TEXT: #53
  The Shinobi MaSTer
  (hybrid ClaSS)
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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  Player Paraphernalia #46 Flowing Water Style ©2015, The Knotty-Works; Author John Buckley 
  Player Paraphernalia #49 Implements of the Ninja ©2015, The Knotty-Works; Author John Buckley
  Player Paraphernalia #53 The Shinobi Master (Hybrid Class) ©2015, The Knotty-Works; Author: 
  John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player ParaPhernalia #53
  By the Knotty-Works
  Welcome to the fifty-third issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  This 
  issue introduces the shinobi master, a hybrid 
  class that combines the deadly skill of the ninja 
  with the martial focus of the monk.
  The Shinobi Master
  Espionage and Assassination, 
  to some it is a trained skill 
  and profession but there 
  are a select few that are so 
  dedicated that their mastery 
  over the ability of deadly stealth and infiltration 
  seem utterly supernatural in comparison.  
  The shinobi master not only studies the art of 
  ninjutsu but is consumed by its every tenet and 
  it becomes his way of life.  Willing to put all 
  other pursuits behind, his focus on perfecting 
  and using these skills becomes a force of 
  nature itself.
  Role:  The shinobi master’s sole focus is 
  immersed in the art of deception and 
  treachery.  As such she is quite qualified at 
  scouting in the unknown as well as blending in 
  with her environs so as to not draw attention 
  to herself.  When it comes to combat her skills 
  with both his natural attacks and weapons 
  she wields can be quite deadly, especially 
  when facing an opponent unawares or 
  preoccupied with another.
  Alignment:  The shinobi master may be any 
  non-chaotic alignment.
  Hit Die: d8
  Parent Classes:  Monk and Ninja
  Starting Wealth:  3d6 × 10 gp (average 105 
  gp.) and the character begins play with an 
  outfit worth 10 gp or less.
  Class Skills
  Acrobatics, Appraise, Bluff, Climb, Craft, 
  Diplomacy, Disable Device, Escape Artist, 
  Intimidate, Knowledge (local), Knowledge 
  (religion), Linguistics, Perception, Perform, 
  Profession, Sense Motive, Sleight of Hand, 
  Stealth, Swim, and Use Magic Device
  Skill Ranks per level: 6 + Int modifier
  Class Abilities
  Weapon and Armor Proficiency: The shinobi 
  master is proficient with simple weapons, 
  any weapon designated for the monk**, plus 
  the  katana, kunai*, ninjato*, shortbow, and 
  wakazashi.
  The shinobi master is proficient with light armor 
  but not with any type of shield.  If the shinobi 
  master wears medium or heavy armor or any 
  type of shield she is denied the use of some of 
  her other class abilities as defined below.
  Monk Prerequisites:  The shinobi master is 
  considered a monk of the same level in 
  regards to feat prerequisites.
  *The ninjato and kunai may be found in Player 
  Paraphernalia #49 Implements of the Ninja.
  **Monk designated weapons include the 
  bich’hwa, bo staff, brass knuckles, buttlerfly 
  sword, cestus, dan bong, deer horn knife, 
  double chained kama, double chicken saber, 
  emei piercer, fighting fan, hanbo, jutte, kama, 
  knuckle axe, kusarigama, kyoketsu shoge, 
  lungchuan tamo, monk’s spade, nine-ring 
  broadsword, nine-section whip, nunchaku, 
  quarterstaff, rope dart, sai, sansetsukon, 
  
  2
  seven-branched sword, shang gou, shuriken, 
  siangham, temple sword, tiger fork, tonfa, and 
  wushu dart.  In addition, Player Paraphernalia 
  #46 Flowing Water Style includes the chan 
  zi dao, fire & wind wheel, half moon blade, 
  lajatang, qian kun ri you dao, sang kauw, sun 
  & moon ring, tambo, Yin Yang blades, and 
  yuen yang blade.
  Ki Pool (Su):  The shinobi master may tap into 
  a reservoir of supernatural energy known 
  as a ki pool.  This pool holds a number of ki 
  points equal to 1 point + the shinobi master’s 
  Charisma modifier at 1st level and she gains 
  an additional point every odd level thereafter.  
  These points automatically replenish after 8 
  hours of rest or meditation in a 24 hour period.
  While the shinobi master has at least 1 ki 
  point she gains a +10 foot bonus to her 
  base movement speed while on land.  At 
  6th level she also is considered to have a 
  running start for any Acrobatics skill check 
  involving jumping or leaping as long as she 
  has at least 1 ki point.  At 12th level the 
  shinobi master’s movement bonus from her ki 
  increases to a +20 feet.  At 18th level the DC 
  for any acrobatics check made for jumping or 
  leaping is reduced by ½ as long as she has at 
  least 1 ki point.
  By spending 1 ki point as a swift action the 
  shinobi master may add one additional 
  attack at her highest base attack bonus if she 
  is making a full attack action.  Or she may 
  spend the point as a swift action to either gain 
  a +4 insight bonus to any Stealth checks or a 
  +4 dodge bonus to her AC that lasts until the 
  beginning of her next turn.
  The shinobi master’s ki pool is compatible with 
  the ki pool of other classes, and her class level 
  combine with the levels of other classes to 
  determine the total number of ki points she 
  gains on a daily basis, using the calculation 
  that grants her the most ki points based on her 
  ability scores and classes she possesses.  The 
  ki points are also used for any power from any 
  classes possessed that grant special abilities 
  powered by ki points.
  Shinobi Master Progression Table
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special
  Unarmed Damage
  Small
  Medium
  Large
  1
  +0
  +0
  +2
  +2
  ki pool, stunning fist, unarmed strike
  1d4
  1d6
  1d8
  2
  +1
  +0
  +3
  +3
  shinobi power, shinobi strike
  1d4
  1d6
  1d8
  3
  +2
  +1
  +3
  +3
  a thousand strikes I
  1d4
  1d6
  1d8
  4
  +3
  +1
  +4
  +4
  shinobi power
  1d6
  1d8
  1d12
  5
  +3
  +1
  +4
  +4
  uncanny dodge
  1d6
  1d8
  1d12
  6
  +4
  +2
  +5
  +5
  shinobi power
  1d6
  1d8
  1d12
  7
  +5
  +2
  +5
  +5
  a thousand strikes II
  1d6
  1d8
  1d12
  8
  +6/+1
  +2
  +6
  +6
  shinobi power
  1d8
  1d10
  2d8
  9
  +6/+1
  +3
  +6
  +6
  greater shinobi strike, improved uncanny 
  dodge
  1d8
  1d10
  2d8
  10
  +7/+2
  +3
  +7
  +7
  shinobi power
  1d8
  1d10
  2d8
  11
  +8/+3
  +3
  +7
  +7
  a thousand strikes III
  1d8
  1d10
  2d8
  12
  +9+/4
  +4
  +8
  +8
  shinobi power
  1d10
  1d12
  2d10
  13
  +9/+4
  +4
  +8
  +8
  iron fortitude
  1d10
  1d12
  2d10
  14
  +10/+5
  +4
  +9
  +9
  shinobi power
  1d10
  1d12
  2d10
  15
  +11/+6/+1
  +5
  +9
  +9
  a thousand strikes IV
  1d10
  1d12
  2d10
  16
  +12/+7/+2
  +5
  +10
  +10
  shinobi power
  1d12
  2d8
  3d8
  17
  +12/+7+2
  +5
  +10
  +10
  shinobi strike mastery
  1d12
  2d8
  3d8
  18
  +13/+8/+3
  +6
  +11
  +11
  shinobi power
  1d12
  2d8
  3d8
  19
  +14/+9/+4
  +6
  +11
  +11
  a thousand strikes V
  1d12
  2d8
  3d8
  20
  +15/+10/+5
  +6
  +12
  +12
  shinobi ascendancy
  2d8
  2d10
  3d10
  
  3
  Stunning Fist (Ex):  The shinobi master gains 
  Stunning Fist as a bonus feat at 1st level and 
  does not need to meet the prerequisites for it.  
  The shinobi master may use the stunning fist 1 
  time per day per class level.  If she has other 
  class levels that do not grant her the same 
  number of uses per day, she gains 1 additional 
  use per day per four non-shinobi class levels 
  possessed.  Levels in a class that grants 1 use 
  per level stack with the shinobi class as far as 
  the number of uses per day.
  Unarmed Strike (Ex):  At 1st level the shinobi 
  master gains Improved Unarmed Strike as 
  a bonus feat.  The shinobi master’s attacks 
  consist of nearly any body part including 
  hands, feet, head, etc.  This allows the shinobi 
  master to make an unarmed attack even 
  while her hands are full and there is no such 
  thing as an off-hand attack for the shinobi 
  master while making an unarmed strike and 
  she applies her full strength bonus to her 
  unarmed attack.
  The shinobi master’s unarmed attacks deal 
  lethal damage, but she can choose to deal 
  nonlethal damage, though she suffers a -2 
  penalty on her attack rolls.  She may apply 
  the same principles to her grapple attacks, 
  normally doing lethal damage, but decide to 
  use nonlethal force with the same penalty.
  The shinobi master’s unarmed attacks are 
  treated as both natural and manufactured for 
  purposes of spell enhancing effects and the 
  amount of damage caused by her attacks 
  are greater than a normal unarmed attack as 
  listed in the Shinobi Master Progression Table 
  based on the shinobi master’s size.
  Shinobi Powers:  Beginning at 2nd level and 
  every even level thereafter the shinobi master 
  may choose a shinobi power, fueled by her ki 
  pool.  Unless a power specifies otherwise, the 
  shinobi master may choose a single shinobi 
  power once.  Certain powers may require 
  requisite shinobi powers before it may be 
  taken as defined by the power, or a minimum 
  class level.
  Powers that require the shinobi master to 
  spend 1 or more ki points require a swift action 
  to initiate the power unless otherwise defined 
  by the power.
  Be without Being (Su):  The shinobi master 
  may expend 3 points from her ki pool 
  as a move action to enter the ethereal plane 
  as the Ethereal Jaunt spell and may remain 
  in this state for up to 1 minute or return to the 
  material plane as a free action.  Once the 
  shinobi master returns to the material plane 
  the effect of this power automatically ends.  
  The shinobi master must be at least 18th level 
  before she may take this shinobi power.
  Evasion (Ex):  As long as the shinobi master has 
  at least 1 ki point, she can avoid damage from 
  an area-effect attack.  If the shinobi master 
  successfully makes a Reflex saving throw 
  against an attack that normally causes ½ 
  damage for the save, she suffers no damage 
  from the attack as long as the shinobi master is 
  not wearing anything heavier than light armor 
  or a light load and is not helpless.
  Fatiguing Strike (Ex):  The shinobi master may 
  substitute the stun effect of the Stunning Fist 
  feat with the fatigued condition as long as 
  she has at least 1 point in her ki pool.  The 
  shinobi master may expend 1 ki point to alter 
  the effect to that of exhausted rather than 
  fatigued, and a saving throw avoid the effect 
  of the strike.  The duration of either effect is 1 
  hour unless magically restored and multiple 
  uses on the same opponent do not stack, 
  but just extend the duration based on the 
  last successful strike.  The shinobi master must 
  declare her intentions to use this ability prior to 
  rolling for the attack. The shinobi master must 
  be at least 4th level in order to take this shinobi 
  power.
  Greater Iron Fortitude (Ex):  The shinobi master 
  is immune to all diseases including both 
  supernatural and magical diseases.  The 
  shinobi master must be at least 14th level in 
  order to take this shinobi power.
  Improved Evasion (Ex):  The shinobi master 
  suffers no damage from an area based 
  attack that normally causes ½ damage with 
  a successful Reflex saving throw and she 
  only suffers ½ damage from such attacks if 
  she fails her saving throw.  She must have at 
  least 1 ki point and not be helpless or wearing 
  anything heavier than light armor or carrying 
  a light load.  The shinobi master must have the 
  Evasion shinobi power (or from another class 
  ability) and at least 10th level (though it may 
  be combined with both the shinobi class and 
  
  4
  another class that grants the Evasion class 
  ability).
  Leap of Shadows (Su):  The shinobi master may 
  spend 2 ki points to jump from one shadow 
  to the next as the Dimension Door spell as a 
  move action, treating the shinobi master’s 
  class level as the effective caster level.  The 
  shinobi master may not take others with her 
  when she initiates this shinobi power.  The 
  shinobi master must have the Shimmering 
  Shadows shinobi power and be at least 12th 
  level before she may take this shinobi power.
  Light Steps (Ex):  The shinobi master may spend 
  1 point from her ki pool as a swift action to 
  gain the ability to move through difficult terrain 
  with no movement penalties with a duration 
  of 1 hour per class level.  She may move up 
  to twice her normal movement rate as a full 
  round action to walk over liquid surfaces as 
  well as branches and other physical objects 
  that would not normally support her weight.  
  When moving in this way, the shinobi master 
  does not take damage from surfaces or 
  hazards that react to being touched, such as 
  lava or caltrops, nor does she need to make 
  Acrobatics checks to avoid falling on slippery 
  or rough surfaces.  The shinobi master ignores 
  any mechanical traps that use a location-
  based trigger.  She must end her movement 
  at a location that will support her weight, and 
  the shinobi master cannot move over air and 
  this ability has no effect to her ability to climb 
  vertical surfaces.
  The shinobi master must be at least 6th level 
  before she may take this shinobi power.  If the 
  shinobi master initiates another movement 
  based shinobi power, the effects of this power 
  automatically end.
  Maneuver Mastery (Ex):  The shinobi master 
  may add a bonus feat from the following:  
  Greater Disarm, Greater Dirty Trick, Greater 
  Feint, Greater Grapple, Greater Reposition, 
  Greater Steal, and Greater Trip.  The shinobi 
  master must be at least 10th level before she 
  may select this shinobi power and meet any 
  feat prerequisites before she may choose 
  the feat.  She may take this shinobi power 
  more than once, selecting a different feat 
  each time.  The shinobi master must have at 
  least 1 ki point in her ki pool to initiate any of 
  these bonus feats taken from this shinobi 
  power.  If the shinobi master takes any of these 
  feats as part of her normal feat choices this 
  requirement does not apply.
  Maneuver Proficiency (Ex):  The shinobi master 
  may choose Agile Maneuvers, Combat 
  Expertise, Combat Reflexes, Improved Disarm, 
  Improved Dirty Trick, Improved Feint, Improved 
  Grapple, Improved Reposition, Improved Steal, 
  or Improved Trip as a bonus feat.  The shinobi 
  master does not have to meet any ability 
  score prerequisites for any of these feats but 
  must meet any other feat prerequisites.  This 
  shinobi power may be taken more than once, 
  the shinobi master must select a different feat 
  each time.  The shinobi master must have at 
  least 1 ki point in her ki pool to initiate any 
  of these bonus feats taken from this shinobi 
  power.  If the shinobi master takes any of these 
  feats as part of her normal feat choices this 
  requirement does not apply.
  Ninja Master Trick:  The shinobi master may 
  select a ninja master trick from the following 
  as a shinobi power:  Blinding Bomb, Deadly 
  Shuriken, Ghost Step, Invisible Blade, Master 
  Disguise, See the Unseen, Shadow Split, and 
  Unbound Steps.  The shinobi master must be at 
  least 10th level before she may take this shinobi 
  power and she may take it multiple times, 
  selecting a different ninja master trick each 
  time.  The shinobi master must meet any listed 
  requirements for the ninja master trick before 
  she may select it.
  Ninja Trick:  The shinobi master may choose 
  from the following ninja tricks as a shinobi 
  power:  Acrobatic Master, Bleeding Attack, 
  Choking Bomb, Darkvision, Deflect Arrows, 
  Fast Stealth, Feather Fall, Hidden Weapons, Ki 
  Charge, Poison Bomb, Shadow Clone, Slow 
  Metabolism, Smoke Bomb, Snatch Arrows, 
  Style Master, Sudden Disguise, Vanishing Trick, 
  Wall Climber, and Weapon Training.  The 
  shinobi master may take this shinobi power 
  more than once, selecting a different trick 
  each time.  The shinobi master must meet any 
  requirements for the ninja trick before she may 
  select it.
  Poisoning Strike (Ex):  The shinobi master may 
  substitute the stun effect from her Stunning 
  Fist feat with the a poisonous touch by 
  expending 1 ki point.  The effect causes 1 
  point of Constitution damage per round 
  
  5
  for up to 6 rounds, though a saving throw is 
  allowed each round and two consecutive 
  saving throws ends any additional Constitution 
  damage.  A victim that successfully saves 
  against the Poison Strike cannot be affected 
  by the same shinobi master for a 24 hour 
  period.  The shinobi master must be at least 
  12th level and have either the Fatiguing or 
  Sickening Strike shinobi power before she may 
  take this shinobi power.
  Psychic Lock (Ex):  The shinobi master may 
  spend 1 ki point to gains a +2 enhancement 
  bonus to enchantment spells and spell-like 
  abilities and fear based effects for a number 
  of hours equal to ½ her class level.  At 12th level 
  the shinobi master may spend 2 ki points to 
  increase the enhancement bonus to +4.
  Shimmering Shadows (Su):  The shinobi master 
  may spend 1 ki point to begin phasing in and 
  out of the material plane as the Blink spell.  The 
  effect lasts for a number of rounds equal to 
  ½ the shinobi master’s class level.  The shinobi 
  must be at least 6th level before she may take 
  this shinobi power.
  Shinobi Blast (Su):  The shinobi master may 
  expend a number of ki points equal up to ½ 
  her class level as a standard action, exploding 
  in a torrent of energy (acid, cold, electricity, 
  or fire) chosen when this power is initiated, 
  causing 1d8 points of damage to everyone 
  within 15 feet of her per point spent.  The 
  shinobi master automatically takes half 
  damage and is not allowed a saving throw 
  to avoid it (though resistance and immunity 
  effects do apply).  Others within range are 
  allowed a Reflex save (DC 10 + ½ the shinobi 
  master’s class level + her Charisma modifier) 
  to reduce the damage by half.  The shinobi 
  master must make a Fortitude saving throw 
  (using the same DC above) or be stunned for 
  1d4 rounds from the effect.  The shinobi master 
  must be at least 18th level to take this shinobi 
  power.
  Sickening Strike (Ex):  The shinobi master may 
  substitute the stun effect from her Stunning Fist 
  feat with the sickened condition as long as 
  she has at least 1 point in her ki pool.  She may 
  also expend 1 ki point to change the effect 
  to nauseated.  The effect last for a number 
  of rounds equal to ½ the shinobi master’s 
  class level and multiple uses on the same 
  opponent do not stack, but just extend the 
  duration based on the last successful strike.  
  The victim is allowed a saving throw to avoid 
  the effects of the strike.  The shinobi master 
  must declare her intentions to use this ability 
  prior to rolling for the attack and she must be 
  at least 8th level and have the Fatiguing Strike 
  shinobi power in order to take this power.
  Slow Fall (Ex):  If the shinobi master is within 
  arm’s length while falling and has at least 1 
  ki point she may slow her decent, reducing 
  the effective fall by 20 feet plus an additional 
  10 feet per four levels beyond 4th level.  At 
  20th level the shinobi master effectively slows 
  the fall so she takes no damage from the fall 
  regardless of distance as long as she is within 
  arm’s reach of the wall or other hard surface.  
  The shinobi master must be at least 4th level 
  before she may take this shinobi power.
  Stealthy Step (Ex):  The shinobi master may 
  spend 1 ki point to gain a +10 enhancement 
  bonus to any Stealth checks for a number of 
  minutes equal to her class level.  At 14th level 
  the shinobi master may spend 2 ki points to 
  increase the bonus to a +20 enhancement 
  bonus to any Stealth checks.  If the shinobi 
  master initiates another movement based 
  shinobi power, the effects of this power 
  automatically end.
  Tongue of Translation (Ex):  The shinobi master 
  gains the ability to communicate with any 
  living creature with an Intelligence of 3 or 
  higher and a verbal means of communication 
  as long as she has at least 1 point in her ki pool.  
  The shinobi master must be at least 16th level 
  before she may take this shinobi power.
  Zephyr Step (Ex):  The shinobi master 
  may spend 1 ki point to gain a +10 foot 
  enhancement bonus to her base land 
  movement speed for a number of minutes 
  equal to her class level.  At 8th level and 
  every 4 levels thereafter, she may spend an 
  additional ki point to increase the effective 
  speed by an additional 10 feet.  If the shinobi 
  master initiates another movement based 
  shinobi power, the effects of this power 
  automatically end.
  Shinobi Strike (Ex):  At 2nd level the shinobi 
  master gains the ability to make a shinobi 
  strike.  This strike takes one of two versions.  
  While using either version, the shinobi 
  
  6
  master’s base attack bonus is equal to her 
  class level to determine the to hit bonus and 
  any additional attacks granted as a full attack 
  action.  This bonus does not apply for any 
  other purpose including feat and prestige 
  class requirements.
  As a full round attack action, the shinobi 
  master may make one additional attack 
  while using either her unarmed attack or 
  one of the following weapons:  any one 
  handed or double weapon designated for 
  the monk, the kunai, the ninjato, and the 
  wakizashi. She is treated as having the two-
  weapon fighting feat using a light off-handed 
  weapon, incurring a -2 penalty to all attacks 
  for the round.  The shinobi master applies her 
  full strength bonus to her damage rolls for all 
  successful attacks made with this version of the 
  shinobi strike and she may substitute combat 
  maneuvers including disarm, dirty trick, sunder, 
  and trip as desired.  Other than her unarmed 
  attack, the shinobi master cannot use any 
  natural attacks as part of this shinobi strike.
  The second version allows the shinobi master 
  to cause additional damage with a single 
  attack as a standard attack action.  When 
  attacking an opponent that is denied its 
  dexterity bonus or is being flanked by a shinobi 
  master’s ally, a melee attack or ranged attack 
  made within 30 feet of the shinobi master 
  causes one additional die of damage based 
  on the weapon being used.  This additional 
  damage is not counted for any critical hits 
  and is not applicable for opponents that are 
  immune to critical hits or precision damage 
  including sneak attack damage.  Unless the 
  weapon is nonlethal or an unarmed attack 
  the damage caused by this version of the 
  shinobi strike always causes lethal damage.  
  The shinobi master must be able to see study 
  the opponent to target a vital area and be 
  able to reach the area with the attack, thus 
  she cannot use this strike against an opponent 
  that has concealment.
  A Thousands Strikes (Ex):  The shinobi master 
  learns effective ways to get past the most 
  resilient of defenses regardless of her attack 
  beginning at 3rd level and improved every 4 
  levels thereafter.  As long as she has at least 
  1 point in her ki pool, she gains the following 
  benefits to her shinobi strike.
  I (3rd level):  The shinobi master’s unarmed 
  attack or shinobi strike is treated as magic for 
  purposes of getting past the target’s damage 
  reduction.
  II (7th level):  The shinobi master’s unarmed 
  attack or shinobi strike is treated as cold iron 
  and silver for the purpose of overcoming the 
  target’s damage reduction.
  III (11th level):  The shinobi master selects one 
  aspect of her alignment (law, good, or evil) 
  and her unarmed attack or shinobi strike 
  is treated as aligned with that aspect for 
  purposes of damage reduction.  Once made, 
  this choice cannot be changed.  Neutral 
  shinobi masters that do not have any of 
  those aspects treat their attacks as lawfully 
  aligned for purposes of overcoming damage 
  reduction.
  IV (15th level):  The shinobi master’s unarmed 
  attack or shinobi strike are treated as 
  admantine for purposes of both overcoming 
  damage reduction and hardness.
  V (19th level):  The shinobi master’s unarmed 
  attack or shinobi strike overcome any form of 
  damage reduction other than the weapon 
  type (bludgeoning, piercing, or slashing).
  Uncanny Dodge (Ex):  At 5th level the shinobi 
  master gains an extra-sensory perception for 
  impending danger.  As a result she cannot be 
  caught flat-footed or lose her Dexterity bonus 
  while being attack by an invisible opponent.  
  The shinobi master still loses her Dexterity AC 
  bonus if immobilized, helpless, or successfully 
  feinted by an opponent.  If the shinobi master 
  has Uncanny Dodge from another class, she 
  gains Improved Uncanny Dodge instead at this 
  level.
  Greater Shinobi Strike (Ex):  At 9th level the 
  shinobi strike increases in power.  Her shinobi 
  strike abilities gain the following while she has 
  at least 1 point in her ki pool.
  While making a full round attack with her 
  unarmed attacks, a one-handed or double 
  monk designated weapon, or the kunai, 
  ninjato, or wakizashi the shinobi master is 
  treated as if she had the Improved Two-
  Weapon Fighting feat, making two additional 
  attacks at her highest base attack with a -2 
  for all attacks and -5 to the second additional 
  attack.
  
  7
  If using the shinobi strike as a standard attack 
  while attacking a flanked opponent or target 
  denied its Dexterity bonus, the damage 
  caused by the unarmed attack or weapon 
  gains an additional three dice of damage.  
  The same restrictions count in regards to 
  creatures immune to critical attacks or 
  precision damage such as sneak attacks.
  Improved Uncanny Dodge (Ex):  At 9th level 
  the shinobi master may no longer be flanked.  
  This ability denies an opponent from making a 
  sneak attack against the shinobi master while 
  she is flanked unless the attacker has at least 
  four or more class levels that grant an precision 
  based damage based on flanking.
  Iron Fortitude (Ex):  At 13th level the shinobi 
  master becomes immune to all poisons, both 
  natural and magical in nature.
  Shinobi Strike Mastery (Ex):  At 17th level the 
  shinobi master’s attack capability with her 
  shinobi strike attack gains further benefits.  
  While the shinobi master has at least 1 point 
  in her ki pool she gains the following benefits 
  based on the attack action.
  While making a full attack action, the shinobi 
  master is treated as having the Greater 
  Two-Weapon Fighting feat while making an 
  unarmed attack, wielding a one-handed or 
  double monk weapon, the kunai, ninjato, 
  or wakazashi.  The shinobi master gains 
  three additional attacks at her highest base 
  attack with a -2 for all attacks, -5 to the 
  second additional attack, and -10 to the third 
  additional attack.
  If using the shinobi strike as a standard attack 
  while attacking a flanked opponent or target 
  denied its Dexterity bonus, the damage 
  caused by the unarmed attack or weapon 
  gains an additional five dice of damage.  The 
  same restrictions count in regards to creatures 
  immune to critical attacks or precision 
  damage such as sneak attacks.
  Shinobi Ascendancy (Su):  At 20th level the 
  shinobi master may sacrifice either one 
  additional attack from her full attack shinobi 
  strike, or the additional damage caused 
  from using her shinobi strike as a standard 
  attack action against an unaware or flanked 
  opponent to cause 1 point of ability damage 
  chosen (Strength, Dexterity, or Constitution) 
  prior to the attack by expending 1 ki 
  point.  The shinobi master may not reduce a 
  total number of abilities points from a single 
  victim exceeding ½ her class level and no 
  ability may be reduced below 1.  As long 
  as the shinobi master has at least 1 point in 
  her ki pool she gains a DR 5/Chaotic against 
  manufactured and natural attacks from 
  creatures that do not have similar damage 
  reduction.
  New Feats
  Extra Shinobi Power
  You have tapped into another ancient secret 
  of the order of Shinobi.
  Prerequisites:  Shinobi Power class ability
  Benefit:  You may choose an additional Shinobi 
  Power as long as you meet any requirements 
  listed for the shinobi power.
  
  8
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 53 - The Shinobi Master (Hybrid Class).pdf