Shinobi

LvL/Atk/Special

1 — 1 — Sneak Attack +1d6, trapfinding
2 — 2 — Clever Disguise, Speed Boost
3 — 3 — Sneak Attack +2d6
4 — 4 — Evasion, Poison Use
5 — 5 — Great Leap, Uncanny Dodge
6 — 6 — Sneak Attack +3d6
7 — 7 — Speed Boost x2
8 — 8 — Profession, Improved Uncanny Dodge
9 — 9 — Sneak Attack +4d6
10 — 10 — Hide In Plain Sight

Restriction: Shinobi are limited to taking skill focus, save bonus (such as lightning reflexes), and fighter bonus feats.

Sneak Attack — See Rogue ability.
Trapfinding — See Rogue ability.
Clever Disguise — At 2nd level, A Shinobi no longer requires a disguise kit to receive a +2 circumstance bonus to his disguise check. However, if he utilizes a disguise kit, he receives an additional +2 bonus to his Disguise check. At 7th, 12th, and 17th level, a shinobi’s Clever Disguise bonus increases by +2.
Evasion — See Rogue ability.
Poison Use — Shinobi are trained in the use of poison and never risk accidentally poisoning themselves when applying, creating, or extracting poison.
Great Leap — Shinobi can make jump checks as if they had a running start, effectively giving them a +4 on Jump checks.
Uncanny Dodge — See Barbarian ability.
Speed Boost — At 3rd, 7th, and 11th level, a shinobi gains a 10ft. enhancement bonus to his speed. A shinobi in armor or carrying a medium or heavy load loses this extra speed.
Profession — At Level 8, a shinobi selects a profession. He receives a +10 skill check in that given profession, and has the equivalent training and knowledge to perform this chosen profession.
Improved Uncanny Dodge — See Barbarian ability.
Hide In Plain Sight — See Ranger ability.

11th level and higher is restricted knowledge.

Shinobi

The Thirteen Fingers GuidedYouth