Shogun's Shadow (Samurai/Ninja)
These warriors fill a very specialized role that warlords often need to call upon, one of subtlety and finesse. Sometimes tentative situations call for a warrior whose loyalty is not impacted by abstract concepts of honor. When these situations occur, whether poisoning enemy commanders or slipping between forces on the battlefield to stab them in the eyes, the Shogun's Shadow is ready to mete out their orders. (Original Concept by +5 Toaster/Byrdology)
Primary Class: Samurai.
Secondary Class: Ninja.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The shogun’s shadow may select six ninja skills to add to his class skills in addition to the normal samurai class skills, one of which must be Stealth. The shogun’s shadow gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The shogun’s shadow is proficient with all simple and martial weapons, plus the kama, katana, kusarigama, naginata, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. A shogun’s shadow is also proficient with light armor and bucklers.
Order: This is exactly like the samurai’s ability of the same name, except that a shogun's shadow can also choose the Order of the Hidden Blade or the Order of the Mystic Warrior.
Challenging Strike (Ex): This is exactly like the samurai’s challenge ability, except that the shogun’s shadow does not deal the normal extra damage against the target of his challenge. Instead, whenever the target of his challenge is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The shogun’s shadow’s attacks deal extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shogun’s shadow flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 at 7th level and every six shogun’s shadow levels thereafter, to a maximum of 4d6 at 19th level. Bonus damage from a challenging strike is precision damage. Should the shogun’s shadow score a critical hit with a challenging strike, this precision damage is not multiplied. Ranged attacks do not count as a challenging strike.
With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a shogun’s shadow can make a challenging strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a challenging strike, even with the usual –4 penalty.
The shogun’s shadow must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A shogun’s shadow cannot use challenging strike while striking a creature that has concealment.
Poison Use (Ex): At 1st level, a shogun's shadow gains the ninja's poison use ability. This ability and ninja tricks replace the samurai’s mount.
Ninja Tricks: Starting at 3rd level, a shogun’s shadow gains one ninja trick for which he qualifies. He gains one additional ninja trick every four shogun’s shadow levels he attains after 3rd. The shogun’s shadow counts his level as his ninja level for the purpose of qualifying for ninja tricks.
Hidden Weapons (Ex): At 4th level, a shogun’s shadow becomes a master at hiding weapons on his body. He adds 1/2 his shogun’s shadow level to all Sleight of Hand skill checks made to prevent others from noticing them. This ability replaces mounted archer.
Uncanny Dodge (Ex): At 5th level, a shogun's shadow gains the ninja’s uncanny dodge ability. This ability replaces banner.
Deadly Challenge (Ex): At 12th level, whenever a shogun’s shadow declares a challenge, he can attempt to paralyze or slay his target once per day. As long as the target is within the threatened area of the shogun’s shadow and is either denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or is flanked, the shogun’s shadow can make a single challenging strike with a melee weapon. If the strike successfully deals precision damage, the strike has the additional effect of possibly either paralyzing or killing the target (shogun’s shadow’s choice). Studying the target is a standard action. If the target of such a deadly challenge fails a Fortitude save (DC 10 + 1/2 the shogun’s shadow’s level + the shogun’s shadow’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shogun’s shadow. If the target’s saving throw succeeds, the attack is just a normal challenging strike. Once the target has been denied his Dexterity bonus or is flanked for the 3 rounds, he must make the challenging strike within the next 3 rounds. If a deadly challenge is attempted and fails (the target makes her save) or if the shogun’s shadow does not launch the attack within the 3 rounds, 3 new rounds of consecutive denial of the target’s Dexterity bonus or flanking are required before he can attempt another deadly challenge.
Improved Uncanny Dodge (Ex): At 14th level, a shogun’s shadow gains the ninja’s improved uncanny dodge ability. This ability replaces greater banner.
Hidden Shadow (Su): At 20th level, a shogun’s shadow can, step into an area of dim light or darkness as a standard action. While within this area of dim light or darkness, the shogun’s shadow gains DR 5/— and becomes invisible as the greater invisibility spell. This effect continues as long as the shogun’s shadow remains in the area of dim light or darkness and 3 rounds following his departure of the area. In addition, a shogun’s shadow can use shadow step once per day. This ability replaces last stand.
Table: Shogun's Shadow