Master Tricks
At 10th level, and every two levels thereafter, a ninja can select one of the following master tricks in place of a ninja trick.
Advanced Talents
The ninja can select a rogue talent from the list of Advanced Talents in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja cannot select improved evasion unless she has evasion (either as a class feature or as a ninja master trick).
A ninja with this master 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 sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack 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 level + the ninja's Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja's assassinate ability for 1 day.
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 level + the ninja's Charisma 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.
As a full-round action, a ninja with this master trick can take careful aim and pool all of her attack potential into a single, deadly shuriken throw. When she does this, she throws a single shuriken at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the ninja increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this advanced talent. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).
A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.
Feat
A ninja may gain any feat that she qualifies for in place of a ninja trick.
As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.
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.
A ninja with this trick can take on the appearance of other creatures and individuals. Whenever the ninja uses the sudden disguise ninja trick, the duration increases to 10 minutes per level. Alternatively, the ninja can use the sudden disguise ninja trick to take on the appearance of a specific individual that the ninja has seen before for 1 minute per level. Creatures that are familiar with the individual receive a Will saving throw to see through the illusion. The DC of this saving throw is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. This illusion also changes the ninja's speech, if she has heard the individual talk and can speak his language. The ninja must have the sudden disguise ninja trick before selecting this trick.
See the Unseen
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 level as the caster level. Each use of this ability uses up 1 ki point.
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 level + the ninja's Charisma modifier. Each use of this ability uses up 1 ki point. The ninja must possess the shadow clone ninja trick before selecting this trick.
Unarmed Combat Mastery
A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.
This trick allows a ninja to use her ki 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 uses up 1 ki point.