Pathfinder 1e Class Talent Ninja Trick

Herbal Compound

The ninja spends 1 ki and consumes an herbal compound as a move action: -2 AC and Reflex saves, but +4 alchemical bonus on Will saves for 10 minutes per level.

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Type
Ninja Trick
Prerequisites
None
Spell Level
—
Availability
Class talent

This is a Ninja Trick — a class feature gained through that class's own talent choices, not a feat you pick through normal feat selection.

A ninja with this trick can consume specially prepared herbs to strengthen her mind. The ninja can spend 1 ki point and smoke, eat, or inject an herbal compound as a move action. The ninja takes a -2 penalty to AC and on Reflex saves but gains a +4 alchemical bonus on Will saves for 10 minutes per ninja level.

Prerequisites

ki pool
Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Martial Arts Handbook · OGL-1.0a

Added to the library by eco_the_exploiter on Oct. 31, 2026.

Rules Mechanics: Open Game Content — OGL-1.0a

Open Game Content reproduced from Martial Arts Handbook by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by Martial Arts Handbook on 2026-10-31.

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