Ascetic Acrobat (Ninja/Monk)

Silent and deadly in their own rights, ninjas are secretive and unobtrusive. It is these qualities combined with their unarmed combat training that have transformed them into a truly fearsome foe. Instructed in the ancient martial arts of the monastic orders, the ascetic acrobat utilizes her vast skill expertise, supernatural stealth, and knack of escaping difficult situations to defeat her enemies, and those of her clan. Through their versatility, breadth of instruction, and battle prowess, ascetic acrobats can cow even the most fearless or arrogant of rogues. (Original Concept by Elghinn Lightbringer)

Primary: Ninja.

Secondary: Monk.

Alignment: Any lawful.

Hit Dice: d8.

Bonus Skills and Ranks: The ascetic acrobat selects three monk skills to add to her class skills in addition to the normal monk class skills. The ascetic acrobat gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The ascetic acrobat is proficient with all simple weapons, plus the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, katana, kusarigama, nunchaku, quarterstaff, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and wakizashi. An ascetic acrobat is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an ascetic acrobat loses her AC bonus, as well as her fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

AC Bonus (Ex): At 1st level, an ascetic acrobat gains the monk’s AC bonus ability. This ability replaces no trace.

Sneak Attack: This is exactly like the ninja’s ability of the same name, except that the extra damage is 1d6 at 1st level, and increases by 1d6 at 3rd, 7th, 9th, 13th, 15th, and 19th level, to a maximum of 7d6.

Ninja Trick (Ex): This is exactly like the ninja ability of the same name, except that an ascetic acrobat gains a ninja trick at 2nd level and every four levels thereafter.

Fast Movement (Ex): At 3rd level, an ascetic acrobat gains the monk’s fast movement ability. This ability replaces sneak attack 2d6, 4d6, and 8d6.

Devious Charge (Ex): At 4th level, whenever an ascetic acrobat makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Flurry of Blows (Ex): Starting at 4th level, an ascetic acrobat gains the monk’s flurry of blows ability, except that she can only make a flurry of blows when wielding a monk or ninja weapon she is proficient with. This ability replaces the ninja tricks gained at 4th, 16th, and 20th level.

Slow Fall (Ex): At 4th level, an ascetic acrobat gains the monk’s slow fall ability. This ability replaces the ninja trick gained at 8th level.

Skirmisher (Ex): At 8th level, whenever an ascetic acrobat moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the ascetic acrobat makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Abundant Step (Su): At 12th level, an ascetic acrobat gains the monk’s abundant step ability. This ability replaces the ninja trick gained at 12th level.

Table: Ascetic Acrobat