Rogue with ranged specialty
| Level | Base Attack Bonus | Actions per turn | Reflex Save | Fortitude Save | Will Save | Special |
| 1 | 1 | 2 | 1 | 1 | 1 | Sneak Attack, Shinobi Tools |
| 2 | 2 | 2 | 2 | 1 | 1 | Shinobi Techniques |
| 3 | 3 | 2 | 3 | 2 | 2 | |
| 4 | 4 | 2 | 4 | 2 | 2 | |
| 5 | 5 | 2 | 5 | 3 | 3 | Combat Feat |
| 6 | 5 | 3 | 6 | 3 | 3 | |
| 7 | 6 | 3 | 7 | 3 | 3 | |
| 8 | 6 | 3 | 8 | 4 | 4 | |
| 9 | 7 | 3 | 9 | 4 | 4 | |
| 10 | 8 | 3 | 10 | 5 | 5 | Prestige Class: Kage or Master Shinobi |
| 11 | 9 | 3 | 10 | 5 | 5 | |
| 12 | 9 | 3 | 11 | 6 | 6 | Combat Feat |
| 13 | 10 | 3 | 11 | 6 | 6 | |
| 14 | 11 | 3 | 12 | 6 | 6 | |
| 15 | 12 | 3 | 12 | 7 | 7 | |
| 16 | 13 | 4 | 13 | 7 | 7 | |
| 17 | 13 | 4 | 13 | 7 | 7 | |
| 18 | 14 | 4 | 14 | 7 | 7 | |
| 19 | 15 | 4 | 14 | 7 | 7 | Bonus Feat |
| 20 | 15 | 4 | 15 | 7 | 7 |
Skills: 3 + int (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Piloting, Insight, Medicine, Perception, Survival, Deception, Performance, and Persuasion
Weapon Proficiency: Shuriken and Kunai
Special
Sneak Attack: Gain sneak attack damage on all enemies who are flat footed.
Sneak Attack damage is 1D6+int mod+Dex mod+level.
Shinobi Tools: At level 1,Shinobi gain access to Shinobi tools, a set of interchangeable items. They may only hold Dex Mod sets of Tools at a time, however, they may be swapped out and kept at a safe location. The list is as follows:
- Grappling Hook: A 50 foot grappling hook with a spring loaded system to pull you.
- Cherry Bombs: Large Firecrackers. Use them to destroy crumbling walls.
- Lock Pick: Gain advantage on burgling checks to open locks.
- Smoke Bombs: Creates smoke in a 10 foot radius. You cant see more than 5 feet in the smoke. Users of the smoke bombs are unaffected by the smoke.
- Rogue’s Capsules: A capsule that free you from any non physical effects. Deals 5 damage when used.
- Coin Purse: Scatter a purse of fake coins to draw a crowd.
- Scope: Allows for distant scouting. +5 to perception.
- Oil Vial: A throwable vial of oil that makes things slippery and more flammable.
- Iron Umbrella: An 2 handed Iron umbrella that gives plus 8 AC when crouched.
- Rogue’s Cloak: A cloak that makes you invisible at night past 50 Feet.+5 to disguise.
- Mist Feather: Allows you to teleport 10 feet in any direction as a standard action.
- Bite Down: A capsule that allows you to become unconscious and undetectable by magic for 4 hours. Gain 20 Passive stealth.
- Lesser Bag of Holding: Small purse used to hold loot (1 cubic meter).
- Climbing Claws: Gain +5 on all climbing checks.
- Air Reed: Breathe underwater for up to 10 Minutes.
- Fire Barrel: Shoot a cone of flame that deals 1d6 damage + level in a 15 foot cone.
Shinobi Techniques: Shinobis gain Shinobi Techniques at level 2. You may have up to int mod shinobi techniques. Once you choose a Shinobi technique, you may not switch it out. See below for options:
- Hidden Presence: Gain +5 to stealth
- Shinobi Deathblow: If a target is flat footed and bloodied, you may deal half their current HP in bonus damage on sneak attacks.
- Ichimonji: As a full round action, load up a single strike. The attacks to hit and damage are increased by both your Dex and your Strength Mod.
- Retreating Slash: As a full round action, attack 3 times and then move back 10 feet.
- Mikiri Counter: Whenever an enemy attacks you with a polearm or sword, you may roll a reflex save against their attack roll as long as you have an action saved. If you are successful, you may attack them as if it were a sneak attack..
- Lightning Reversal: Whenever an enemy attacks you with a ranged lightning attack, you may roll an (acrobatics or athletics) check to see if you can get off the ground, and a reflex save against their attack roll as long as you have an action saved. If you are successful, you may attack them as if it were a sneak attack, and your attack has the same range and damage as the lightning attack that you reversed.
- Improved Climbing: You gain advantage on acrobatic or athletic checks to climb walls or while using shinobi tools.
- Underwater Breathing Technique: Gain the ability to hold your breath underwater for up to 30 minutes. You may fight underwater as if it were on solid ground.
- Deflection: You may roll a reflex save against physical melee and ranged attack roll. If you are successful, the attack misses.
- Heightened Reflexes: You are never caught flat footed.
- Shinobi Mind Training: Gain +2 to each save.
Techniques may only be chosen a single time.
Combat Feat: Gain a bonus combat feat.
Prestige Class: Kage or Master Shinobi
Choose One:
Kage: Gain advantage on stealth checks.
You may use any number of rogue’s tools at a time.
Gain +5 to Stealth
Master Shinobi: Shinobi Deathblow may be used even when the target is not bloodied.
Mikiri Counter may be used against any weapon.
You may walk on any surface as if it were solid ground.
Gain +1 to Saves
Bonus Feat: Gain a bonus feat.