Everyman Unchained: Unchained Cunning

Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon

Designation of Product Identity All company names, logos, and artwork, images, graphics, illustrations, trade dress, and graphic design elements and proper names are designated as Product Identity. Any rules, mechanics, illustrations, or other items previously designat- ed as Open Game Content elsewhere or which are in the public domain are not included in this declaration

Declaration of Open Game Content All content not designated as Product Identity is declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplay- ing Game from Paizo Inc.. SeeSample http://paizo.com/pathfinderRPG file for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compat- ibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Everyman Unchained, Skills and Options © 2015 by Everyman Gaming, LLC.

About the Author Alexander Augunas has been a freelance writer for various Pathfinder Roleplaying Game compatible products since 2012. Alex is best known as the writer of Know Direction’s tri-weekly blog, Guidance, as well as the Pact Magic Unbound series by Radiance House. In addition to writing for Everyman Gaming, LLC, Know Direction, and Radiance House, Alex has worked with companies such as Raging Swan Press, Louis Porter Jr. Design, Amora Game, and Paizo Publishing. Alex is a known kitsune aficionado and hopes to be writing well past his death.

Follow Alexander Augunas’s exploits as well as upcoming products and previews from Everyman Gaming, LLC on Facebook. 02 Author’s Preface Table of Contents One of the design goals of Pathfinder Roleplaying Game Pathfinder Unchained was to help fix disparities between the classes in ...... 04 the Pathfinder Roleplaying Game’s history. Of all the classes set Class Skills...... 04 to appear in Pathfinder Unchained, few were as celebrated as Class Features...... 04 the revisions made to the rogue class. In Pathfinder Unchained’s wake, the rogue class has seen substantial improvements. Archetypes and Options...... 12 But the rogue class and its abilities have traveled far during the Pathfinder Roleplaying Game’s run, and not every change Investigator Talents...... 12 that was made to the class and its talents was accounted for in Pathfinder Unchained. Enter Everyman Unchained: Unchained Ninja Archetypes...... 12 Cunning. Within, you will find updates and conversion Akuto (Archetype)...... 12 guidelines that will help bring the bounty of Pathfinder Bajutsu Master (Archetype)...... 13 Unchained to all roguish characters. It is our hope that whether Goto (Archetype)...... 14 you play a cunning rogue, a silent ninja, a merciless slayer, or Hoka-han (Archetype)...... 14 a brilliant investigator, the tools within will help you unchain Kishu (Archetype)...... 15 your game. Kenshi (Archetype)...... 15 Konran (Archetype)...... 15 – Alexander Augunas Mirrored-Eye Master (Archetype)...... 16 Oniwaban (Archetype)...... 16 Description of Contents Serpent-Fire Ninja (Archetype)...... 16 The following sections are presented in Everyman Unchained: Shadow Clone Master (Archetype)...... 17 Unchained Cunning. Star Master (Archetype)...... 17 Ninja (Pgs 4–11): Unchained Cunning features a redesign of the ninja alternate class, from Pathfinder Roleplaying Game Rogue Talents...... 18 Ultimate Combat, that reflects the updates made to the rogue class in Pathfinder Roleplaying Game Pathfinder Unchained. Updates Rogue Advanced Talents...... 19 to existing class features, the addition of new class features such as dispatchment and ninjitsu arts, and the addition of Rogue Archetypes...... 19 new ninja tricks and master tricks are all present Samplewithin this Arcanefile Charlatan (Archetype)...... 19 section. In addition, a handy sidebar detailing the design goals Bruiser (Archetype)...... 20 for the unchained ninja also appears in this section, providing Contender (Archetype)...... 20 Everyman Gaming’s trademark transparency to help players Swordsman (Archetype)...... 20 and GMs decide if the unchained ninja is right for their campaigns and adventures. Slayer Talents...... 20 Archetypes and Options (Pgs 12–21): New archetypes and class options for guileful character classes can be found Advanced Slayer Talents...... 21 in this section, including new investigator talents, new rogue talents and advance talents, and new slayer talents and advanced talents. Over ten new archetypes for the unchained ninja class found within this product also make their appearance, such as the blade-wielding kenshi, the beast-bonding bajutsu master, and the flame-brandishing hoka-han. For unchained rogues, this section includes new archetypes such as the arcane charlatan, the bruiser, and the contender. This section also includes a number of tips and guidelines for adapting old rogue talents and advance talents to the unchained rogue core class, as well as revised entries regarding which rogue talents and advanced talents from the unchained rogue investigators and slayers can choose in place of investigator talents and slayer talents at the appropriate level, should the GM wish to update those class lists. 03 Ninja When the wealthy and the powerful need an enemy eliminated quietly and without fail, they call upon the ninja. When a general needs to sabotage the siege engines of his foes before they can reach the castle walls, he calls upon the ninja. And when fools dare to move against a ninja or her companions, they will find the ninja waiting for them while they sleep, ready to strike. These shadowy killers are masters of infiltration, sabotage, and assassination, using a wide variety of weapons, practiced skills, and mystical powers to achieve their goals. Role: The ninja spends almost all of her time honing her skills, practicing her art, or working on her next assignment. Even when not specifically working, the ninja is ever vigilant and ready for the situation to turn deadly. Her line of work earns her many enemies, but it is a list that she frequently reduces through assassination and misdirection. The ninja is an alternate class for the rogue core class. Alignment: Any. Hit Die: d8. Starting Wealth: 4d6 × 10 gp (140 gp)

Class Skills ninja flanks her target. This extra damage is 1d6 at 1st level, The ninja’s class skills are Acrobatics (Dex), Appraise (Int), and increases by 1d6 every 2 ninja levels thereafter. Ranged Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable attacks can count as sneak attacks only if the target is within Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate 30 feet. This additional damage is precision damage and is not (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), multiplied on a critical hit. Linguistics (Int), Perception (Wis), Perform (Cha), Profession With a weapon that deals nonlethal damage (such as a sap, (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth unarmed strike, or whip), a ninja can make a sneak attack that (Dex), Swim (Str), and Use Magic Device (Cha). deals nonlethal damage instead of lethal damage. She cannot Skill Ranks per Level: 8 + Int modifier. use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. Class Features The ninja must be able to see the target well enough to The following are the class features of the ninja. pick out a vital spot and must be able to reach such a spot. A Weapon and Armor Proficiency: Ninja are proficient ninja cannot sneak attack while striking a creature with total with all simple weapons, plus the , , kusarigama, concealment. nunchaku, sai, shortbow, short sword, , Samplesiangham, Kifile Pool (Su): At 2nd level, a ninja gains a pool of ki points, and . are proficient with light armor but not supernatural energy she can use to accomplish amazing feats. with shields. The number of points in the ninja’s ki pool is equal to 1/2 her Finesse Training (Ex): At 1st level, a ninja gains Weapon ninja level + her Charisma modifier. As long as she has at least 1 Finesse as a bonus feat. In addition, starting at 3rd level, she point in her ki pool, she treats any Acrobatics skill check made can select any one type of weapon that can be used with to jump as if she had a running start. At 10th level, she also Weapon Finesse (such as rapiers or daggers). Once this reduces the DC of Acrobatics skill checks made to jump by 1/2 choice is made, it cannot be changed. Whenever she makes (although she still cannot move farther than her speed allows). a successful melee attack with the selected weapon, she adds By spending 1 point from her ki pool, a ninja can make one her Dexterity modifier instead of her Strength modifier to additional attack at her highest attack bonus, but she can do so the damage roll. If any effect would prevent the rogue from only when making a full attack. In addition, she can spend 1 point adding her Strength modifier to the damage roll, she does to increase her speed by 20 feet for 1 round. Finally, a ninja can not add her Dexterity modifier. The ninja can select a second spend 1 point from her ki pool to give herself a +4 insight bonus weapon at 11th level and a third at 19th level. on Stealth checks for 1 round. Each of these powers is activated Poison Use (Ex): At 1st level, a ninja is trained in the as a swift action. A ninja can gain additional powers that consume use of poison and cannot accidentally poison herself when points from her ki pool by selecting certain ninja tricks. applying poison to a weapon. The ki pool is replenished each morning after 8 hours of Sneak Attack (Ex): If a ninja can catch an opponent when rest or meditation; these hours do not need to be consecutive. he is unable to defend himself effectively from her attack, she If the ninja possesses levels in another class that grants points can strike a vital spot for extra damage. to a ki pool, ninja levels stack with the levels of that class to The ninja’s attack deals extra damage anytime her target determine the total number of ki points in the combined pool, would be denied a Dexterity bonus to AC (whether the but only one ability score modifier is added to the total. The target actually has a Dexterity bonus or not), or when the choice of which score to use is made when the second class 04 Table: Ninja Base Attack Fort Ref Will Level Bonus Save Save Save Special 01 +0 +0 +2 +0 Finesse training, poison use, sneak attack +1d6 02 +1 +0 +3 +0 Ki pool, ninja trick 03 +2 +1 +3 +1 Finesse training, no trace +1, sneak attack +2d6 04 +3 +1 +4 +1 Dispatchment, ninja trick, uncanny dodge 05 +3 +1 +4 +1 Ninjitsu art, sneak attack +3d6 06 +4 +2 +5 +2 Ninja trick, no trace +2 07 +5 +2 +5 +2 Sneak attack +4d6 08 +6/+1 +2 +6 +2 Improved uncanny dodge, ninja trick 09 +6/+1 +3 +6 +3 No trace +3, sneak attack +5d6 10 +7/+2 +3 +7 +3 Master tricks, ninja trick, ninjitsu art 11 +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6 12 +9/+4 +4 +8 +4 Ninja trick, no trace +4 13 +9/+4 +4 +8 +4 Sneak attack +7d6 14 +10/+5 +4 +9 +4 Ninja trick 15 +11/+6/+1 +5 +9 +5 Ninjitsu art, no trace +5, sneak attack +8d6 16 +12/+7/+2 +5 +10 +5 Ninja trick 17 +12/+7/+2 +5 +10 +5 Sneak attack +9d6 18 +13/+8/+3 +6 +11 +6 Ninja trick, no trace +6 19 +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6 20 +15/+10/+5 +6 +12 +6 Hidden master, ninja trick, ninjitsu art

ability is gained, and once made, the choice is set. The ninja the start of her next turn deal sneak attack damage as if the can now use ki points from this pool to power the abilities of opponent was flat-footed against her attack. every class she possesses that grants a ki pool. Choking Bomb (Ex): Whenever a ninja throws a smoke Ninja Tricks: As a ninja continues her training, she learns bomb, all living creatures in the resulting cloud must make a number of tricks that allow her to confuse her foes and grant a Fortitude save or become staggered by the choking black her supernatural abilities. Starting at 2nd level, a ninja gains smoke for 1d4 rounds. The DC of this saving throw is equal one ninja trick. She gains one additional ninja trick for every to 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. 2 levels attained after 2nd. Unless otherwise noted,Sample a ninja The fileninja can decide to create an ordinary smoke bomb or add cannot select an individual ninja trick more than once. poison to this smoke bomb as normal. The ninja must have the Tricks marked with an asterisk (*) add effects to a ninja’s poison bomb ninja trick before selecting this trick. sneak attack. Only one of these tricks can be applied to an Combat Trick: A ninja who selects this trick gains a bonus individual attack and the decision must be made before the combat feat. attack is made. Daisho Mastery (Ex): A ninja with this trick is proficient Acrobatic Master (Su): As a swift action, a ninja with this trick in using the katana and the wakizashi as a single weapon. can focus her ki to grant her a +20 bonus on one Acrobatics Whenever the ninja selects either the katana or the wakizashi check of her choice made before the start of her next turn. with a feat or class ability, she counts as selecting both weapons Using this ability expends 1 ki point from her ki pool. with that feat or class ability. If she has the Weapon Finesse Bleeding Attack* (Ex): A ninja with this ability can cause living feat, the ninja may use her Dexterity modifier instead of her opponents to bleed by hitting them with a sneak attack. This Strength modifier on attack rolls made with the katana. The attack causes the target to take 1 additional point of damage each ninja must be proficient with the katana and the wakizashi and round for each die of the ninja’s sneak attack (e.g., 4d6 equals 4 have the Two-Weapon Fighting feat before selecting this trick. points of bleed). Bleeding creatures take that amount of damage Darkvision (Su): This trick allows the ninja to use her ki to every round at the start of each of their turns. The bleeding can enhance her sight, granting darkvision out to a range of 60 be stopped by a successful DC 15 Heal check or the application feet. Using this trick is a standard action that costs 1 ki point. of any effect that heals hit point damage. Bleed damage from The enhanced senses last for 1 hour. this ability does not stack with itself. Bleed damage bypasses any Deadly Range (Ex): A ninja with this ninja trick increases the damage reduction the creature might possess. range at which she can deal sneak attack damage by 10 feet. Chink in the Armor (Ex): When a ninja with this trick makes a A ninja can take this trick more than once. Its effects stack. successful sunder combat maneuver against an opponent, any Deflect Arrows: A ninja who selects this ninja trick gains the successful attacks that she makes against that opponent until Deflect Arrows feat as a bonus feat. The ninja must have the 05 Improved Unarmed Strike combat feat before taking this trick. in the blast receive a Reflex save to halve the damage. The DC Fast Stealth (Ex): A ninja with this trick can move at full of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma speed using the Stealth skill without penalty. modifier. If the thrown weapon hits a creature, that creature Feather Fall (Su): As an immediate action, the ninja can slow takes a –2 penalty on the saving throw. If the thrown weapon her descent as if using feather fall. This ability uses her ninja level misses, treat it as a thrown splash weapon. Using this ability as the caster level. Each use of this ability uses up 1 ki point. expends 1 ki point from her ki pool. Flurry of Stars (Ex): A ninja with this ability can expend 1 ki Light Steps (Ex): A ninja with this trick learns to move while point from her ki pool as a swift action before she makes a barely touching the surface underneath her. As a full-round full-attack attack with shuriken. During that attack, she can action, she can move up to twice her speed, ignoring difficult throw two additional shuriken at her highest attack bonus, but terrain. While moving in this way, any surface will support all of her shuriken attacks are made at a –2 penalty, including her, no matter how much she weighs. This allows her to move the two extra attacks. across water, lava, or even the thinnest tree branches. She Follow Clues (Ex): A ninja with this trick can use Perception must end her move on a surface that can support her normally. to follow tracks as per the Survival skill. She cannot move across air in this way, nor can she walk up Forgotten Trick (Ex): A ninja with this trick can recall one trick walls or other vertical surfaces. When moving in this way, she taught to her by her ancient masters. When she uses this ability, does not take damage from surfaces or hazards that react to she selects one ninja trick (not a master trick or rogue talent) being touched, such as lava or caltrops, nor does she need to that she does not know and can use that ninja trick for a number make Acrobatics checks to avoid falling on slippery or rough of rounds equal to her level. She must pay any ki costs associated surfaces. Finally, when using light steps, the ninja ignores any with the trick as normal. Using this ability expends 2 ki points mechanical traps that use a location-based trigger. from her ki pool, plus the ki cost of the trick she chooses. Mindwipe (Su): Whenever a ninja with this trick deals sneak Grazing Strike (Ex): When a ninja with this trick attacks a attack damage to a target and knocks that target unconscious as foe that she is flanking or that is denied its Dexterity bonus to a result of her attack, that target forgets all but the most general AC against her attack and misses, she deals 1 point of damage information about her, as the spell anonymous interactionUI. The to that opponent for each sneak attack die she possesses. Any target receives a Will save to negate this effect (DC 10 + 1/2 creature that is immune to sneak attacks is immune to the the ninja’s level + the ninja’s Charisma modifier). damage dealt by grazing strike, and any item or ability that Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, protects a creature from critical hits also protects a creature she can decide to include 1 dose of any inhaled poison she from a grazing strike. This additional damage is precision possesses. This poison affects all creatures in the smoke and damage, and isn’t multiplied on a critical hit. lasts as long as the smoke lasts. She must pay for the poison Hidden Weapons (Ex): A ninja with this trick can easily normally. The ninja must have the smoke bomb ninja trick conceal weapons on her body. The ninja adds herSample level on before file selecting this trick. opposed Sleight of Hand checks made to conceal a weapon. Pressure Points* (Su): A ninja with this trick can strike at an In addition, she can draw hidden weapons as a move action, opponent’s vital pressure points, causing weakness and intense instead of as a standard action. pain. Whenever the ninja deals sneak attack damage, she also High Jumper (Ex): When a ninja with this trick makes a high deals 1 point of Strength or Dexterity damage, decided by jump, the DC for that jump is half the normal DC. The ninja the ninja. Unlike normal ability damage, this damage can be must have the acrobatic master trick before taking this trick. healed by a DC 15 Heal check. Each successful check heals 1 Hold Breath (Ex): A ninja with this trick doubles the amount point of damage caused by this trick. A ninja with this trick of time she can hold her breath. receives a +10 insight bonus on this Heal check. Ki Block* (Su): A ninja with this trick can prevent a creature Rogue Talent: The ninja can select a rogue talent in place of from using its ki pool. Whenever the ninja deals sneak attack a ninja trick. The ninja cannot select a rogue talent that has damage, the target must make a Will save or be unable to spend the same name as a ninja trick. The ninja can select this talent any points from its ki pool for a number of rounds equal to the multiple times. ninja’s Charisma modifier. The DC of this save is 10 + 1/2 the Seal of Storing (Su): A ninja with this trick can create mystic ninja’s level + the ninja’s Charisma modifier. The number of seals on her body, clothes, or gear that can store items for points in the target’s ki pool is unaffected, and abilities that do easy retrieval. The items seemingly disappear into the seal, not require the subject to spend ki still function. but actually enter an extradimensional space that the ninja Ki Charge (Su): A ninja with this trick can invest a portion can later dismiss, making the item disappear. Storing an item of her ki into a single thrown weapon, such as a shuriken, and in this way requires the ninja to spend 1 ki point as a full- throw it as a standard action. The thrown weapon explodes round action, and creates an arcane mark (as the spell) on her on impact in a 5-foot burst, dealing 1d6 points of fire damage body, clothes, or gear. Each seal can store up to one item, plus 1d6 points of fire damage for every four levels of the ninja and the ninja can have one seal active at a time at 2nd level, above 2nd, to a maximum 4d6 at 18th level. Creatures caught plus one additional seal per 3 ninja levels beyond 2nd that she 06 possesses. These items must be items that the ninja can hold in one hand. Retrieving a stored item requires her to touch the seal and mentally dismiss it as a swift action. The item appears in the ninja’s hand, so worn items must still be donned to gain their benefits. If the ninja dies while any items are stored in seals that she created, those items fade into existence within 5 feet of her body or the target garment or gear. 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 level as her caster level. Using this ability is a standard action that uses up 1 ki point. Shadow Dodge (Su): When attacked, the ninja can disappear in a burst of smoke or shadow and reappear someplace nearby. When an opponent makes an attack against the ninja, she can spend 1 ki point and expend a use of an attack of opportunity to attempt to dodge the attack. The ninja makes a Stealth check with a –5 penalty for each light level brighter than dim light that she is currently in when she uses this ability. If her result is greater than the attacking creature’s CMD, the creature’s attack automatically misses. The ninja must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon successfully dodging an attack and if she has at least 1 ki point, the ninja can as an immediate action move up to her speed. If after ending her movement she has cover or concealment, she uses the result of her Stealth check to hide. This movement doesn’t provoke attacks of opportunity. The ninja can only use this ability while wearing light or no armor, and while carrying no heavier than a light load. A ninja with the opportune parry and riposte swashbuckler deed cannot use both that deed and this ability appearance for 1 minute against the same attack. Sampleper filelevel. This ability Slow Metabolism (Ex): The ninja has a slower-than-normal functions as disguise self. Each metabolism. She can hold her breath for twice as long as normal use of this ability uses up 1 ki before needing to make Constitution checks (four times her point. Constitution score). In addition, whenever the ninja is poisoned, Swift Poison (Ex): A ninja with this the time between saving throws (the poison’s frequency) is trick can apply poison to a weapon as a move action, instead doubled. Thus, a poison that has a frequency of “1/round for 6 of a standard action. rounds” would instead be “1/2 rounds for 12 rounds.” Trapfinding (Ex): A ninja with this trick adds 1/2 her level Slow Reactions* (Ex): Opponents damaged by the ninja’s sneak to Perception skill checks made to locate traps and to Disable attack can’t make attacks of opportunity for 1 round. Device skill checks (minimum +1). A ninja can use Disable Smoke Bomb (Ex): This ability allows a ninja to throw a smoke Device to disarm magic traps. bomb that creates a cloud of smoke with a 15-foot radius. This Unarmed Combat Training: A ninja who selects this ninja trick acts like the smoke from a smokestick. The ninja can center gains Improved Unarmed Strike as a bonus feat. this smoke on herself, or throw the bomb as a ranged touch Undetected Sabotage (Ex): Whenever a ninja with this trick attack with a range of 20 feet. Using this ability is a standard uses Disable Device to sabotage or disable a device, she can action. Each use of this ability uses up 1 ki point. make a Stealth check with a bonus equal to her level. Anyone Snatch Arrows: A ninja who selects this ninja trick gains the who inspects the device does not notice the sabotage and Snatch Arrows feat as a bonus feat. The ninja must have the assumes the object works unless he beats the ninja’s check Improved Unarmed Strike feat and the Deflect Arrows feat with an opposed Perception skill check. before taking this trick. Vanishing Trick (Su): As a swift action, the ninja can disappear Style Master: A ninja who selects this ninja trick gains a style for 1 round per level. This ability functions as invisibility. Using feat that she qualifies for as a bonus feat. this ability uses up 1 ki point. Sudden Disguise (Su): As a swift action, a ninja can change her Ventriloquism (Su): As a swift action, the ninja can throw her 07