Hidden Door
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.
1ST LEVEL
Cat’s Eyes: Stance – Gain darkvision 30 ft., +1 bonus on Spot checks.
Concealed Defense: Counter - Foe who misses is flat-footed, +1d6 damage next attack with Tumble check.
Flowing Strike: Strike - Deal normal damage plus Cha bonus.
Under the Blade: Stance - Gain concealment when flanked.
2ND LEVEL
Acrobatic Dodge: Counter - Gain dodge bonus based on Tumble ranks.
Empty Handed: Counter - Foe who misses is disarmed with Tumble check.
Shifting Blow: Strike - Deal +2d6 damage, knock foe prone.
3RD LEVEL
Hidden Opening: Counter - Foe who misses provoked attack is flat-footed, +3d6 damage next attack with Tumble check.
Keen Assault: Stance - Foes are flat-footed, +1d6 damage on your critical hits.
Opportune Disarm: Counter - Foe who misses provoked attack is disarmed with Tumble check.
Weapon Throw: Strike - Thrown weapon deals +3d6 damage.
4TH LEVEL
Deceptive Counter: Counter - Force foe to reroll attack with -2 penalty.
Hidden Defense: Counter - Foe who misses is flat-footed, +4d6 damage next attack with Tumble check.
Stunning Blow: Strike - Deal +4d6 damage, stun foe for 1d4 rounds.
5TH LEVEL
Moving Target: Stance - Gain Cha bonus on Tumble checks to avoid attacks of opportunity.
Strike of Subtlety: Strike - Deal normal damage plus 4 times Cha bonus.
Sublime Dodge: Counter - Gain dodge bonus equal to one-half initiator level.
6TH LEVEL
Greater Weapon Throw: Strike - Thrown weapon deals +6d6 damage.
Moment of Opportunity: Counter - Foe who misses provoked attack is flat-footed, +6d6 damage next attack with Tumble check.
Springing Assault: Strike - Attack foes as you move by them.
7TH LEVEL
Enduring Veil: Stance - Missed attacks against you provoke attacks of opportunity.
Veiled Strike: Strike - Deal +7d6 damage, blind foe for 1d4 rounds.
8TH LEVEL
Body and Weapon are One: Strike - Deal normal damage plus 6 times Cha bonus.
Vanishing Step: Counter - Gain total concealment for a time.
Veiled Defense: Counter - Foe who misses is flat-footed, +8d6 damage next attack with Tumble check.
9TH LEVEL
Veiled Assault: Strike - Deal +9d6 damage, stun foes for 1 round as you move by them.
ACROBATIC DODGE
Hidden Door (Counter)
Level: Shinobi 2
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
BODY AND WEAPON ARE ONE
Hidden Door (Strike)
Level: Shinobi 8
Prerequisite: Three Hidden Door maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 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.
CAT’S EYES
Hidden Door (Stance)
Level: Shinobi 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As long as you are in this stance, you gain darkvision out to 30 feet and a +1 insight bonus on Spot checks.
CONCEALED DEFENSE
Hidden Door (Counter)
Level: Shinobi 1
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
DECEPTIVE COUNTER
Hidden Door (Counter)
Level: Shinobi 4
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
EMPTY HANDED
Hidden Door (Counter)
Level: Shinobi 2
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
ENDURING VEIL
Hidden Door (Stance)
Level: Shinobi 7
Prerequisite: Three Hidden Door maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 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.
FLOWING STRIKE
Hidden Door (Strike)
Level: Shinobi 1
Initiation Action: 1 standard action
Range: Melee attack
Target: 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.
GREATER WEAPON THROW
Hidden Door (Strike)
Level: Shinobi 6
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Target: 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.
HIDDEN DEFENSE
Hidden Door (Counter)
Level: Shinobi 4
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
HIDDEN OPENING
Hidden Door (Counter)
Level: Shinobi 3
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
KEEN ASSAULT
Hidden Door (Stance)
Level: Shinobi 3
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 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.
MOMENT OF OPPORTUNITY
Hidden Door (Counter)
Level: Shinobi 6
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
MOVING TARGET
Hidden Door (Stance)
Level: Shinobi 5
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 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.
OPPORTUNE DISARM
Hidden Door (Counter)
Level: Shinobi 3
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
SHIFTING BLOW
Hidden Door (Strike)
Level: Shinobi 2
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: 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.
SPRINGING ASSAULT
Hidden Door (Strike)
Level: Shinobi 6
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: 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.
STRIKE OF SUBTLETY
Hidden Door (Strike)
Level: Shinobi 5
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 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.
STUNNING BLOW
Hidden Door (Strike)
Level: Shinobi 4
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: 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.
SUBLIME DODGE
Hidden Door (Counter)
Level: Shinobi 5
Prerequisite: Two Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
UNDER THE BLADE
Hidden Door (Stance)
Level: Shinobi 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 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.
VANISHING STEP
Hidden Door (Counter)
Level: Shinobi 8
Prerequisite: Three Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 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.
VEILED ASSAULT
Hidden Door (Strike)
Level: Shinobi 9
Prerequisite: Five Hidden Door maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: See text
Duration: 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.
VEILED DEFENSE
Hidden Door (Counter)
Level: Shinobi 8
Prerequisite: Three Hidden Door maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: 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.
VEILED STRIKE
Hidden Door (Strike)
Level: Shinobi 7
Prerequisite: Three Hidden Door maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: 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.
WEAPON THROW
Hidden Door (Strike)
Level: Shinobi 3
Prerequisite: One Hidden Door maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: 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.
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