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The Sublime Saboteur: Shinobi
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<blockquote data-quote="heretic888" data-source="post: 4054981" data-attributes="member: 60326"><p><span style="color: teal"><p style="text-align: center"><span style="font-family: 'monotype corsiva'"><strong><span style="font-size: 26px">HIDDEN DOOR</span></strong></span></p><p></span></p><p>The Hidden Door discipline teaches its initiates to use evasive movements and tactical adaptability to escape from danger unharmed. The maneuvers of this discipline are largely reactive in nature, focusing on countering an opponent's attacks and hindering his ability to continue fighting. Hidden Door's preferred weapons are the chain, nekode, ninja-to, quarterstaff, and unarmed strike. Its key skill is Tumble.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">1ST LEVEL</span></strong></span></p><p><strong>Cat’s Eyes:</strong> Stance – Gain darkvision 30 ft., +1 bonus on Spot checks.</p><p><strong>Concealed Defense:</strong> Counter - Foe who misses is flat-footed, +1d6 damage next attack with Tumble check.</p><p><strong>Flowing Strike:</strong> Strike - Deal normal damage plus Cha bonus.</p><p><strong>Under the Blade:</strong> Stance - Gain concealment when flanked.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">2ND LEVEL</span></strong></span></p><p><strong>Acrobatic Dodge:</strong> Counter - Gain dodge bonus based on Tumble ranks.</p><p><strong>Empty Handed:</strong> Counter - Foe who misses is disarmed with Tumble check.</p><p><strong>Shifting Blow:</strong> Strike - Deal +2d6 damage, knock foe prone.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">3RD LEVEL</span></strong></span></p><p><strong>Hidden Opening:</strong> Counter - Foe who misses provoked attack is flat-footed, +3d6 damage next attack with Tumble check.</p><p><strong>Keen Assault:</strong> Stance - Foes are flat-footed, +1d6 damage on your critical hits.</p><p><strong>Opportune Disarm:</strong> Counter - Foe who misses provoked attack is disarmed with Tumble check.</p><p><strong>Weapon Throw:</strong> Strike - Thrown weapon deals +3d6 damage. </p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">4TH LEVEL</span></strong></span></p><p><strong>Deceptive Counter:</strong> Counter - Force foe to reroll attack with -2 penalty.</p><p><strong>Hidden Defense:</strong> Counter - Foe who misses is flat-footed, +4d6 damage next attack with Tumble check.</p><p><strong>Stunning Blow:</strong> Strike - Deal +4d6 damage, stun foe for 1d4 rounds. </p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">5TH LEVEL</span></strong></span></p><p><strong>Moving Target:</strong> Stance - Gain Cha bonus on Tumble checks to avoid attacks of opportunity.</p><p><strong>Strike of Subtlety:</strong> Strike - Deal normal damage plus 4 times Cha bonus.</p><p><strong>Sublime Dodge:</strong> Counter - Gain dodge bonus equal to one-half initiator level.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">6TH LEVEL</span></strong></span></p><p><strong>Greater Weapon Throw:</strong> Strike - Thrown weapon deals +6d6 damage. </p><p><strong>Moment of Opportunity:</strong> Counter - Foe who misses provoked attack is flat-footed, +6d6 damage next attack with Tumble check.</p><p><strong>Springing Assault:</strong> Strike - Attack foes as you move by them.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">7TH LEVEL</span></strong></span></p><p><strong>Enduring Veil:</strong> Stance - Missed attacks against you provoke attacks of opportunity.</p><p><strong>Veiled Strike:</strong> Strike - Deal +7d6 damage, blind foe for 1d4 rounds. </p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">8TH LEVEL</span></strong></span></p><p><strong>Body and Weapon are One:</strong> Strike - Deal normal damage plus 6 times Cha bonus.</p><p><strong>Vanishing Step:</strong> Counter - Gain total concealment for a time.</p><p><strong>Veiled Defense:</strong> Counter - Foe who misses is flat-footed, +8d6 damage next attack with Tumble check.</p><p></p><p><span style="color: teal"><strong><span style="font-size: 12px">9TH LEVEL</span></strong></span></p><p><strong>Veiled Assault:</strong> Strike - Deal +9d6 damage, stun foes for 1 round as you move by them. </p><p></p><p><strong>ACROBATIC DODGE</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 2</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>For every 4 ranks you have in Tumble, you gain a +1 dodge bonus to AC against a single attack. For example, if you have 13 ranks in Tumble you could initiate this maneuver to gain a +3 dodge bonus against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.</p><p></p><p><strong>BODY AND WEAPON ARE ONE</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 8</p><p><strong>Prerequisite:</strong> Three Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p>As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus 6 times your Charisma bonus.</p><p></p><p><strong>CAT’S EYES</strong></p><p>Hidden Door (Stance)</p><p><strong>Level:</strong> Shinobi 1</p><p><strong>Initiation Action:</strong> 1 swift action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Stance</p><p>As long as you are in this stance, you gain darkvision out to 30 feet and a +1 insight bonus on Spot checks.</p><p></p><p><strong>CONCEALED DEFENSE</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 1</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 1d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>DECEPTIVE COUNTER</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 4</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If you are hit by a melee attack, you may initiate this counter an an immediate action. Your opponent must reroll his attack roll with a -2 penalty. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.</p><p></p><p><strong>EMPTY HANDED</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 2</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, you automatically disarm your opponent. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>ENDURING VEIL</strong></p><p>Hidden Door (Stance)</p><p><strong>Level:</strong> Shinobi 7</p><p><strong>Prerequisite:</strong> Three Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 swift action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Stance</p><p>While you are in this stance, any opponent you threaten who makes a melee attack against you and misses provokes an attack of opportunity from you. You must be aware of the attack to apply the effect of this stance. If you are flat-footed against the incoming attack, your opponent does not provoke an attack of opportunity from you.</p><p></p><p><strong>FLOWING STRIKE</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 1</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p>As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus your Charisma bonus.</p><p></p><p><strong>GREATER WEAPON THROW</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 6</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> 30 ft.</p><p><strong>Target:</strong> One creature</p><p>When you use this strike, you make a single ranged attack roll to hit your opponent with a thrown weapon (including a thrown melee weapon). You deal normal damage with the thrown weapon plus an additional 6d6 points of damage.</p><p></p><p><strong>HIDDEN DEFENSE</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 4</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 4d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>HIDDEN OPENING</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 3</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If you provoke an attack of opportunity from an opponent and he misses, you may initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 3d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>KEEN ASSAULT</strong></p><p>Hidden Door (Stance)</p><p><strong>Level:</strong> Shinobi 3</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 swift action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Stance</p><p>While you are in this stance, your opponents are flat-footed against your critical hits and such attacks deal an extra 1d6 points of damage.</p><p></p><p><strong>MOMENT OF OPPORTUNITY</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 6</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If you provoke an attack of opportunity from an opponent and he misses, you may initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 6d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>MOVING TARGET</strong></p><p>Hidden Door (Stance)</p><p><strong>Level:</strong> Shinobi 5</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 swift action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Stance</p><p>While you are in this stance, you add your Charisma bonus to Tumble checks made to move through an area occupied by an enemy without provoking attacks of opportunity. In addition, you ignore the standard penalties to your Tumble checks for moving at your full speed.</p><p></p><p><strong>OPPORTUNE DISARM</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 3</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If you provoke an attack of opportunity from an opponent and he misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, you automatically disarm your opponent. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>SHIFTING BLOW</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 2</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p><strong>Saving Throw:</strong> Reflex partial</p><p>As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 2d6 points of damage and your opponent is knocked prone. With a successful Reflex save (DC 12 + your Dex modifier), your opponent is not knocked prone but still takes the extra damage.</p><p></p><p><strong>SPRINGING ASSAULT</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 6</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 full-round action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> See text</p><p>As part of this maneuver, you move up to your speed. Each time you exit a square adjacent to an opponent, you can make a single melee attack against him. You cannot attack a single opponent more than once with this maneuver. Your movement provokes attacks of opportunity, as normal.</p><p></p><p><strong>STRIKE OF SUBTLETY</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 5</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p>As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus 4 times your Charisma bonus.</p><p></p><p><strong>STUNNING BLOW</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 4</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1d4 rounds</p><p><strong>Saving Throw:</strong> Fortitude partial</p><p>As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 4d6 points of damage and your opponent is stunned for 1d4 rounds. With a successful Fortitude save (DC 14 + your Dex modifier), your opponent is not stunned but still takes the extra damage.</p><p></p><p><strong>SUBLIME DODGE</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 5</p><p><strong>Prerequisite:</strong> Two Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>You gain a dodge bonus to AC equal to one-half your initiator level (rounded down) against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.</p><p></p><p><strong>UNDER THE BLADE</strong></p><p>Hidden Door (Stance)</p><p><strong>Level:</strong> Shinobi 1</p><p><strong>Initiation Action:</strong> 1 swift action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Stance</p><p>If you are being flanked while in this stance, you gain concealment against all melee and ranged attacks. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill.</p><p></p><p><strong>VANISHING STEP</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 8</p><p><strong>Prerequisite:</strong> Three Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> See text</p><p>If an opponent makes a melee or ranged attack against you, you can initiate this counter as an immediate action. You gain total concealment until you make an attack or until the encounter ends, whichever comes first. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. </p><p></p><p><strong>VEILED ASSAULT</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 9</p><p><strong>Prerequisite:</strong> Five Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 full-round action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> See text</p><p><strong>Duration:</strong> 1 round</p><p>As part of this maneuver, you move up to double your speed. Each time you exit a square adjacent to an opponent, you can make a single melee attack against him. Your opponent is considered flat-footed against this attack. If your attack hits, you deal normal melee damage plus an extra 9d6 points of damage and your opponent is stunned for 1 round. You cannot attack a single opponent more than once with this maneuver. Your movement provokes attacks of opportunity, as normal.</p><p></p><p><strong>VEILED DEFENSE</strong></p><p>Hidden Door (Counter)</p><p><strong>Level:</strong> Shinobi 8</p><p><strong>Prerequisite:</strong> Three Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 immediate action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p>If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 8d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver.</p><p></p><p><strong>VEILED STRIKE</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 7</p><p><strong>Prerequisite:</strong> Three Hidden Door maneuvers</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> Melee attack</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1d4 rounds</p><p><strong>Saving Throw:</strong> Fortitude partial</p><p>As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 7d6 points of damage and your opponent is blinded for 1d4 rounds. With a successful Fortitude save (DC 17 + your Dex modifier), your opponent is not blinded but still takes the extra damage.</p><p></p><p><strong>WEAPON THROW</strong></p><p>Hidden Door (Strike)</p><p><strong>Level:</strong> Shinobi 3</p><p><strong>Prerequisite:</strong> One Hidden Door maneuver</p><p><strong>Initiation Action:</strong> 1 standard action</p><p><strong>Range:</strong> 30 ft.</p><p><strong>Target:</strong> One creature</p><p>When you use this strike, you make a single ranged attack roll to hit your opponent with a thrown weapon (including a thrown melee weapon). You deal normal damage with the thrown weapon plus an additional 3d6 points of damage.</p></blockquote><p></p>
[QUOTE="heretic888, post: 4054981, member: 60326"] [color=teal][center][font=monotype corsiva][b][size=8]HIDDEN DOOR[/size][/b][/font][/center][/color] The Hidden Door discipline teaches its initiates to use evasive movements and tactical adaptability to escape from danger unharmed. The maneuvers of this discipline are largely reactive in nature, focusing on countering an opponent's attacks and hindering his ability to continue fighting. Hidden Door's preferred weapons are the chain, nekode, ninja-to, quarterstaff, and unarmed strike. Its key skill is Tumble. [color=teal][b][size=3]1ST LEVEL[/size][/b][/color] [b]Cat’s Eyes:[/b] Stance – Gain darkvision 30 ft., +1 bonus on Spot checks. [b]Concealed Defense:[/b] Counter - Foe who misses is flat-footed, +1d6 damage next attack with Tumble check. [b]Flowing Strike:[/b] Strike - Deal normal damage plus Cha bonus. [b]Under the Blade:[/b] Stance - Gain concealment when flanked. [color=teal][b][size=3]2ND LEVEL[/size][/b][/color] [b]Acrobatic Dodge:[/b] Counter - Gain dodge bonus based on Tumble ranks. [b]Empty Handed:[/b] Counter - Foe who misses is disarmed with Tumble check. [b]Shifting Blow:[/b] Strike - Deal +2d6 damage, knock foe prone. [color=teal][b][size=3]3RD LEVEL[/size][/b][/color] [b]Hidden Opening:[/b] Counter - Foe who misses provoked attack is flat-footed, +3d6 damage next attack with Tumble check. [b]Keen Assault:[/b] Stance - Foes are flat-footed, +1d6 damage on your critical hits. [b]Opportune Disarm:[/b] Counter - Foe who misses provoked attack is disarmed with Tumble check. [b]Weapon Throw:[/b] Strike - Thrown weapon deals +3d6 damage. [color=teal][b][size=3]4TH LEVEL[/size][/b][/color] [b]Deceptive Counter:[/b] Counter - Force foe to reroll attack with -2 penalty. [b]Hidden Defense:[/b] Counter - Foe who misses is flat-footed, +4d6 damage next attack with Tumble check. [b]Stunning Blow:[/b] Strike - Deal +4d6 damage, stun foe for 1d4 rounds. [color=teal][b][size=3]5TH LEVEL[/size][/b][/color] [b]Moving Target:[/b] Stance - Gain Cha bonus on Tumble checks to avoid attacks of opportunity. [b]Strike of Subtlety:[/b] Strike - Deal normal damage plus 4 times Cha bonus. [b]Sublime Dodge:[/b] Counter - Gain dodge bonus equal to one-half initiator level. [color=teal][b][size=3]6TH LEVEL[/size][/b][/color] [b]Greater Weapon Throw:[/b] Strike - Thrown weapon deals +6d6 damage. [b]Moment of Opportunity:[/b] Counter - Foe who misses provoked attack is flat-footed, +6d6 damage next attack with Tumble check. [b]Springing Assault:[/b] Strike - Attack foes as you move by them. [color=teal][b][size=3]7TH LEVEL[/size][/b][/color] [b]Enduring Veil:[/b] Stance - Missed attacks against you provoke attacks of opportunity. [b]Veiled Strike:[/b] Strike - Deal +7d6 damage, blind foe for 1d4 rounds. [color=teal][b][size=3]8TH LEVEL[/size][/b][/color] [b]Body and Weapon are One:[/b] Strike - Deal normal damage plus 6 times Cha bonus. [b]Vanishing Step:[/b] Counter - Gain total concealment for a time. [b]Veiled Defense:[/b] Counter - Foe who misses is flat-footed, +8d6 damage next attack with Tumble check. [color=teal][b][size=3]9TH LEVEL[/size][/b][/color] [b]Veiled Assault:[/b] Strike - Deal +9d6 damage, stun foes for 1 round as you move by them. [b]ACROBATIC DODGE[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 2 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You For every 4 ranks you have in Tumble, you gain a +1 dodge bonus to AC against a single attack. For example, if you have 13 ranks in Tumble you could initiate this maneuver to gain a +3 dodge bonus against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. [b]BODY AND WEAPON ARE ONE[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 8 [b]Prerequisite:[/b] Three Hidden Door maneuvers [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus 6 times your Charisma bonus. [b]CAT’S EYES[/b] Hidden Door (Stance) [b]Level:[/b] Shinobi 1 [b]Initiation Action:[/b] 1 swift action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Stance As long as you are in this stance, you gain darkvision out to 30 feet and a +1 insight bonus on Spot checks. [b]CONCEALED DEFENSE[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 1 [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 1d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]DECEPTIVE COUNTER[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 4 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If you are hit by a melee attack, you may initiate this counter an an immediate action. Your opponent must reroll his attack roll with a -2 penalty. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. [b]EMPTY HANDED[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 2 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, you automatically disarm your opponent. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]ENDURING VEIL[/b] Hidden Door (Stance) [b]Level:[/b] Shinobi 7 [b]Prerequisite:[/b] Three Hidden Door maneuvers [b]Initiation Action:[/b] 1 swift action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Stance While you are in this stance, any opponent you threaten who makes a melee attack against you and misses provokes an attack of opportunity from you. You must be aware of the attack to apply the effect of this stance. If you are flat-footed against the incoming attack, your opponent does not provoke an attack of opportunity from you. [b]FLOWING STRIKE[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 1 [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus your Charisma bonus. [b]GREATER WEAPON THROW[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 6 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] 30 ft. [b]Target:[/b] One creature When you use this strike, you make a single ranged attack roll to hit your opponent with a thrown weapon (including a thrown melee weapon). You deal normal damage with the thrown weapon plus an additional 6d6 points of damage. [b]HIDDEN DEFENSE[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 4 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 4d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]HIDDEN OPENING[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 3 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If you provoke an attack of opportunity from an opponent and he misses, you may initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 3d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]KEEN ASSAULT[/b] Hidden Door (Stance) [b]Level:[/b] Shinobi 3 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 swift action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Stance While you are in this stance, your opponents are flat-footed against your critical hits and such attacks deal an extra 1d6 points of damage. [b]MOMENT OF OPPORTUNITY[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 6 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If you provoke an attack of opportunity from an opponent and he misses, you may initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 6d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]MOVING TARGET[/b] Hidden Door (Stance) [b]Level:[/b] Shinobi 5 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 swift action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Stance While you are in this stance, you add your Charisma bonus to Tumble checks made to move through an area occupied by an enemy without provoking attacks of opportunity. In addition, you ignore the standard penalties to your Tumble checks for moving at your full speed. [b]OPPORTUNE DISARM[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 3 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If you provoke an attack of opportunity from an opponent and he misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, you automatically disarm your opponent. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]SHIFTING BLOW[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 2 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature [b]Saving Throw:[/b] Reflex partial As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 2d6 points of damage and your opponent is knocked prone. With a successful Reflex save (DC 12 + your Dex modifier), your opponent is not knocked prone but still takes the extra damage. [b]SPRINGING ASSAULT[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 6 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 full-round action [b]Range:[/b] Melee attack [b]Target:[/b] See text As part of this maneuver, you move up to your speed. Each time you exit a square adjacent to an opponent, you can make a single melee attack against him. You cannot attack a single opponent more than once with this maneuver. Your movement provokes attacks of opportunity, as normal. [b]STRIKE OF SUBTLETY[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 5 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature As part of this maneuver, you make a single melee attack against an opponent. This attack deals normal damage plus 4 times your Charisma bonus. [b]STUNNING BLOW[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 4 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature [b]Duration:[/b] 1d4 rounds [b]Saving Throw:[/b] Fortitude partial As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 4d6 points of damage and your opponent is stunned for 1d4 rounds. With a successful Fortitude save (DC 14 + your Dex modifier), your opponent is not stunned but still takes the extra damage. [b]SUBLIME DODGE[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 5 [b]Prerequisite:[/b] Two Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You You gain a dodge bonus to AC equal to one-half your initiator level (rounded down) against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. [b]UNDER THE BLADE[/b] Hidden Door (Stance) [b]Level:[/b] Shinobi 1 [b]Initiation Action:[/b] 1 swift action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Stance If you are being flanked while in this stance, you gain concealment against all melee and ranged attacks. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. [b]VANISHING STEP[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 8 [b]Prerequisite:[/b] Three Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] See text If an opponent makes a melee or ranged attack against you, you can initiate this counter as an immediate action. You gain total concealment until you make an attack or until the encounter ends, whichever comes first. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. [b]VEILED ASSAULT[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 9 [b]Prerequisite:[/b] Five Hidden Door maneuvers [b]Initiation Action:[/b] 1 full-round action [b]Range:[/b] Melee attack [b]Target:[/b] See text [b]Duration:[/b] 1 round As part of this maneuver, you move up to double your speed. Each time you exit a square adjacent to an opponent, you can make a single melee attack against him. Your opponent is considered flat-footed against this attack. If your attack hits, you deal normal melee damage plus an extra 9d6 points of damage and your opponent is stunned for 1 round. You cannot attack a single opponent more than once with this maneuver. Your movement provokes attacks of opportunity, as normal. [b]VEILED DEFENSE[/b] Hidden Door (Counter) [b]Level:[/b] Shinobi 8 [b]Prerequisite:[/b] Three Hidden Door maneuvers [b]Initiation Action:[/b] 1 immediate action [b]Range:[/b] Personal [b]Target:[/b] You If your opponent attacks you on his turn and misses, you can initiate this counter as an immediate action. As part of this maneuver, you must make a Tumble check opposed by your opponent's attack roll. If your Tumble check succeeds, your opponent becomes flat-footed against your next melee attack and that attack deals an extra 8d6 points of damage. This attack must take place before or on your next turn to gain the benefit of this maneuver. You must be aware of the attack to which you will apply the effect of this maneuver. If you are flat-footed against the incoming attack, you cannot use this maneuver. [b]VEILED STRIKE[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 7 [b]Prerequisite:[/b] Three Hidden Door maneuvers [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] Melee attack [b]Target:[/b] One creature [b]Duration:[/b] 1d4 rounds [b]Saving Throw:[/b] Fortitude partial As part of this maneuver, make a single melee attack against an opponent. If your attack hits, you deal normal melee damage plus an extra 7d6 points of damage and your opponent is blinded for 1d4 rounds. With a successful Fortitude save (DC 17 + your Dex modifier), your opponent is not blinded but still takes the extra damage. [b]WEAPON THROW[/b] Hidden Door (Strike) [b]Level:[/b] Shinobi 3 [b]Prerequisite:[/b] One Hidden Door maneuver [b]Initiation Action:[/b] 1 standard action [b]Range:[/b] 30 ft. [b]Target:[/b] One creature When you use this strike, you make a single ranged attack roll to hit your opponent with a thrown weapon (including a thrown melee weapon). You deal normal damage with the thrown weapon plus an additional 3d6 points of damage. [/QUOTE]
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The Sublime Saboteur: Shinobi
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