It occurs to me that ninjas like to deny people their dexterity bonus to AC. This seems a little difficult at present, so I thought that some extra options would be nice.
Dirty fighter[tactical]:
pre: imp. unarmed strike, quick draw, any precision-based damage ability.
This feat provides the following three manoeuvres:
Sand chuck:
As a standard action you may throw a granular or sticky substance at an opponent's eyes. This requires a successful ranged touch attack against the opponents and has a maximum range of 10 feet. If the opponent is hit they become blinded unless they succeed at a reflex save against a D.C. of 10 plus half the character's total hit dice plus the character's dexterity modifier. The opponent remains blinded until they either spend a dull-round action to clear their eyes, which requires an additional reflex save, or completely immerse their visual receptors in water or a similar cleansing substance. This manoeuvre requires a granular or sticky substance, such as sand or mud, which may be drawn from the environment(usually as a part of the standard action) or may be carried by a prepared character.
Low Blow: As a standard action you perform an unarmed strike against an opponent. This requires an attack roll and deals damage as normal. If the attack successfully deals damage then they must make a fortitude save against a D.C. of half the character's total hit dice plus ten plus the character's strength modifier, or become nauseated for two rounds.
Nerve Pinch: As a standard action the character may jab an opponent in an arm or a leg. This requires an attack roll and deals damage as normal. If the target takes damage then they may make a will save (D.C. 10 + damage dealt) or suffer one of the following penalties for 10 rounds:
-2 to attack rolls using a specific arm. This does not stack when applied multiple times to the same limb.
-2(to a minimum of 0) to shield A.C. granted using a specific arm. This does not stack when applied multiple times to the same limb.
-4 to opposed rolls to resist being disarmed. This does not stack when applied multiple times to the same limb.
-5 feet to a movement speed using a specific leg, subject cannot charge or run. This does not stack with itself.
-4 to opposed rolls made to resist being bull-rushed or knocked prone. This does not stack with itself.
Sensory focus:
The character may focus upon a single sense to the exclusion of others. This feat may be activated as a free action and has unlimited duration. When active, this feat causes the character to become blinded and deafened, however the character becomes immune to becoming flat-footed due to blindness or suffering a penalty to initiative due to deafness. Furthermore, when this feat is active the character may choose one of the following effects:
Vision: The character is not blinded by this feat and gains a +5 bonus to spot and search checks and may reroll spot checks once each and take the higher result. If the character is blinded then they lose all benefits of this feat.
Sound: The character is not deafened by this feat and gains +5 to listen checks. Further-more, the character automatically pin-points anything they hear and may ignore concealment if they beat the D.C. by twenty. If the character becomes deafened then they lose all benefits of this feat.
Tactile: The character gains blind-sight with a range of five feet. If they become numbed then...
Odourtory : The character gains the scent special ability, if they already had the scent special ability then they may increase its range by one multiple...
Sticky smoke-bomb: This may be thrown as a deranged-touch-attack with a derange increment of ten feet to a maximum distance of 30 feet. Whatever it hits produces opaque smoke of a 5-foot radius for four rounds. It may be removed from a surface as a move-action with a 50% failure chance due to concealment.
P.S.
These seem pretty horrible to me, any advice would be appreciated...