total panache can never be higher than 2. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with her warhammer or light hammer (or other melee weapon she finds), but she doesn’t gain a panache if the creature is lower than 2 Hit Dice or is helpless or unaware.
Precise Strike As long as she has at least 1 panache point, Sakura adds 4 precision damage to all her attacks with her melee weapons (if she throws her light hammer, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit and can be prevented by anything that stops critical hits or sneak attacks. She can spend 1 panache as a swift action to double this precision damage to 8 for her next successful attack before the end of her turn.

Sakura, Captain of Tempest

After several successful campaigns Sakura continued her seemingly effortless climb up the ranks in the Tempest military. She had become a master tactician on both the aggressive front and while defending her own city walls. Her soldiers looked up to her, her superiors were confident they could put her on any battlefield with success. Her presence alone was enough to inspire others to incredible feats. She became a legend within her own time. When Sakura reached her 27th birthday she retired from the military. Some thought she would lead a quieter life, perhaps to start a family. On the contrary, Sakura started adventuring. She was looking, so she said, for a final solution to the war her home had known all her life.

SAKURA      CR 8
XP 4,800
Karajin armsman 9
Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 81 (9d10+27)
Fort +5, Ref +6, Will +5
Defensive Abilities agility +2, elysian bronze
--------------------
OFFENSE
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 fire-forged steel warhammer +16/+11 (1d8+9/×3+9 precision) or
   cold iron light hammer +14/+9 (1d4+5+9 precision) or
   silver light hammer +14/+9 (1d4+5+9 precision)
Ranged cold iron light hammer +11 (1d4+5) or
   silver light hammer +11 (1d4+5)
Special Attacks deeds (armsman initiative, armsman's grace, derring-do, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, targeted strike), fire-forged steel, martial flexibility (swift action) 7/day, panache (4), weapon training (hammers) +2
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 13
Base Atk +9; CMB +12; CMD 22
Feats Combat Expertise, Disarming Threat Deed, Extra Panache, Field Repair, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +8, Athletics +8, Craft (armor) +11, Craft (weapons) +11, Influence +6, Perception +7, Stealth +5, Survival +6
Languages Common
Combat Gear potion of cure moderate wounds (2), acid neutralizer, alchemist's fire, alkali flask, liquid ice, tanglefoot bag; Other Gear +2 elysian bronze lamellar (steel) armor, +1 fire-forged steel warhammer, cold iron light hammer, silver light hammer, backpack, waterskin, 371 gp, 7 sp, 1 cp
--------------------
SPECIAL ABILITIES
--------------------
Agility +2 See: Sakura, Knight in Training.
Armsman Initiative See: Sakura, Knight in Training.
Armsman's Grace While Sakura has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Combat Expertise (+3/–3) Sakura can choose to take a –3 penalty on melee attack rolls and combat maneuver checks to gain a +4 dodge bonus to your Armor Class.
Dodging Panache See: Sakura, Knight in Training.
Derring-Do See: Sakura, Knight in Training.
Disarming Threat See: Sakura, Knight in Training.
Elysian Bronze (DR 2/—) See: Sakura, Knight in Training.
Field Repair Sakura takes no penalty for repairs made with improvised materials
Fire-Forged Steel See: Sakura, Knight in Training.
Martial Flexibility Sakura can spend a move action to gain any two combat feats she doesn’t possess, as long as she meets the prerequisites, or she can spend a swift action to gain any one combat feat. She keeps the feat for 1 minute. If she uses the ability again before that time, she loses all the feats from the previous use. If the feat has a daily limit and she picks it more than once, it doesn’t reset the limit. Power Attack would be a pretty good choice for a swift action if you are fighting something you’d rather punch than grapple. For a move action, you could consider grabbing two feats in a chain like Combat Expertise and either Improved Dirty Trick or Improved Trip.
Menacing Swordplay See: Sakura, Knight in Training.
Opportune Parry and Riposte See: Sakura, Knight in Training.
Panache See: Sakura, Knight in Training.
Precise Strike As long as she has at least 1 panache point, Sakura adds 9 precision damage to all her attacks with her melee weapons (if she throws her light hammer, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit and can be prevented by anything that stops critical hits or sneak attacks. She can spend 1 panache as a swift action to double this precision damage to 18 for her next successful attack before the end of her turn.
Superior Feint While Sakura has at least 1 panache point, she can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of her next turn.
Targeted Strike As a full-round action Sakura can spend 1 panache point to make an attack with a single melee weapon that cripples part of a foe's body. She chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to precision damage are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
·       Arms: The target takes no damage from the attack, but it drops one carried item of Sakura's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
·       Head: The target is confused for 1 round. This is a mind-affecting effect.
·       Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
·       Torso or Wings: The target is staggered for 1 round.
Vital Strike When Sakura uses the attack action, she can make one attack at her highest base attack bonus and roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.


Tuesday, September 29, 2015

Forgotten Fable RPG™: Uekijin Race

by Tim Wallace and Adam Frank

The uekijin (pronounced OO-AY-KEY-jin) are a species of plant that evolved on Densetsu millennia before the other intelligent species came to or evolved. They hold a strong sense of self and are often seen as very reclusive. Having no gender, the uekijin are divided by lineage based upon the parent they sprouted from. Once a year an uekijin has the opportunity to bloom, generally in a nursery where the young flowers will grow surrounded by the elders.
Physical Description: The uekijin are a species of plant that has developed sentience. Uekijin reach maturity at 15, and appear as tall humanoids with bark like skin that range from bright greens to dusky browns and grow petals on their heads that vary depending on their lineage. Their eyes are often blue or green. They have a mouth that is used to speak but they do not need to eat with it as the leaves and petals that cover their head have the ability to photosynthesize.
Society: Living in garden cities both great and small few outsiders are invited in to view the majesty of an uekijin garden. The center of the garden is dedicated to the nurseries and the underground root network of both the young and the old. When an uekijin is young, they start as a sprout, anchored to the ground and look like large solitary flowers, each species from a different lineage. For the first several years, the uekijin are tended by the elders in the nursery. At 400, adults mature into elders, becoming more tree-like in their appearance, with a face standing out from their trunk. The elders are also rooted, so as to speak with the young uekijin and instruct them through the root network. They are capable of movement, though extremely slow. Outside these cities reside the adult uekijin who defend or help in the everyday running of the city. All the buildings in an uekijin city have no solid roofs but instead are either open to the sky or have a loose covering of leaves to let in light. Any shops or businesses are located on the edges of the city so as to keep safe the young and old alike from outsiders.
Relations: The uekijin are strange to many of the other races. As they don't have genders or even an understanding of them. The open design of their garden cities and lack of covering over their homes. Those uekijin who venture out often tend to stay outside during the night and don't mind inclement weather. They also don't often sleep. Their oddities can lead to strained relations between them and the other species of Densetsu. During the reign of the Dark Lord they were even largely left alone as Daisuke was unclear on how to treat these people. Those he tried to enslave just transformed into large trees in front of him and planted themselves where they were. When he would send an army to take a garden they were fiercely defended by blade, magic and even the surrounding flora. Eventually he gave up. While the uekijin are not vastly disliked, they are hard to understand, and work best when left alone.
Alignment & Religion: Literally from the ground and nature the uekijin tend toward neutral alignments and worship a few goddesses and one god. The goddess of fertility and growth, Momo, is one of their primary goddesses. The goddess of destruction, Kasai, is feared and worshiped by the uekijin who tend more on the chaotic side of the spectrum. Finally, Inochi Noki, or the Great Grandfather Tree, is worshiped by almost every uekijin. Many uekijin will make a trek out to his grove at least one time in their lives to speak with him and visit him. Inochi Noki lives in a beautiful grove that can only be found by those the Great Grandfather Tree allows.
Adventurers: There are a few reason that an uekijin may take up the adventuring life, or as they say “Leave with staff in hand.” One of the more popular reasons is a pilgrimage to seek out Inochi Noki. This though is hardly the only reason they take up the life of an adventurer. Some seek more tangible things, fame, fortune, while others seek knowledge to bring back to their gardens. Whatever the reason an uekijin may leave they will often join up with non-uekijin to have guidance and companionship on their trek.

Uekijin (植木人) Racial Traits (12 RP)
+2 to Constitution or Wisdom: Uekijin are hardy or intuitive.
Plant (10 RP): Uekijin are plant creatures with shapechanger subtype.
·       Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
·       Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
·       Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain mana, but sleep is not required to survive or stay in good health.
Medium: Uekijin are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady (–1 RP): Uekijin have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Uekijin can see twice as far as humans in conditions of dim light
Change Size (3 RP): An uekijin can reduce and enlarge itself.
When reduced, the uekijin halves its height and divides its weight by 8. This decrease changes the uekijin’s size to Small; due to its reduced size, it gains +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), a +1 bonus on attack rolls and AC, and a –1 penalty on combat maneuver checks and to its CMD.
When enlarged, the uekijin doubles its height and multiplies its weight by 8. This increase changes the uekijin’s size to Large; due to its increased size, it gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), a +1 bonus on combat maneuver checks and to its CMD, and a –1 penalty on attack rolls and AC.
All equipment worn or carried by the uekijin is similarly reduced or enlarged. Melee weapons affected by this ability deal less damage or more damage, respectively (see Table: Tiny and Large Weapon Damage). Any item that leaves the uekijin's possession while affected by this ability (including a projectile or thrown weapon) instantly returns to its normal size.
Changing size is a standard action.
Natural Armor (2 RP): Uekijin have tough, rugged skin, granting them a +1 natural armor bonus.
Delicious (–1 RP): Uekijin take a –2 penalty on Acrobatics and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
Light Dependent (–2 RP): Uekijin take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Languages (1 RP): Uekijin begin play speaking Common. Uekijin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Uekijin Racial Traits
The following racial traits may be selected instead of existing uekijin racial traits. Consult your GM before selecting any of these new options.
Aquatic: Uekijin with this racial trait are amphibious and can breathe both air and water. In addition, the body of an uekijin with this trait requires constant submersion in fresh or salt water. Uekijin with this trait who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours. This trait replaces natural armor and light dependent.
Bark: Uekijin with this racial trait forgo the ability to change shape in favor of a tougher outer skin. Their natural armor bonus to AC increases to +3. This trait replaces change size and removes the shapechanger subtype.
Night Blossom: Uekijin with this racial trait gain darkvision out to 60 feet. This trait replaces natural armor.
Shade Tolerance: Uekijin with this racial trait do not require daily exposure to sunlight to survive; however such uekijin are particularly susceptible to flames and they gain vulnerability to fire. This trait replaces light dependent.
Treespeech: Uekijin with this racial trait have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect. This trait replaces change size and removes the shapechanger subtype.
Vines: Uekijin with this racial trait have flexible vines that can be used to carry objects. They cannot wield weapons with these vines, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces natural armor.

Uekijin Racial Rules
The following options are available to uekijin. At the GM's discretion, other appropriate races may also make use of some of these.

Uekijin Feats
Uekijin have access to the following feats.

Grasping Vines
Your vines become more useful.
Prerequisites: Uekijin.
Benefit: You can use your vines to grab stowed items. While you cannot wield weapons with your vines, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the vines racial trait, you can use your vines to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your vines, though you cannot manipulate them with your vines (other than to put them in your hand).

Eyes of Night
You are able to see in the dark.
Prerequisites: Uekijin.
Benefit: You gain darkvision out to 60 ft.
Special: If you have the nightblossom racial trait, your darkvision improves to 120 ft.

Treespeech
Your connection with a flora allows you to speak with plants.
Prerequisites: Int 3, plant type.
Benefit: You have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect.

Uekijin Equipment
Uekijin have access to the following equipment.

Uekijin Bark Extract: These bitter pills is extracted from the dry, flaky skin shed by uekijin and enhanced by alchemy to ward against pain effects. If you consume a dose of uekijin bark extract, you gain a +2 alchemical bonus on saving throws made against pain effects for the next hour. If you drink uekijin bark extract while suffering from any a pain effect, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day.

Item
Price
Weight
Craft DC
Uekijin bark extract
30 gp
20

Pain Effects
Pain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a Fort save (such as constructs and undead) are immune to pain effects (Ultimate Magic, Chapter 2).
Some examples of spells from the Core Rulebook  and Advanced Player’s Guide that cause pain effects are eyebite, pain strike, repel vermin, retribution, and symbol of pain.

Uekijin Petal Bomb: Harvested from the discarded petals of uekijin, this fragrant alchemical powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing sleep-inducing dust. The target is asleep for 1 round and staggered for 3 rounds after that. A successful DC 12 Fortitude save prevents the sleep condition, but not the staggered condition. Creatures within 5 feet of where the flask hits are staggered for 1 round. This is a poison effect.

Ranged Weapons
Price
Dmg
Critical
Range
Weight
Type
Special
Uekijin petal bomb
50 gp
10 ft.
1 lb.
Poison
Splash, see text

Uekijin Tears: As uekijin don’t cry, this poison is not actually made from the alchemically treated tears of an uekijin, but from the sap. Coming in contact with this poison inflicts immense pain upon the target.

Poison
Type
Fort DC
Onset
Frequency
Initial Effect
Secondary Effect
Cure
Price
Uekijin tears
Contact
16
1 min.
1/min. for 6 min.
2d12 nonlethal damage
sickened 1 min.
1 save
300 gp

Uekijin Magic Item
Uekijin have access to the following magic item.

SUNBRIGHT DIADEM
Aura faint conjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
DESCRIPTION
The amber gem pulses warmly in the center of this headband decorated with leaf filigree. The diadem continually provides the wearer with life-sustaining sunlight for light dependent species. In addition, if the wearer is a spellcaster and requires rest to regain mana, they may do so with only 2 hours of rest (instead of the normal 8 hours required). The diadem must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to themself.
There is an alternate version called the seadeep diadem which is a headband of seaweed filigree set with jade or turquoise. Similar to the sunbright diadem, it provides water dependent species with the moisture needed to survive on dry land.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a uekijin; Cost 1,250 gp


Wednesday, September 23, 2015

Forgotten Fable RPG™: Thief Class

by Tim Wallace and Adam Frank

Thief
Luck is the thief's friend. A good thief knows how to bend luck to their whims and eke success out of each and every encounter. They can see how any pattern fits together and knows where and when to apply the right type of force to get the maximum effect. Keeping ever vigilant for all boons they are rarely ever surprised. Many thief's use their unique blend of luck, vigilance, and intelligence to go into the more clandestine ways of life. Stealing to make a living is hardly smiled upon, or for that matter legal, but it is lucrative. Other thief's know that their skills could be used helping others. Some become expert investigators, able to help anyone find anything. Some are guides, leading groups through the most dangerous of areas and escaping unharmed. A thief is a party’s best friend for their versatility and fortune.

Role: Often times a thief will find themselves in two very important roles, damage dealing and lookout. Many thieves know the ins and outs of a trap and can spot one a mile away, others can survey a battlefield and know where their allies are best needed, some thieves can get anywhere unnoticed. Simultaneously thieves are masters at dealing damage, if given the time to study their enemies, no one can escape their deadly skill with a bow, blade or gun.

Hit Die: d8.

Class Skills
The thief’s class skills are Acrobatics (Dex), Finesse (Dex), Influence (Cha), Perception (Wis), Society (Int), Stealth (Dex).
Skill Ranks per Level: 4 + 1/2 Int modifier.

Table: The Thief
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Bonus feat, inspiration
2nd
+1
+0
+3
+3
Trick
3rd
+2
+1
+3
+3
Studied combat, studied strike
4th
+3
+1
+4
+4
Trick
5th
+3
+1
+4
+4
Danger sense +1
6th
+4
+2
+5
+5
Bonus feat, studied strike +2d6, trick
7th
+5
+2
+5
+5
Uncanny dodge
8th
+6/+1
+2
+6
+6
Danger sense +2, trick
9th
+6/+1
+3
+6
+6
Studied strike +3d6
10th
+7/+2
+3
+7
+7
Bonus feat, trick
11th
+8/+3
+3
+7
+7
Advanced class ability, danger sense +3
12th
+9/+4
+4
+8
+8
Advanced tricks, studied strike +4d6, trick
13th
+9/+4
+4
+8
+8
Advanced class ability
14th
+10/+5
+4
+9
+9
Danger sense +4, trick
15th
+11/+6/+1
+5
+9
+9
Advanced class ability, studied strike +5d6
16th
+12/+7/+2
+5
+10
+10
Trick
17th
+12/+7/+2
+5
+10
+10
Advanced class ability, danger sense +5
18th
+13/+8/+3
+6
+11
+11
Studied strike +6d6, trick
19th
+14/+9/+4
+6
+11
+11
Advanced class ability
20th
+15/+10/+5
+6
+12
+12
Advanced class mastery, danger sense +6, trick

Class Features
The following are class features of the thief.

Weapon and Armor Proficiencies: A thief is proficient with any two of the following weapon groups: bows, close, crossbows, firearms, light blades, monk, or thrown. She is proficient with as light armor, as well.
Bonus Feat: At 1st, 6th, and 10th level, a thief may select any Improved combat maneuver feat (such as Improved Steal), Improved Unarmed Strike, or Trapfinding as a bonus feat. At 6th level, she may select any Greater combat maneuver feat (such as Greater Dirty Trick) as a bonus feat. At 10th level, she may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat. A thief need not have any of the prerequisites normally required for these feats to select them.
Inspiration (Ex): A thief possesses keen powers of observation and deduction that far surpass the abilities of others.
A thief has the ability to augment skill checks and ability checks through her brilliant inspiration. The thief has an inspiration pool equal to 1/2 her thief level + her Intelligence modifier (minimum 1). A thief's inspiration pool refreshes each day, typically after she gets a restful night's sleep. As a free action, she can expend one use of inspiration from her pool to add 1d6 to the result of that check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A thief can only use inspiration once per check or roll. The thief can use inspiration on any Acrobatics, Finesse, and Stealth skill checks without expending a use of inspiration, provided she's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the thief's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trick (Ex or Su): At 2nd level and every 2 levels thereafter, a thief gains a trick. Except where otherwise noted, each trick can only be selected once.
Tricks marked with an asterisk (*) add effects to a thief's studied combat or studied strike. Only one of these tricks can be applied to an individual attack, but the decision can be made when the damage is dealt.
Amazing Inspiration (Ex): When using inspiration, the thief rolls a d8 instead of a d6. At 20th level, the thief rolls 2d8 and adds both dice to the result. A thief must be at least 6th level to select this trick.
Assault Leader (Ex): Once per day, when the thief misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Black Market Connections (Ex): A thief with this trick gains better access to magic items from black market connections. She treats every settlement as one size greater for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the thief can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the thief can also sell stolen items on the black market. If the check fails by 5 or more, the thief does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the thief's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.

Community Size
DC
Thorp
10
Hamlet
12
Village
15
Small town
18
Large town
20
Small city
25
Large city
30
Metropolis
35

Camouflage (Ex): Once per day, a thief with this trick can craft simple but effective camouflage from the surrounding foliage. The thief needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the thief fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The thief gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Canny Observer (Ex): When a thief with this trick makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Charmer (Ex): Once per day, the thief can roll two dice while making an Influence check, and take the better result. She must choose to use this trick before making the Influence check. A thief can use this ability one additional time per day for every 5 thief levels she possesses.
Combat Inspiration (Ex): When a thief uses inspiration on an attack roll or saving throw, she expends one use of inspiration instead of two. A thief must be at least 10th level to select this trick.
Convincing Lie (Ex): When a thief with this trick lies, she creates fabrications so convincing that others treat them as truth. When a thief with this trick successfully uses the Influence skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the thief's Influence skill modifier to convince the questioner, rather than his own. If his Influence skill modifier is better than the thief's, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the thief's level + the thief's Charisma modifier.
Deft Palm (Ex): A thief with this trick can make a Finesse check to conceal a weapon while holding it in plain sight, even while she is being observed.
Device Trick (Ex): The thief can use the Spellcraft skill to activate magic items even if not trained in that skill. If the thief is trained in Spellcraft, she can use the inspiration ability with that skill without expending uses of inspiration.
Effortless Aid (Ex): The thief can use an aid another action as a move action instead of as a standard action. A thief can expend one use of inspiration to instead perform an aid another action as a swift action.
Eidetic Recollection (Su): A thief can always choose to take 10 on any of her skill checks to recall knowledge, even if she's in immediate danger or distracted. A thief may expend one use of inspiration to take 20 on a skill check to recall knowledge even if she's in immediate danger or distracted. A thief must be at least 10th level to select this trick.
Empathy (Ex, Su): When attempting a Perception check to sense motive, the thief makes two d20 rolls and takes the higher result. If a thief uses inspiration on a Perception check to sense motive, she rolls the inspiration dice twice and takes the higher result. Once per day, the thief can expend one use of inspiration to target a single creature that she can see and hear within 30 feet. Upon doing so, the thief detects the surface thoughts of the target's mind, as if she concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds a Will saving throw. The DC of this save is 10 + 1/2 the thief's level + her Intelligence modifier. If the target fails, the thief can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 her thief level. A thief must be at least 4th level to select this trick.
Expanded Inspiration (Ex): A thief can use her inspiration ability when attempting Influence, Nature, or Perception checks without expending uses of inspiration, provided she's trained in the skill.
Fast Fingers (Ex): Once per day, a thief with this trick can roll two dice while making a Finesse check and take the better result. She must choose to use this trick before making the Finesse check. A thief can use this ability one additional time per day for every 5 thief levels she possesses.
Fast Getaway (Ex): After successfully making a studied strike or Finesse check, a thief with this trick can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Fast Picks (Ex): A thief with this trick can use the Finesse skill to attempt to open a lock as a standard action instead of a full-round action.
Fast Stealth (Ex): This ability allows a thief to move at full speed using the Stealth skill without penalty.
Guileful Polyglot (Ex): A thief with this trick who has at least one rank in Society gains four additional languages. A thief with this trick who does not have any ranks in Society gains two additional languages. If the thief later gains ranks in Society, she gains the remaining two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Hard to Fool (Ex): Once per day, a thief with this trick can roll two dice while making a Perception check, and take the better result. She must choose to use this trick before making the Perception check. A thief can use this ability one additional time per day for every 5 thief levels she possesses.
Hidden Agendas (Ex): A thief learns to obscure her thoughts and endeavors from prying eyes and even intrusive magic. When a thief uses inspiration while attempting an Influence check to pass secret messages or attempting a Society check to create forgeries, she can roll her inspiration dice twice and take the higher result. In addition, the thief can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration. A thief must be at least 10th level to select this trick.
Hold Breath (Ex): A thief with this trick increases the number of rounds she can hold her breath by 2. She can take this trick multiple times.
Inspirational Expertise (Ex): When a thief succeeds at a skill check to identify a monster's special powers or vulnerabilities, she can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear her a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. A thief must be at least 6th level to take this trick.
Inspired Alertness (Ex): Whenever the thief becomes flat-footed, she can expend one use of inspiration to ignore that condition. She must be conscious to do so, and must decide to do so when she becomes flat-footed. Using this ability doesn't require an action.
Inspired Intelligence (Ex): A thief can add her inspiration die to all Religion, Society, or Spellcraft checks without expending a use of inspiration, provided she's trained in the skill.
Inspired Intimidator (Ex): When the thief succeeds at an Influence check to demoralize an opponent, she can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. She can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect. She must be trained in Influence to take this trick. The underworld inspiration thief trick has no effect on this trick.
Iron Guts (Ex): A thief with this trick has a cast-iron stomach or has trained herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the thief to be nauseated or sickened.
Item Lore (Ex): A thief can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells. A thief must be at least 6th level to take this trick.
Lasting Poison (Ex): A thief with this trick can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action.
Perceptive Tracking (Ex): The thief can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill. A thief must be trained in Perception to select this trick.
Quick Study (Ex): A thief can use her studied combat ability as swift action instead of a standard action.
Resiliency (Ex): Once per day, a thief with this ability can gain a number of temporary hit points equal to the thief's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the thief's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Sapping Offense* (Ex): When the thief damages a studied target, that creature cannot make attacks of opportunity for 1 round. A thief must be at least 4th level to select this trick.
Sickening Offensive* (Ex): When the thief damages a studied target, that creature is also sickened for 1 round. A thief must be at least 6th level to select this trick.
Stand Up (Ex): A thief with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Studied Defense (Ex): When an thief with this trick uses his studied combat ability, she can chose to apply that ability's insight bonus to his AC against attacks made by the target of her studied combat instead of to attack rolls against the target of her studied combat. (The insight bonus on damage rolls remains.) She must choose which type of bonus she gains when using studied combat, and it cannot be changed until she uses studied combat again. A thief must be at least 8th level to select this trick.
Terrain Mastery (Ex): A thief with this trick may select a type of terrain from the Favored Terrains table. The thief gains a +2 bonus on initiative checks and Nature, Perception, Stealth, and Survival skill checks when she is in this terrain. A thief traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses). A thief can take this ability multiple times, each time applying it to a new terrain.

Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Toppling Strike* (Ex): When the thief deals damage with studied strike, she can perform a trip combat maneuver as a free action against the creature damaged by studied strike. This trip does not provoke attacks of opportunity. A thief must be at least 8th level to select this trick.
Trap Spotter (Ex): Whenever a thief with this trick comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. A thief must have the Trapfinding feat (see below) before taking this trick.
Underworld Inspiration (Ex): A thief can use her inspiration on Athletics, Performance, or Survival checks without expending uses of inspiration, provided she's trained in the skill.
Studied Combat (Ex): With a keen eye and calculating mind, a thief can assess the mettle of her opponent to take advantage of gaps in talent and training. At 3rd level, a thief can use a move action to study a single enemy that she can see. Upon doing so, she adds 1/2 her thief level as an insight bonus on attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to her Intelligence modifier (minimum 1) or until she deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
A thief can only have one target of studied combat at a time, and once a creature has become the target of a thief's studied combat, he cannot become the target of the same thief’s studied combat again for 24 hours unless the thief expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 3rd level, a thief can choose to make a studied strike against the target of her studied combat as a free action, upon successfully hitting her studied target with a melee attack, to deal additional damage. The damage is 1d6 at 3rd level, and increases by 1d6 for every 3 levels thereafter (to a maximum of 6d6 at 18th level). The damage of studied strike is precision damage and is not multiplied on a critical hit.
If the thief's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), she may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the thief chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot use studied strike against a creature with concealment.
Danger Sense (Ex): At 5th level, a thief gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 thief levels thereafter (to a maximum of +6 at 20th level).
Advanced Class Ability: Each thief chooses one of the following advanced classes to train in: acrobat, ninja, or spy. At 11th level and every odd level thereafter (13th, 15th, and so on), the thief gains additional abilities based on this choice.
Advanced Tricks: At 12th level, and every two levels thereafter, a thief can choose one of the following advanced tricks in place of a thief trick.
Blinding Strike* (Ex): When the thief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently blinded. A successful saving throw reduces this to dazzled for 1d4 rounds. The DC for this Fortitude save is equal to 10 + 1/2 the thief's level + her Intelligence modifier. This trick has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities. A thief must be at least 16th level to select this trick.
Confusing Strike* (Ex): When the thief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become confused for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The DC for this Fortitude save is equal to 10 + 1/2 the thief's level + her Intelligence modifier. Constructs, mindless creatures, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are not affected by this ability. A thief must be at least 18th level to select this trick.
Deafening Strike* (Ex): When a thief deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently deafened. A successful Fortitude saving throw reduces the duration of this effect to 1 round. The DC for this save is equal to 10 + 1/2 the thief's level + her Intelligence modifier. This trick has no effect on deaf creatures. Deafness can be cured by heal, regeneration, remove blindness, or similar effects. A thief must be at least 14th level to select this trick.
Greater Combat Inspiration (Ex): Choose a single weapon group. As long as the thief has at least 1 use of inspiration, she no longer has to expend a use of inspiration to use that ability with attacks made with this weapon group. A thief must have the combat inspiration thief trick and be at least 18th level to select this trick.
Repositioning Strike* (Ex): When the thief deals damage with studied strike, she can perform a reposition combat maneuver as a free action against the creature damaged by studied strike. This reposition does not provoke attacks of opportunity. A thief must be at least 12th level to select this trick.
Stealing Strike* (Ex): When the thief deals damage with studied strike, she can perform a steal combat maneuver as a free action against the creature damaged by studied strike. This steal does not provoke attacks of opportunity. A thief must be at least 12th level to select this trick.
Tenacious Inspiration (Ex): When a thief rolls her inspiration die, she can roll an additional inspiration die and take the higher result. The thief must at least 12th level to select this trick.
Unconventional Inspiration (Ex): A thief can pick any one skill that she is trained in but that she can't use her inspiration with. She can use inspiration with that skill. A thief must be at least 16th level to select this trick.
Advanced Class Mastery: At 20th level, a thief gains the final ability granted by her advanced class.

Thief Advanced Classes
The following advanced classes represent only some of the possible paths for a thief to train in.

Acrobat
Tumbling across a heated field of battle, or climbing silently into the right window an acrobat is an expert at movement. They know just when to move, where to dodge, how best to escape any given predicament. They are masters of their bodies and it shows. The terror they bring to a battlefield is like a bloody ballet. They can eviscerate their enemies while springing away from even the most practiced of strikes.
Expert Acrobat (Ex): At 11th level, an acrobat does not suffer any armor check penalties on Acrobatics, Athletics, Finesse, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics skill checks. As long as she has at least 1 use of inspiration, she treats any Athletics skill check made to jump as if she had a running start. She also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
Acrobat Trick (Ex): At 13th level, and every two levels thereafter, an acrobat can select one of the following acrobat tricks.
Acrobatic Crawl (Ex): While prone, an acrobat with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An acrobat with this trick can take a 5-foot step while crawling.
Defensive Roll (Ex): With this trick, the acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the acrobat can attempt to roll with the damage. To use this ability, the acrobat must expend 1 use of inspiration  and attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability.
Expert Leaper (Ex): When the acrobat deliberately falls, a DC 15 Athletics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Kip-Up (Ex): If an acrobat with this trick has at least 1 use of inspiration, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by expending 1 use of inspiration.
Ledge Walker (Ex): This ability allows an acrobat to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an acrobat with this trick is not flat-footed when using Acrobatics to move along narrow surfaces.
Nimble Climber (Ex): When an acrobat with this trick fails an Athletics check to climb by 5 or more, she can immediately make another Athletics check to climb at the surface's base DC +10. If successful, she stops her fall by clinging onto the surface. The acrobat does not take falling damage when she stops her fall in this manner.
Peerless Maneuver (Ex): Once per day, an acrobat with this trick can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this trick before making the Acrobatics check. An acrobat can use this ability one additional time per day for every 5 acrobat levels she possesses.
Rope Master (Ex): an acrobat with this ability can move at her normal speed when using rope on a Athletics check to climb, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.
Strong Stroke (Ex): an acrobat with this trick rolls twice when making Athletics checks to swim and takes the better result. If she already rolls twice while making a Athletics check to swim because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the acrobat is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Athletics checks to swim.
Wall Scramble (Ex): an acrobat with this trick rolls twice when making Athletics checks to climb and takes the better of the two rolls. If she already rolls twice while making an Athletics check to climb because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the acrobat is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Athletics checks to climb.
Supple Anatomy (Ex): At 20th level, an acrobat suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails. In addition, the acrobat has a 50% chance to ignore any critical hit or sneak attack scored against her.

Ninja
Silent, invisible, and untraceable these masters of stealth are able to end their enemies without anyone knowing they were even there. The ninja is not just stealthy but masters of concealment, and silence. There are those that don't even believe that ninja exist in the first place. A master ninja will never even leave the slightest bit of evidence to their movements or motives. Some say they can bring death to even the well-guarded and those guarding will not know it until the next day.
Light Steps (Ex): At 11th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
No Trace (Ex): At 11th level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by an amount equal to her danger sense bonus. In addition, her training givers her an insight bonus equal to her danger sense bonus on Performance checks to disguise and opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.
Ninja Trick (Ex or Su): At 13th level, and every two levels thereafter, a ninja can select one of the following ninja tricks.
Assassinate (Ex): A ninja with this trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a studied strike against the target and the target is denied its Dexterity bonus to AC, the studied strike has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the studied strike is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja's character level + the ninja's Intelligence modifier. If the save is successful, the target still takes the studied strike damage as normal, but it is immune to that ninja's assassinate ability for 1 day.
Blinding Bomb (Ex): Whenever the ninja throws a smoke bomb, all living creatures in the cloud must make a Fortitude save or be blinded by the black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja's character level + the ninja's Intelligence modifier. This trick cannot be combined with a choking bomb, but the ninja can combine a blinding bomb with a poison bomb. The ninja must have the choking bomb ninja trick before selecting this trick.
Choking Bomb (Ex): Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja's character level + the ninja's Intelligence modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.
Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.
Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick.
Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's character level as her caster level. Using this ability is a standard action that expends 1 use of inspiration.
See the Unseen (Su): A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her character level as the caster level. Each use of this ability expends 1 use of inspiration.
Shadow Split (Su): This trick allows the ninja to create an illusory double of herself that moves away from her, allowing the ninja to create a distraction. When she uses this ability, an illusory double appears and moves away from the ninja, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the ninja's speed in the direction indicated by the ninja when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the ninja. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + 1/2 the ninja's character level + the ninja's Intelligence modifier. Each use of this ability expends 1 use of inspiration. The ninja must possess the shadow clone ninja trick before selecting this trick.
Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability expends 1 use of inspiration.
Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability expends 1 use of inspiration.
Unbound Steps (Su): This trick allows a ninja to use her inspiration to walk through the air. Whenever the ninja uses the light steps class feature, she can walk on air, rising or descending as she desires. She must end her move on a solid surface. Each use of this ability expends 1 use of inspiration.
Hidden Master (Su): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability expends 3 uses of inspiration. In addition, whenever the ninja deals studied strike damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Spy
Deception and guile come naturally to the spy. Their intelligence can make them the best investigators in any given situation, while their ability to blend in can get them almost anywhere; they are often employed in situations where these two fields meet. A spy will be able to infiltrate a kingdom, rise to the highest echelons, and come away with the closest kept secrets of that realm. They live in mystery, keeping it about them while simultaneously uncovering it about everyone else. A spy lives to know. The more a spy knows about someone or something the more dangerous they are. If an individual or group needs information a spy will get it done with style.
Art of Deception (Ex): At 11th level, a spy adds 1/2 her character level to all Influence and Performance checks.
Quick Disguise (Ex): At 11th level, a spy can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Performance skill.
The time needed for the spy to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female spy wants to disguise herself as a male of a different race, that takes 2 minutes.

Disguise
Time
Minor details only
1 full-round action
Disguise as a different gender
1 minute
Disguise as a different race
1 minute
Disguise as a different age category
1 minute
Disguise as a different size category
1 minute

Spy Trick (Ex, Sp or Su): At 13th level, and every two levels thereafter, a spy can select one of the following spy tricks.
Concealed Thoughts (Su): This trick allows a spy to conceal her schemes from mind-reading magic. When a creature is using detect thoughts or similar magic to read her mind, she decides what surface thoughts her opponent detects, and her true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.
Elude Detection (Sp): This trick allows a spy to befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the spy cannot resume the nondetection for 1d4 rounds.
Fool Casting (Su): This trick allows a spy to trick an opponent into believing that she has been charmed or dominated. When the spy succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire's dominate ability), she can allow the spell to take partial effect. To the caster, it appears that the spy failed her saving throw, but the spy is not under the caster's control. If the spell provides a telepathic link, it functions normally, but the spy is under no obligation to follow the caster's commands. The spy can dismiss a fooled spell as a standard action. Fooled casting can be used when the spy succeeds at a subsequent saving throw against an ongoing effect, such as that granted by slippery mind. Using this ability expends 1 use of inspiration.
Glib Lie (Su): This trick allows a spy to deceive truth-detecting magic. A creature using this sort of magic against the spy must succeed on a caster level check against a DC of 15 + 1/2 the spy's character level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn't detect the spy's lies or force her to speak only the truth. This ability does not give the spy the glibness spell's bonus on Influence checks to bluff. Using this ability expends 1 use of inspiration.
Hidden Mind (Sp): This trick allows a spy to gain the benefit of a constant mind blank spell at a caster level equal to her character level. The spy can suppress or resume this protection as a standard action. If dispelled, the spy cannot resume the mind blank for 1d4 rounds. The spy must possess the elude detection trick before selecting this trick.
Mask Alignment (Su): This trick allows a spy to alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Nonmagical Aura (Sp): This trick allows a spy to use magic aura, but only for the purpose of making an object appear nonmagical. Using this ability expends 1 use of inspiration.
Quick Change (Ex): This trick allows a spy to assume a disguise in only 2d4 rounds by taking a –10 penalty on her Performance check to disguise. This penalty drops to –5 at 17th level.
Slippery Mind (Ex): This ability represents the thief's ability to wriggle free from magical effects that would otherwise control or compel her. If a thief with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Shift Alignment (Su): This trick allows a spy improved control over her aura. When she assumes a false alignment, she can choose to have all spells and magic items affect her as though she were that alignment; this includes helpful and harmful effects. For example, a neutral good spy can shift her aura to lawful evil so she can pass through a doorway that shocks creatures that aren't lawful evil; but if hit by holy smite with this shifted aura, she takes damage as if she were evil. A spy can change her alignment aura from a masked alignment (where effects still function based on her actual alignment; see above) to a shifted alignment (as per this ability, where effects function based on her assumed alignment) as a standard action. Shifting her alignment aura is a standard action, and lasts until she changes it again or ends the effect. The spy must possess the mask alignment trick before selecting this trick.
Superficial Knowledge (Ex): A spy gives the appearance of knowing more than she actually does. She can make untrained Nature, Religion, and Society checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to half her level on these checks. For example, a spy masquerading as a noblewoman can make untrained Society checks about the kingdom’s history and its noble and royal families as if she were trained, but she cannot make untrained Nature skill checks to identify herbs. Using this ability expends 1 use of inspiration.
Assumption (Su): At 20th level, a spy gains the ability to take over another persona entirely, making it her own. As a full-round action, the spy can touch a helpless creature and shift her aura to that of her target. This confuses divination effects and spells, even ones as powerful as discern location, such that they register the spy as being the creature she has touched. This ability is not proof against the actions of deities or similarly powerful beings. The assumption of an identity lasts until the spy ends it (a standard action) or she uses the ability on another creature.

New Feat: Trapfinding

Trapfinding
You are able to find and disable complex and magical traps.
Prerequisite: Finesse 1 rank, Perception 1 rank.
You add 1/2 your character level on Perception checks to locate traps and Finesse checks to disable traps (minimum +1). You can use Finesse to disable magical traps.