Professional Documents
Culture Documents
Updated 02/19/2018
Tokeidome .............................................................245
Toushigan [Doujutsu] .............................................246
Toushigan Feats .....................................................246
Battle-Ready (Toushigan) [Meta-Chakra] ..........246
Dead Man's Eye .................................................246
Legacy of Shukaku .............................................246
MEDIC TANKER
The tanker is able to take a lot of punishment.
Skills: Knowledge (earth and life science) and Treat
Defense: +1 natural armor bonus to Defense.
Injury are always class skills. The Medic gains 1 rank in
Hit Points: +1 hit points per level through classes like Ninja Hunter, the character
increases their effective character level by 2 when using
TECHIE
Sense Chakra and adds +1 to the duration.
Skills: Craft (mechanical) and Disable Device always a
Uncanny Dodge: Whenever a character has Uncanny
class skill. The Techie gains 1 rank in Craft (mechanical)
Dodge and then gains the same feature from another
and Disable Device every level, plus 3 more at first level.
class, they instead gain Improved Uncanny
Feats: Cautious.
Dodge/Uncanny Dodge 2.
Special: Craft Puppets and Builder feats are always part
of the character's bonus feat list.
TRACKER FLAWS
Skills: Survival and Search always a class skill. The Flaws are the opposite of feats. Whereas a feat grants a
Tracker gains 1 rank in Survival and Search every level, character the ability to do something better or entirely
plus 3 more at first level. new, a flaw inhibits or removes a character in some
Feats: Track. fashion. A player may select up to two flaws when
The Guide and Keen Sight feats are always part of the creating a character. After 1st level, a character cannot
character's bonus feat list. take on additional flaws unless the DM specifically
WARRIOR allows it. Each flaw a player selects entitles his character
Feats: Archaic Weapons Proficiency, Nin Weapons to a bonus feat.
Proficiency. AMPUTEE
Special: The warrior is proficient in all exotic melee You are missing a limb.
weapons. Effect: You are missing one limb of your choice that
Weapon Adaptation Training feat is always part of the you would normally have for your race.
character's bonus feat list.
ANXIOUS
You have learned to speak quietly or been shown that
BLOODLINE VARIANT speaking louder will get you into trouble.
Effect: Characters with this flaw suffer a -2 penalty to
This variant permits users taking a bloodline to only
all Bluff, Diplomacy and Intimidate checks.
need the Advanced Bloodline feat in the feat category,
all other prerequisites must still be met. ASTHMATIC
Afflicted with a respiratory condition marked by
spasms in the lungs, causing difficulty in breathing.
BONUS FEATS AND CLASS FEATURES Effect: Asthmatic characters cannot take the feat
Endurance, nor any feat requiring Endurance as a
Throughout the game, you will find instances where
prerequisite. You take -2 to Climb, Jump and Swim.
Class Features are given to players that cover the gamut
of Bonus Feats to things like Uncanny Dodge. This BLIND
variant rule takes inspiration from 3.5 in that whenever You are blind.
a player receives a class feature multiple times, it Prerequisite: Your race must have functional eyes.
improves in some fashion. This list is just the beginning, Effect: You are permanently blinded. Because you
feel free to suggest more that you come up with! have grown accustomed to this state, the associated
Bonus Feats: Whenever a player receives a bonus feat penalties to AC and skill checks are halved. You can
from a class feature that they already possess, they may move at three-quarters your normal speed.
pick another from that same class’ Bonus Feat list, if they BLIND, PARTIALLY
have all the feats in that list or there is no list, the player You're as blind as a bat. You may be missing one eye
simply receives a free feat they may spend anywhere but or just have poor vision.
must still meet the prerequisites and they must exhaust Prerequisite: Your race must have functional eyes.
their options in the order presented above first. Effect: -4 to all Spot and Search checks
Evasion: When a player who has Evasion, gains
Evasion again from another class feature, they gain BRITTLE BONES
Improved Evasion/Evasion X. You can feel things in your bones, and not in a good
Sense Chakra: Each time a character gains this feature way.
either from a feat such as Genin, Chuunin, and Jounin or
Effect: Your weight is 75% of the minimum weight of Prerequisite: Any non-good alignment
your race. You take a -1 penalty to AC. Your threshold Effect: You take a -4 penalty to will saves against
for massive damage is 25 hit points, rather than 50. mind-affecting and compulsion effects. Furthermore,
you are not granted additional saves when confronted
CALLOUS
with a suggestion that might conflict with your ethics or
You are insensitive to others' feelings, sometimes
morals, nor do spells automatically fail when if you are
outright trampling them without notice.
compelled to harm something or someone, such as with
Effect: You take a -4 penalty to all Sense Motive and
the suggestion spell.
Diplomacy checks.
FEEBLE HONEST
You are unathletic and uncoordinated. You cannot lie, and are disturbed when others do so.
Effect: You take a –2 penalty on Strength, Dexterity, Effect: You cannot make Bluff checks (except to Feint).
and Constitution-based ability checks and skill checks. Furthermore, any ally within earshot of you who lies,
you feel greatly compelled to correct their lie and speak
FRAIL
the truth.
You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you HONOURABLE FIGHTER
gain at each level. This flaw can reduce the number of You do not like fighting opponents who are armed
hit points you gain to 0 (but not below). with lesser weapons.
Special: You must have a Constitution of 4 or higher to Effect: Whenever you are wielding a weapon and
take this flaw. attack an opponent who is not wielding a weapon, you
take a -5 penalty to attacks. If your opponent has natural
GULLIBLE
weapons like fangs and claws, or is clearly skilled in
You believe things, no matter how farfetched they
unarmed combat, ignore this penalty.
seem.
Effect: You take a -4 penalty on all Sense Motive rolls, HUNTED
Forgery rolls to detect a forgery, and a -4 penalty to You have enemies who will stop at nothing to find
saving throws made to detect illusions. you, enemies to whom you are vulnerable.
Effect: When you select this flaw, your DM chooses
HEMOPHILIA
one race or group common to your campaign. Members
Your blood does not form clots normally.
of this group have a +2 competence bonus to Gather
Prerequisite: Must have a Constitution score
Information, Spot, Listen and Sense Motive checks made
Effect: When you are dying, you only have a 1%
to locate or identify you; and to attack rolls made against
change of becoming stable. In addition, you cannot
you.
restore Constitution damage naturally.
Special: If you’re using the New Action Point Uses HYPOCHONDRIASIS
variant, you cannot spend an Action Point to stabilize. You are constantly worried of becoming sick and
every bodily function is heavily scrutinized.
HEMERALOPIA
Effect: In any stressful situation where you can
You cannot see in bright light.
otherwise not take 10, you take a -2 penalty on all
Prerequisite: Must not be a race that already has light
Strength-based skill checks. When running, you
sensitivity, and must not have the Daylight Adaptation
decrease your speed by one multiple lower than normal
feat.
(three times, or two times when in heavy armor).
Effect: You are dazzled in areas of bright light, such as
Furthermore, you heal naturally half as much as normal
within bright sunlight or within the radius of a daylight
characters and automatically suffer the longest duration
effect.
on the following conditions: exhaustion, fatigue, nausea,
HIGH METABOLISM paralysis, shaken, stunned and sleep effects.
You burn calories at a greater rate than average,
though you gain no additional weight from such
IMPATIENT
You find it simply unbearable to wait any longer than
consumption.
necessary.
Prerequisite: Must be a race that requires eating
Effect: You take a -4 penalty to all Craft checks and
regularly.
cannot delay actions.
Effect: You require twice the amount of daily food for
a creature of your size (2 pounds for a Medium creature)
and begin to feel the effects of starvation in half the time
a normal creature would (1.5 days).
INATTENTIVE MEAGER FORTITUDE
You are particularly unaware of your surroundings. You are sickly and weak of stomach.
Effect: You take a –4 penalty on Listen checks and Spot Effect: You take a –3 penalty on Fortitude saves.
checks.
MERCIFUL
INCOMPETENT Many times, you don't have it in your heart to kill.
This person can't be trusted to do anything, save Prerequisite: Good alignment
sabotaging the enemy. This character can never get it Effect: Whenever you or an ally you can see deals
right. If they ordered soup, he gives them salad. enough damage to a dragon, giant, fey, humanoid,
Effect: You cannot provide a flanking bonus for magical beast or monstrous humanoid to bring it below
friendly creatures or take an aid another action. You 0 hit points and dying, but not killed, you feel compelled
never gain bonuses to skill checks from skill synergies. to save that creature's life. You are shaken until you or
an ally makes a first aid check to stabilize that creature.
INFORMAL TRAINING
If you or an ally willingly kills the creature, or you are
Though you learned the basics of fighting, you lack the
otherwise unable to tend to it, you remain shaken for the
skill and flexibility to apply your techniques properly in
rest of the day.
battle. When faced with a situation you didn't train for,
you don't know what to do. MOTION SICKNESS
Effect: Whenever you are subject to an attack with a You have a hard time getting around, on anything else
weapon you are not proficient in (including natural but your feet
weapons), you are considered flat-footed and therefore Effect: Any time you move more than 30 feet per
lose any and all dodge bonuses to AC against the attack, round, you become sickened until the end of the round.
including those provided by fighting defensively or total This effect is constantly in effect when riding on an
defense. animal or vehicle until dismounting.
Special: This flaw overrides Uncanny Dodge.
MUSIC LOVER
LOUD You absolutely love to listen to music
You are loud in some fashion: Perhaps you can't help Effect: You take a -4 penalty to saving throws against
but speak your thoughts aloud, or maybe you are heavy- special attacks and techniques that are described as using
footed. song or music (such as a harpy's captivating song). In
Effect: You suffer a -4 penalty to Move Silently and addition, if you go for a whole day without hearing song
Hide skill checks. or music being performed by someone with at least 1
rank in perform, you are shaken until you hear such an
LOVE OF NATURE
artist.
You do not wish harm upon any natural creature
Effect: When attacking a creature with the animal, MUTE
plant, or vermin type, you may only make attacks that You no longer have the capability to speak.
deal nonlethal damage. Prerequisite: Must be able to speak intelligently.
Effect: You cannot speak; Any benefits from Speak
LUSTFUL
Language are limited to reading and writing.
You are easily manipulated by people you are attracted
Furthermore, you take a -8 penalty to all Diplomacy,
to.
Bluff and Intimidate checks due to being unable to
Effect: Choose a sex. Creatures of the chosen sex of the
communicate verbally.
same creature type (or similar type) as you may make a
Charisma check (DC 10 + your own Charisma modifier) MURKY-EYED
in social situations against you. If successful, you are Your vision is obscured.
considered charmed by that creature for as long as you Effect: In combat, every time you attack an opponent
remain in communication with it and 10 minutes that has concealment, roll your miss chance twice. If
thereafter. The charm effect break as normal if the either or both results indicate that you miss, your attack
creature attempt to make you do suicidal actions or fails.
attempt to harm you and your allies. In combat, you take
NARCISSISTIC
a -1 penalty on attack roll and AC against creatures of
Your devotion to your own beauty tends to be
the chosen sex.
distracting.
Effect: Whenever you see yourself in a reflective Special: You cannot take this flaw if the total of your
surface, you are fascinated by it for 1d4 rounds. ability modifiers is 8 or higher.
Additionally, if you take a full HD's worth of damage (for
PETIT MAL SEIZURES
example, if a Fast Hero takes 8 damage) in one attack,
You have a neurological disorder than can be quite the
you become shaken until you spend a standard action to
interruption.
check themselves to see if they've been made any less
Effect: Whenever you fail a skill or ability check by 5
beautiful from the attack. Failure to do so will leave the
or more, you have an absence epileptic seizure and are
character shaken until they do. Characters with
stunned for one round.
different HD values must use their lowest value HD for
this purpose. PHOBIA
You are afraid of something.
NARCOLEPSY Effect: You are afraid of a particular kind of object,
You have difficulty staying awake.
creature or environment, as chosen from the list below.
Effect: You suffer a -6 penalty to any saves against
You are shaken if you are aware of the presence of
sleep effects; When you fail a save against a sleep effect,
something that would trigger your phobia within 30 ft.
the duration is doubled. You lose any immunity to sleep
The condition lasts until the triggering situation is
effects, and cannot gain immunity to sleeping effects by
overcome, or 1d6 rounds if the trigger is an
any means.
instantaneous event. If the trigger is an object or
NEAR SIGHTED creature, you become frightened if you touch (or are
You find it hard to see things at greater distances. touched by) the object; or if the creature speaks or makes
Effect: The penalty for Spot checks increases to -3 per a cry directly to you.
10 feet of distance. Also, due to your inability to see
TABLE 1-2: LIST OF PHOBIAS
things coming you get a -2 penalty to Initiative Checks.
Name Trigger Other Effects
Normal: Spot checks have a penalty of -1 per 10 feet.
Achluophobia Darkness N/A
NIGHT BLINDNESS You climb at
Your night vision is horrible due to a birth defect. Heights of 15 feet
Acrophobia half normal
Prerequisite: Must have eyes. Cannot have darkvision or greater
climb speed.
or low-light vision.
Cats or cat-like
Effect: A character takes double the normal penalties Ailurophobia animals or magical N/A
within darkness conditions. beasts
NONCOMBATANT Androphobia Male humanoids N/A
You are relatively inept at melee combat. Water 1 ft. deep or
Effect: You take a –2 penalty on all melee attack rolls. Aquaphobia greater, of area 5 ft. N/A
x 5 ft. or greater
NYCTALOPIA
You cannot see in the dark. Autophobia Being alone N/A
Prerequisite: Must have functional eyes. Enclosed space
Effect: You treat shadowy lighting as dark lighting. with surfaces 5 ft.
You can never benefit from darkvision or low-light or less on two or
Claustrophobia N/A
vision. more sides of you
or a ceiling of 5 ft.
OBESE or less above you
Let's just say you enjoy a good feast. Ten times a day. Twelve or more
Prerequisite: Dexterity 13 or lower Demophobia N/A
humanoids.
Effect: Your weight is the maximum possible value for
Electrophobia Electricity N/A
your race. Half of your weight contributes towards your
Insect swarm, or
load. Normal armor, clothing and outfits do not fit you
single insect of
and must be custom-made for twice the normal cost. Entomophobia N/A
Small size or
PATHETIC greater
You are weaker in an attribute than you should be. Horse-like animals
Equinophobia N/A
Effect: Reduce one of your ability scores by 2. and magical beasts
Gynophobia Female humanoids N/A properly on a day-to-day basis. Consult with your DM to
Hagiophobia Holy symbols N/A determine what the specific substance is, but it should
Touched be either rare or illegal. As your level increases, so does
harmlessly with a your dependency on the substance and the amount you
natural appendage, need to consume. You need to consume 50 ryo x
such as a hand or Character Level (or a predetermined amount determined
Haphephobia N/A
tentacle. You are by your DM) worth of the substance daily. If you do not
also shaken if you get your daily fix, you are shaken. After two days
touch another without your fix, you are both shaken and fatigued.
creature.
SLOW
Haemophobia Blood N/A
You move exceptionally slowly.
Reptilian animals Effect: Your base land speed is halved (round down to
Herpetophobia N/A
such as lizards the nearest 5-foot interval).
Ichthyophobia Aquatic creatures N/A Special: You must have a base land speed of at least 20
Ligyrophobia Loud sounds N/A feet to take this flaw.
Corpses, including
TERRIBLE TUMBLER
animated corpses,
Kids roll down hills gracefully; you flail like a dying
Necrophobia things associated N/A
fish.
with death (coffins
Effect: You can never make a Jump or Tumble check
and gravestones)
to avoid falling damage, nor can you choose to take non-
Pyrophobia Fire N/A
lethal falling damage by deliberately jumping. In
Earth (such as dirt, addition, you take a -2 penalty to Jump checks and
Rupophobia N/A
stone, sand) Tumble checks.
TOURETTE SYNDROME
POOR REFLEXES Your character has Tourette syndrome.
You often zig when you should have zagged. Effect: You have physical and vocal tics. Whilst you
Effect: You take a –3 penalty on Reflex saves. can suppress the urges for most of the time, sometimes
SHAKY you must find release at inopportune moments. You take
You are relatively poor at ranged combat. a -4 penalty to Move Silently and Balance checks.
Effect: You take a –2 penalty on all ranged attack rolls. TRAP LOVER
SHORT TEMPER If you see a Trap you have the urge to set it off.
You get enraged easily, going berserk whenever you Effect: You take a -4 penalty to Disable Device checks.
suffer damage. If you are within 30' of a trap you know about, you are
Effect: Whenever you suffer damage, you become shaken until you personally trigger the trap or the trap
enraged. Whilst enraged, you take a -2 penalty to Armor can no longer be seen by you.
Class and cannot make Intelligence, Wisdom or
UNCONTROLLABLE CHAKRA RESISTANCE
Charisma-based skill checks. You will stay in this
You have no control over your Spell Resistance
enraged state for 1d4 rounds or until the thing that
Prerequisite: Chakra Resistance
caused them damage is defeated.
Effect: You cannot willingly forgo your chakra
STIFF resistance to allow a technique to affect you normally.
Your joints are not very flexible. Any technique used on you, including beneficial
Effect: Your base land speed is 5 feet less. You suffer a techniques, must beat your Chakra Resistance before
-2 penalty to Balance, Climb, Disable Device, Jump, effecting you. Note that this flaw does not allow you to
Move Silently, Ride, Swim, and Tumble. apply your Chakra Resistance to techniques that would
not normally allow it.
SUBSTANCE ADDICTION
You are physically or mentally dependent on some UNFOCUSED
kind of addictive substance. You cannot concentrate on anything for too long.
Effect: You are addicted to a substance which, if not
indulged in regularly, prevents you from functioning
Effect: You take a -4 penalty on any skill check that Other feats, however, decline in relative strength as a
would take longer than 2 minutes to resolve. You can character grows more and more powerful. Alertness may
never take 20 on a skill check. seem like a good pick for a 1st-level character, but by the
time you're level 20, have stuffed a huge amount of ranks
UNLUCKY
into Spot and Listen, and have sealed items and class
You seem to always fall short at the worst possible
talents further buffing your Spot and Listen skills, and
moment, right when it matters most.
most of the enemies you face are making epic-level Hide
Effect: You can never benefit from a luck bonus. In
and Move Silently checks, the +2 bonus granted by your
addition, whenever a roll is made on a table for a result
Alertness feat has become practically negligible. And
that would affect only you and is a subject of unforeseen
you find yourself wondering why you spent an entire
circumstance (not direct actions, such as attacks or
feat (arguably the game's rarest resource) on that +2
leaping over a hole), two rolls are made and the least
bonus.
desirable outcome is chosen. Examples might include
So, while Maximize Technique gets applied to better
finding treasure or triggering a single-use trap; but not
and better techniques as time goes on, while your
for wandering monsters or other events that would
Whirlwind Attack will benefit from an increased BAB
certainly impact the whole party, and not for attacks
and seal enhancements as you gain levels, feats such as
made on your person or saving throws to resist effects,
Iron Will and Deft Hands and Dodge remain just as
or skill checks made with knowledge of potential
strong at level 20 as they were at level 1. While
danger.
everything else is getting more powerful, these feats stay
URBANITE the same--meaning that, relatively speaking, they get
While you may have travelled extensively at some weaker as you gain levels.
point in your life, you always feel more at home in a This variant rule is designed to correct the problem. It
large town or city. Wilderness life simply isn't for you. allows for these feats to "level up" alongside you, so to
Effect: You suffer a -4 penalty on all Knowledge speak, so that it will be just as worth it to take them in
(Nature) and Survival checks. If forced to camp outdoors an epic campaign as in a low-level campaign.
in anything less substantial than a tent and bedroll, you
have a 20% chance to awaken fatigued.
ACROBATIC, AGILE, ALERTNESS, ANIMAL AFFINITY, ATHLETIC,
DECEITFUL, BUILDER, DEFT HANDS, DILIGENT, INVESTIGATOR,
UNREACTIVE MAGICAL APTITUDE, NEGOTIATOR, NIMBLE FINGERS,
PERSUASIVE, SELF-SUFFICIENT, STEALTHY
You are slow to react to danger. Normal: These feats provide a flat +2 bonus.
Effect: You take a –6 penalty on initiative checks. New variant rule: These feats provide a +1 bonus per
VULNERABLE every 3 character levels (minimum +1).
You are not good at defending yourself. GREAT FORTITUDE, IRON WILL, LIGHTNING REFLEXES
Effect: You take a –1 penalty to Defense. Normal: These feats provide a flat +2 bonus.
New variant rule: These feats provide a cumulative +1
bonus at 1st level and every level multiple of 4 thereafter
FREE FEATS (1st, 4th, 8th, 12th, etc.)
One of the more common house rules I’ve seen and use Note: A GM may feel free to instead keep the +2 bonus
myself as well is giving the players the feats Genin, and grant the player 1 free reroll of the named bonus for
Chuunin and Jounin for free as they earn the actual the feat once per encounter, if they feel the variant
ranks in game via roleplay and character growth. above is too powerful.
The variant is as simple as it gets the players earn the
feats whenever their character earns the rank in-game. IMPROVED DISARM, IMPROVED GRAPPLE, IMPROVED BULL
RUSH, IMPROVED OVERRUN, IMPROVED SUNDER
Another set of feats GMs may wish to consider are the
Normal: These feats provide no bonus.
Combat Martial Arts and Nin Weapon Proficiency feats.
Benefit: You gain a +1 bonus at 1st level, +1 per 4 levels
(maximum +5).
LEVEL-PROGRESSIVE FEATS IMPROVED TRIP
Some feats are good throughout the whole game. Feats Normal: Without this feat, the user provokes an attack
like Weapon Finesse, Power Attack, and Track are just of opportunity when attempting to Trip.
as useful for a 1st-level character as they are for an epic-
level character.
Benefit: You gain a +1 bonus to opposed checks when This skill is used by mechanics, builders and craftsmen
defending against trip attempts, +1 per 5 levels of all kind to create machines, weapons and armor. New
(maximum +4). uses of this skill focus on the creation of puppets
prosthetics.
DODGE, POINT BLANK SHOT, TWO-WEAPON DEFENSE
Normal: These feats provide a flat +1 bonus. CHECK (CRAFT PUPPET PROSTHETIC)
Benefit: You gain a +1 bonus at 1st level, +1 per 5 levels Requires: Craft Puppet Feat.
(maximum +4). Building puppet prosthetics from an assortment of wood,
gears and other pieces of metal is tedious and
TOUGHNESS complicated work, and is considered by many
Normal: This feat provides a flat +3 hit points.
practitioners a form of art. If the check is failed by more
New variant rule: This feat provides +4 hit points at 1st
than 5, the puppet is built poorly and will not move
level and +1 per HD the character has.
when animated.
INSTALLING A COMPONENT
Improve Hardness: The puppet prosthetic’s hardness Requires 1 hour per 5 point of the purchase DC (rounded
improves by 1, but its bonus hit points decrease by 5 down) and a Repair check equal to the purchase DC of
(minimum 0). the component. Uninstalling a component takes half as
Improve Resilience: The puppet prosthetic’s bonus hit long and requires a Repair check DC 15.
points increases by 5, but its hardness decreases by 1.
Modify Capacity: The puppet prosthetic can gain a USING A PUPPET PROSTHETIC
number of weapon or utility points beyond the normal In order for a recipient to use a puppet prosthetic they
capacity of its type. This modification can only be done must learn to use a variant of the technique Ninpou:
once and cannot be undone; and a puppet prosthetic Chakra no Ito (Ninja Art: Chakra Threads).
cannot receive both versions of this modification.
NINPOU: CHAKRA TEASHI NO ITO (NINJA ART: CHAKRA LIMB
• Utility: The puppet prosthetic’s Utility points THREADS)
capacity increase by 2, but its Weapon points Ninjutsu (Requires Chakra Control 6 ranks)
capacity decreases by 1. Rank: 2 (C); Learn DC: 14, 1 success; Perform: 2 (DC
13); Time: 1 attack action; Components: C, Mas; Range:
Personal; Effect: Chakra strings; Duration: Until type receives. The number inside the parenthesis is the
cancelled (D) (see text); Cost: 6. max number of points the prosthetic can be upgraded to.
TABLE 1-5: PROSTHETIC BASE CAPACITIES
The user creates chakra threads with this technique, Prosthetic Weapon Points Utility Points
unlike standard chakra threads, these threads link with
Calf or forearm 1(3) 1(3)
a puppet limb that the user is attached to. This variant
Entire limb 2(5) 2(5)
does not have different ratings of chakra threads but
enables the prosthetic limb to function with the same
degree of flexibility and strength the character had with COMPONENTS
their original limb, enabling them to resume using The following section is dedicated to puppet prosthetic
techniques that require hand seals and half seals. The components. Unless explicitly stated otherwise,
chakra threads are invisible to the naked eye, but a operating a component is an attack action. See Craft
character than can See Chakra or See Through Chakra (mechanical) in the Naruto D20 Core Rulebook for more
can make a Spot check to see the chakra threads (Spot details on crafting puppet components, including rules
DC 10). for mastercraft components.
The threads last until the user sleeps, is knocked Note: While this section utilizes the components from
unconscious or is killed. If the user runs completely out the core book many stats and features have been altered
of chakra they lose the use of the limb these threads are to represent fitting inside of a prosthetic limb.
attached to. If the user has multiple puppet limbs, they Blades
must use this technique for each attachment. With this component, the puppet's main hand holds a
Dismissing this technique is a free action. weapon that deals damage as 1d8 damage (1d6 for small,
1d10 for large). The blades score a critical hit on a natural
Mastery – Each step of mastery reduces the chakra cost roll of 19 or 20. The blades cannot be disarmed, but they
by 1. can be sundered.
At fifth step of mastery the user does not lose their Body Slot: Limbs. Points: 1 weapon. Cost: 15. Weight:
threads when knocked unconscious, but still does when 1 lb.
sleeping. Blades, Hidden
This component uses no slot but must instead be
PUPPET PROSTHETIC COMPONENTS attached to the Blades component. The blades are
Just like a standard puppet component, a puppet contained in the puppet's limb instead and may be
prosthetic is able to store a number of components. released, or drawn, as a free action.
Components that require a save have a DC of 10 + half It can also be done as part of an attack action, against
the user’s HD + the user’s Int modifier, unless specified which the target must succeed a Spot check (DC opposed
otherwise. to the puppet's attack roll) or lose its Dexterity bonus to
Puppet Prosthetic and Enhancement Seals defense against the first attack.
Like normal puppets a puppet prosthetic can wear The blade afterwards functions as a normal Blades
enhancement seals and carry sealed items, because it component and requires a full-round action to "sheathe".
does not have any chakra, those objects are only active Body Slot: None, requires Blades. Points: 1 weapon. Cost:
when the user has attached their chakra threads to the 20. Weight: 0 lbs.
prosthetic. Blades, Hollow
Special Materials This component can be added to any Blades or
As with the Playwright’s Primer supplemental book Venomous component and does not use a body slot, but
(see Section 5 of the Playwright’s Primer), the user cannot be used with Blades, hidden. This component
benefits from any special materials components are allows the attack to hold 2 doses of poison instead of 1.
made out of, but only if it would derive a benefit. Body Slot: None, requires Blades. Points: 1 weapon.
Cost: 15. Weight: 0 lbs.
PUPPET PROSTHETIC CAPACITIES Bomb
The capacities of a puppet prosthetic depend on how This component allows the character’s limb to self-
much of a limb is being replaced. If a person’s forearm or destruct. The prosthetic deals 1d6 points of fire damage
calf are being replaced they will obviously have less per 2 chakra (maximum 10d6) that the user decides to
space than someone who is having a whole limb put into it, which can be halved with a Reflex save. The
replaced. The chart below shows how many points each
blast radius is 10-ft. (Small puppet), 20-ft. (Medium it is used. This component cannot be installed with a
puppet) or 30-ft. (Large or larger puppet). Blades component.
When this component is used, the user cannot avoid Body Slot: Limb. Points: 2 weapon. Cost: 19. Weight: 2
the damage unless they have the component Detachable lbs.
Limb, the user may throw the prosthetic like a standard Elemental Cannon, Superior
grenade. Same as Elemental Cannon, but the attacks deal 1d6
Body Slot: Limb. Points: 1 weapon. Cost: 15. Weight: points of splash damage creatures in squares adjacent to
10 lbs. the target.
Caltrops Trap Body Slot: Limb. Points: 2 weapon. Cost: 22. Weight: 2
The component can cover a 10-ft. by 10-ft. area with lbs.
caltrops with 1 charge, requiring a ranged attack roll Elemental Cannon Holster
with a range increment of 10 feet. The caltrops trap This component is installed with the Elemental
holds 1 charge as a limb component. Each charge can be Cannon component and allows the puppet to carry 4
replaced with a Repair check (DC 13) and a wealth check elemental scrolls. The scrolls in the component can be
(DC 5), which takes 1 minutes per charge. loaded as a move-equivalent action (as though reloading
Body Slot: Limb. Points: 1 weapon and 2 utility. Cost: a firearm).
14. Weight: 2 lbs. Body Slot: None, requires Elemental Cannon. Points: 1
Cannon utility. Cost: 14. Weight: 3 lbs.
This cannon is integrated as a hidden weapon in the Enhanced Machinery
puppet's head or limb. The puppet can hold up to 5 This component improves a puppet's machinery and
smoke bombs, grenade, shuriken, kunai, throwing enables it to burn chakra from its own reserve to
needles or other such small projectile, which it can improve performance. The puppet gains the Speed rank
throw normally without needing to draw them. 1 and Strength rank 1 extraordinary qualities.
The grenades must be replaced after being used, which A puppet with medium or heavy armor plating cannot
requires a Repair check (DC 12) and 1 round per object. benefit from this component.
Body Slot: Limb. Points: 1 weapon. Cost: 20. Weight: 5 Body Slot: Limb. Points: 1 weapon, 1 utility. Cost: 22.
lbs. Weight: 10 lbs.
Detachable Limb Enhanced Machinery Mark II
The user’s limbs can detach and re-attach itself. It As the enhanced machinery component, but the
gains a +4 bonus to escape artist checks, and can free puppet gains the Speed rank 2 and Strength rank 2
itself from being Entangled as a full-round action with extraordinary qualities.
an Escape Artist check (DC 20). Body Slot: Limb. Points: 2 weapon, 1 utility. Cost: 27.
Body Slot: Limb. Points: 1 utility. Cost: 15. Weight: 0 Weight: 10 lbs.
lbs. Extendable Limb
Elemental Cannon With this component, the puppeteer is able to increase
The puppet can shoot elemental "bullets" as part of a the reach of a puppet's limb by 5 feet. This does not
normal attack action or full-attack action. The attack roll increase the puppet's threatened zone or allow it to
is modified by the puppeteer's Intelligence modifier. deliver attacks of opportunity further away than it
This component must be loaded with an Elemental normally would.
Scroll (see Craft (calligraphy) for details). Manually Body Slot: Limb. Points: 1 utility. Cost: 16. Weight: 4
loading a scroll in the component is an attack action and lbs.
requires a Repair check (DC 13). Extendable Limb, Quick
Each bullet deal 2d6 points of damage of the type With this component, the puppeteer is able to increase
determined by the scroll used (a Fire Scroll would deal the reach of a puppet's limb by 5 feet. This does not
fire damage, Ice Scroll cold damage, Lightning Scroll increase the puppet's threatened zone or allow it to
electricity damage and so on). Each bullet is fired as part deliver attacks of opportunity further away than it
of a ranged attack, and has a range increment of 20 feet normally would. Once per encounter the user is able to
(maximum 10 increments). treat the first opponent attacked using this limb when it
Each bullet consumes 1 charge from the elemental extends as flat-footed, unless the user has Uncanny
scroll, which is destroyed when expended. Firing the Dodge.
elemental cannon costs the puppet 1 chakra each round Body Slot: Limb. Points: 2 utility. Cost: 16. Weight: 4 lbs.
Force Shield Kunai Shower Mark III
Same as Force Shield, Minor, except that the bonus is As kunai shower component, except that the damage
+2. The chakra cost is 2. dealt is 5d4+5. It can be reloaded with a Repair check
Body Slot: Limb. Points: 1 utility. Cost: 13. Weight: 1 (DC 16) and a wealth check (DC 5).
lb. Body Slot: Limb. Points: 2 weapon. Difficulty: B. Cost:
Force Shield, Superior 20. Weight: 6 lbs.
Same as Force Shield, Minor, except that the bonus is Locking Gauntlet
+3 and the puppet suffers a -1 armor check penalty. The With this particular component, the puppet is able to
chakra cost is 3. wield a weapon with the same proficiencies as its
Body Slot: Limb. Points: 2 utility. Cost: 16. Weight: 1 puppeteer. It also gains a +4 bonus to checks to resist
lb. disarms.
Force Shield, Minor Body Slot: Limb. Points: 1 utility. Cost: 14. Weight: 1
The puppet holds creates a shield in one of its hand, lbs.
making it unable to hold a weapon or object. The shield Porcupine Trap
is bright blue and made of chakra, and grants the puppet The puppet shoots a torrent a needle out of its body in
a +1 Shield bonus to Defense. The shield lasts for 1 a 20-ft. burst around itself. Creatures caught in the area
minute and costs the puppet 1 chakra. of effect suffer 3d6+3 point of piercing damage, halved
Body Slot: Limb. Points: 1 utility. Cost: 10. Weight: 1 with a successful Reflex save.
lb. The needles can be poisoned when loading the
Improved Servos component using 5 doses of poison, though it reduces the
The puppet gains a +2 equipment bonus to Strength, efficiency of the poison used (Save DC reduced by 2).
and all natural attacks damage die increased one step. After being used, the trap must be reloaded with a
Body Slot: Limb. Points: 2 utility. Cost: 24. Weight: 10 Repair check (DC 15) and a wealth check (DC 8, not
lbs. including the poison). This process takes 1 minute.
Inconspicuous (Human or Animal Puppets only) Body Slot: Limb. Points: 2 utility. Difficulty: C. Cost:
The puppet is made to resemble the person or creature 20. Weight: 5 lbs.
it was made from, including skin-like textures, furs, pelts Shields
and artificial chitins. The shield-like plating is installed on every limb of the
The Spot check to recognize the puppet as a puppet puppet in order to allow the puppeteer a greater
difficulty class increases by 10, but all checks made to blocking potential. It provides the puppet a +2 shield
repair the puppets, install or reload components also bonus to Defense. Multiple shield bonuses do not stack.
have their difficulty class increased by 5. Body Slot: Limb. Points: 2 utility. Cost: 13 Weight: 1 lb.
Body Slot: None. Points: 1 utility. Cost: 16. Weight: 5 per limb.
lbs. Whip
Kunai Shower The puppet gains a whip attack that deals damage as
The puppet releases a torrent of kunai in a 15-ft. cone- per a whip of the user’s size.
shaped burst. The burst deals 2d4+2 points of piercing Body Slot: Limb. Points: 1 weapon. Difficulty: C. Cost:
damage, and can be avoided with a Reflex save. Once 12. Weight: 10 lbs.
used, the component must be reloaded with a Repair Wire
check (DC 14) and a wealth check (DC 3). This process The puppet has a garrotte wire concealed in its hand
takes 5 rounds. that can be drawn as a free action even during a grapple.
The trap can be coated in injury poison by applying 5 It requires a full-attack action to sheathe afterward.
doses before installation, though it reduces the efficiency Body Slot: Limbs. Points: 1 weapon. Cost: 10. Weight:
of the poison used (Save DC reduced by 2). 1 lbs.
Body Slot: Limb. Points: 1 weapon. Cost: 16. Weight: 2
lbs. Additional Components
Kunai Shower Mark II There are a number of components from the
As kunai shower component, except that the damage Playwright’s Primer that a limb may also use. In respect
dealt is 3d4+3. It can be reloaded with a Repair check of Frankto’s work we will only list the names of the
(DC 16) and a wealth check (DC 5). components here. If you wish to read more on them,
Body Slot: Limb. Points: 2 weapon. Difficulty: C. Cost: please purchase the Playwright’s Primer and support
18. Weight: 4 lbs. Frankto’s work!
TABLE 1-6: TARGET’S CONDITION
Adaptation Core Target’s Condition Base DC
Target is…
Chainsaw Resisting 20
Passive 15
Electrified Kunai Shower
Unconscious, sedated, paralyzed or dead 10
Elemental Cannon, Epic Several other conditions apply that may affect
whether or not the check is successful.
Elemental Canon, Greater TABLE 1-7: CONDITIONAL MODIFIERS
Conditions DC Modifier
Flawless Servos Poor lighting +4
Surgery performed outside +2
Force Barrier
Surgery performed without a medical +4
kit or chakra scalpel
Force Shield, Epic
Target is a different race from the +5
character
Hypermobile Joints
Half time to make a check +5
Impact Infrastructure
Try Again?: The character can try again until he makes
Impact Infrastructure, Greater two consecutive successes or failures. Each check deals
1d4 points of damage to the creature.
Kunai Shower Mark IV Time: Each check takes 1 hour.
Special: The character cannot take 10 or take 20 when
Kunai Shower Mark V making this check.
Modified Arms
MISSIONS DURING DOWNTIME
Poison Injection System The players may complete missions in their downtime,
adding on to how missions function in the Core PDF.
Quick Recharge The higher the mission’s rank, the longer the mission
takes to complete and the greater chance of the character
Rocket Punch has of failing it. The player rolls a d20, plus their
character level. They are unable to take 10 on this roll,
however action points apply as per d20 roll. Neither
Treat Injury (Wis) [New Use] critical failures or successes apply to this roll.
Trained Only. Requires Surgery feat. TABLE 1-8: TARGET’S CONDITION
When a shinobi loses a limb typically their career is
Mission Success Time CR XP
over, if they survive the encounter. Thanks to the
Rank DC Spent Modifier
combined efforts of puppeteers and medical ninja
D 15 4 hours 1d4+1 50%
though, those shinobi have a second chance on the battle
field and at life in general. C 20 1d4+1 days 1d6+2 75%
B 25 1d8+2 days 2d4+4 -
Check (Prosthetic Fitting): The character makes a A 35 2d6+3 days 2d6+8 -
check to attach a prosthetic limb to a creature. S 40 4d8+4 days 3d4+16 -
To attach a prosthetic limb, the character must make
two successful consecutive checks. Each check deals 1d4 There is a limit to how many missions a character may
points of damage to the creature. take at any given time. A character can only take up to
This check can only be used on an immobilized, two D missions in the same week. Furthermore, a
paralyzed or unconscious creature. character can only take one C or B mission in the same
week and one A mission in the same month. A character Wealth Reduction: A character that bypasses certain
can’t perform different ranked missions in the same thresholds would gain a lower total wealth reward. This
week (for example, completing two D missions and reduction is cumulative, first coming into effect when a
starting a higher rank mission). character bypasses two thresholds, or once they reach
The PC’s ranks in their Profession skill may improve character level 9. At this point, they will only receive the
their chances of success. Every 4 ranks in Profession adds reductions for D missions. They will receive the other
an additional +1 to their roll to succeed a mission. A PC reductions when they reach level 13, affecting C
is also able to complete missions with other PCs and/or missions and again at level 17, affecting B missions,
NPCs. The maximum number of people that may respectively.
accompany the player is 4. Each person that When calculating how the Profession check
accompanies the character adds one-quarter of their influences a PC’s Wealth Bonus for a D mission, they add
character level, rounded down (minimum of 1), onto the the given number from the total. For example, a 12th
roll. level character with 15 ranks in Profession completes a
A character must be of a certain level to take certain D mission and rolls a 22 on their Profession check, while
missions. Each time a character passes a threshold of they have a +15 Wealth bonus. Normally, the PC would
being able to select higher missions, they reduce the DC gain a +5 to their Wealth Bonus, but with Wealth
of the lower rank missions by 5. For example, a 4th level Reduction, they subtract 3 and would gain +2.
character must succeed a DC 15 to pass a D mission, If the player is using the ryo system in this scenario,
while a 10th level character must succeed a DC 5 for a D they would add 5 + the character’s previous wealth
mission and a DC 15 for a C mission, however the DC 25 bonus (7) + wealth reward (5) + wealth reduction (-3),
for a B mission remains unchanged. which would be Purchase DC 14, or 9,000 ryo.
Mission Failure: Failing any mission results in the
TABLE 1-9: WEALTH REDUCTION
chance of receiving a drawback, regardless of what rank
Mission Average Wealth
is picked. Highered missions have a greater risk when a
Rank Level Reduction
player fails than lowered ones, as
D 1-4 -3
shown on the table below.
C 5-8 -2
TABLE 1-10: CHANCE OF DRAWBACK
B 9-12 -1
Mission Rank Chance of Drawback
A 13-16 -
D 40%
S 17+ -
C 55%
D% Drawback D C B A S
1
1 Nothing — — — — —
2-4 Reroll twice2 — — — — —
5-11 Reserves drop to zero — — — — —
12-18 Non-lethal damage 2d6+2 4d6+4 8d6+8 16d6+16 32d6+32
19-25 Lethal damage 1d8+1 3d8+2 6d8+6 12d8+12 15d8+15
26-32 Physically taxed* 1d10+1 2d10+2 4d10+4 8d10+8 10d10+10
33-39 Loss of wealth* 1d3+1 1d6+2 2d3+4 2d8+8 2d10+16
40-46 Loss of equipment* 1d2 1d3 1d4+1 1d6+1 1d8+3
47-53 Temporary ability damage* 1 1d2 1d4 1d6+1 1d8+24
54-60 Permanent ability drain* — 1 1d2+1 1d3+1 1d6+14
61-67 Kidnapped* — See text See text See text See text
68-74 Chakra coils damage — 1d4+1 1d6+2 2d6+4 4d6+8
75-81 Permanent chakra coils damage — — 1d3+1 1d8+3 2d10+6
82-88 Loss of a body part* — — See text See text See text
89-95 Negative levels — — 1 1d2 1d3+1
3
96-99 Put into a coma — — — 1d4+1 2d6+2
100 Death — See text See text See text See text
* See description below.
1. A character may not roll this if they complete a mission above their average level threshold.
2. A character can only roll this result once. If a character rolls the same thing twice, reroll the second result.
3. The roll equals the number of weeks a character will be in the coma.
4. Affects two different stats. Roll individually for both
TABLE 1-13: ABILITY SCORE/LIMB LOST You can spend 1 action point in a round. If you spend a
D6 Ability Score Limb Lost point to use a special action (see below), you can’t spend
1 STR Left eye another one in the same round to improve a die roll, and
2 DEX Left arm vice versa.
3 CON Left leg SPECIAL ACTIONS
4 INT Right leg A character can perform certain tasks by spending an
5 WIS Right arm action point. In addition to the actions described below,
some prestige classes or feats (see below) might allow the
6 CHA Right eye
expenditure of action points in order to gain or activate
specific abilities, at the GM’s option.
Kidnapped: A character has a chance of being
kidnapped, which will require a search for them, should
Activate Class Ability
other characters wish to do so. The chance of being
A character can spend 1 action point to gain another
kidnapped decreases as per average level threshold rules,
use of a class ability that has a limited number of uses per
however the character’s number of ranks in their
day.
Profession skill does not alter the chance of being
Boost Defense
kidnapped.
A character can spend 1 action point as a free
TABLE 1-14: KIDNAP CHANCE action when fighting defensively. This gives him double
Mission Kidnap Limb Lost the normal benefits for fighting defensively for the
Rank Chance entire round (+4 dodge bonus to AC; +6 if he has 5 or
C 30% 1d4
more ranks in Tumble).
B 55% 2d4
Emulate Feat
A 80% 4d4
At the beginning of a character’s turn, he may spend 1
S 95% 8d4
action point as a free action to gain the benefit of a feat
he doesn’t have. He must meet the prerequisites of the
The task of retrieving the lost character is treated as a
feat. He gains the benefit until the beginning of his next
separate mission whose rank is the same as the one that
turn.
character went on, with 5 added to the DC. The
Extra attack
character that has been kidnapped will suffer a certain
During any round in which a character takes a full
amount of damage every day that cannot be healed until
attack action, he may spend 1 action point to make an
they are rescued. Once that character reaches 0
extra attack at his highest base attack bonus. Action
HP, they will automatically die.
points may be used in this way with both melee and
If the character doesn’t get kidnapped, roll for a
ranged attacks.
different drawback.
Technique Boost
A character can spend 1 action point as a free action to
NEW ACTION POINT USES increase the effective character level of one of his
technique by 2. He must decide whether or not to spend
The uses listed below are in addition to the normal
an action point in this manner before using the
uses one may receive for spending an Action Point. You
technique.
can spend 1 action point either to add to a single d20 roll,
Stable
to take a special action, or to improve the use of a feat.
Any time a character is dying, he can spend 1 action Chakra Penetration
point to become stable at his current hit point total. You can spend 1 action point to double the bonus
on character level checks granted by the feat, from +2 to
IMPROVING FEATS
+4. The effect lasts for the entire encounter.
The use of action points opens up a whole range of
possible feats. However, it’s easier on characters simply ONE LESS FEAT REQUIREMENT
to improve existing feats to take advantage of action
Sometimes you’re looking to take something whether
points—that way, characters needn’t spend their
it is an Advanced/Prestige or another feat. That feat is
precious feat slots simply to gain the ability to use their
always something minor and while the feat may fit the
action points. Below are a few examples of how action
theme of the class or feat you want, it can be hard to
points can be used with existing feats. Unless otherwise
meet the requirements in your character build and
stated, each effect requires a free action to activate and
include such a minor feat. With this variant, the player
lasts 1 round.
is permitted to ignore the requirement of one feat that is
Blind-Fight
normally needed for a class or feat. This may be used by
You can spend 1 action point to negate your miss
the character only once ever and cannot be changed
chance for a single attack.
once they choose the class or feat. The player is never
Combat Expertise
considered to have the feat they’ve chosen, though they
You can spend 1 action point to double the bonus to
can go back later and take it (this does not grant them
Armor Class granted by the feat. For example, if you take
the chance to pick a new feat to ignore).
a penalty of -3 on your attack roll, you gain a +6 dodge
The following feats are ones that may be selected:
bonus to AC.
Acrobatic, Agile, Alertness, Animal Affinity, Athletic,
Dodge
Attentive, Builder, Cautious, Confident, Deceitful,
You can spend 1 action point to increase the dodge
Defensive Martial Arts, Deft Hands, Diligent, Dodge,
bonus granted by the feat to +2. The effect lasts for the
Educated, Focused, Gearhead, Genin, Grand Master,
entire encounter.
Great Fortitude, Guide, Iron Will, Investigator,
Improved Critical
Lightning Reflexes, Medical Expert, Meticulous,
You can spend 1 action point to double your critical
Nimble, Negotiator, Nimble Fingers, Persuasive, Quick
threat range. Since two doublings equals a tripling, this
Draw, Self-Sufficient, Stealthy, Studious, Track,
benefit increases your threat range from 19-20 to 18-20,
Toughness, Trustworthy, Vehicle Expert.
from 17-20 to 15-20, or from 15-20 to 12-20, including
the effect of your Improved Critical feat. This benefit
stacks with the benefit from Improved Critical, but not REPUTATION
with other effects that increase threat range. This lasts
Reputation is used to determine whether another
for one turn.
character recognizes a character. Those who recognize
Improved Initiative
the subject are more likely to help the subject or do what
You can spend 1 action point to double the bonus on
he or she asks, provided the reputation has a positive
initiative checks granted by the feat, from +4 to +8.
connotation to the character that recognizes them. A
Meta-Chakra Feats
high Reputation bonus also makes it difficult for the
You can spend 1 action point to add the effect of any
person to mask his or her identity.
one Meta-Chakra feat that you have to a technique you
Most of the time, a character doesn’t decide to use his
are using. The technique is used as normal without any
or her reputation. The GM decides when a person’s
perform or chakra cost adjustment because of the feat
reputation can be relevant to a scene or encounter. At
and takes no extra time to cast.
the moment it becomes relevant, the GM makes a
Power Attack
Reputation check for a character that might be
You can spend 1 action point to double the bonus on
influenced in some fashion due to the person’s fame or
damage rolls granted by the feat. For example, if you take
notoriety, as detailed below.
a penalty of -3 on your attack roll, you add +6 to your
damage roll. FAME AND INFAMY
Fuinjutsu Adept, Genjutsu Adept, Harmony, Ninjutsu When a character has a positive opinion of a
Adept, Taijutsu Adept character’s reputation, the character is considered to be
You can spend 1 action point to double the increase to famous by that character. Fame, when recognized,
save DCs granted by the feat, from +1 to +2. provides a bonus to certain Charisma-based skill checks.
When a character has a negative opinion of a makes a Reputation check (DC 30) for the character
character’s reputation, the character is considered to be involved. A Reputation check is 1d20 + the character’s
infamous by that character. Also, at the GM’s option, a Reputation bonus + the character’s Int modifier + any
character might be considered infamous in certain miscellaneous modifiers. (Some Knowledge skill
situations due to events that have transpired in the modifiers might apply instead of the Int modifier, if the
campaign. Infamy, when recognized, provides a penalty character would be well known in the field covered by
to certain Charisma-based skill checks. the Knowledge skill.) Modifiers to the Reputation check
In Naruto D20 Reputation has two subcategories, depend on the character and the character in question,
Fame and Infamy Points. A character has both of these as shown below. Note that if the character has no
no matter what. possible way of recognizing a character, then the
As a character performs missions they will gain Fame Reputation check automatically fails.
and or Infamy from those missions. In order to gain fame If the character succeeds at the Reputation check, he
/ infamy the character must be known to have or she recognizes the character. This provides a +4 bonus
performed the mission. The character gains Fame by or a –4 penalty on checks involving the following skills
performing missions successfully for their own Village. for the duration of the encounter: Bluff, Diplomacy,
Infamy is earned when the character is discovered to Gather Information, Intimidate, and Perform. This
have done a mission against a village or group. A bonus or penalty only occurs if the character has less HD
character can have a very different Infamy between or equal to the person they’re recognizing.
multiple villages and groups. The GM must decide that a character’s fame or infamy
Every 10 Fame points increases the character’s can come into play in a given situation to make a
Reputation by 1 with their own Village. Every 10 Infamy Reputation check necessary. A character that doesn’t
points increases the character’s Reputation by 1 with know, or know of, the character can’t be influenced by
other villages. his or her reputation.
progression (aside from Vermin who received a new one Roll Effect
for the sake of proper balance). All summons gain feats 1-30 Soft Spot (classic critical)
now as they advance Hit Dice. If a summon is a Paragon, 31-45 Broken Arm
they override this with their own gains. 46-60 Broken Leg
Example: A Dragon Paragon earn 1, plus 1 feat per 3
61-70 Nerve Hit
HD beyond 1 HD. A Magical Beast would earn 1 + Int
71-80 Major Artery
Mod (min 0), plus 1 feat per 3 HD beyond 1 HD.
81-85 Ruptured Stomach
TABLE 1-17: SUMMONS REVISED
86-90 Punctured Lung
Type Feats
91-95 Nervous System
Dragon 1, plus 1 feat per 4 HD beyond 1 HD 96-100 Heart
Soft Spot (classic critical): The attack struck a "soft
Humanoid 1, plus 1 feat per 4 HD beyond 1 HD
spot" of the body, more vulnerable to injury than other
Magical 1 + Int Mod (min 0), plus 1 feat per 4 HD parts. This is the "classic critical". Simply multiply the
Beast beyond 1 HD damage according to the critical multiplier, as for a
Outsider 1, plus 1 feat per 4 HD beyond 1 HD normal critical hit. This is the only form of critical hit
that actually multiplies the damage. All other forms of
1 + Int Mod (min 0), plus 1 feat per 4 HD
Vermin critical hits (below) deal normal damage, but include a
beyond 1 HD
SUMMON MULTICLASS special effect.
When an Elite or Paragon takes their first Summon Broken Arm: The attack cleaved, punctured, or
Multiclass Feat, they receive bonuses to their saving shattered the bones in your arm. In addition to taking
throws and a class Defense. These bonuses are equal to damage as for a normal attack, your arm is now broken.
half their Summon Level compared to the class (rounded You take a -4 on all Strength-based checks (whether it
down). be a skill check, a grapple check, a lifting check, etc.)
Example: A Bear (Kuma) of Summon Level 10 that has except for Jump. You take a -4 on all attack rolls with
the Multiclass feat Battlemaster would gain +4 Fort, +3 that arm, and you do not deal bonus damage for wielding
Refl, +1 Will and a Class Defense of +4. For Paragons, a weapon in two hands. Any techniques you use that has
this only applies to the first Multiclass feat they select. hand seal or half seal (if you are using the same hand that
The second feat provides only the usual benefits it is broken) component incur a 15% failure chance, which
describes. stacks with any penalties for wearing armor but does not
exceed the normal 95% max penalty (see the Mobility
ADDITIONAL CHANGES component in the Core Book). A broken arm does not
Vermin Paragons have an Intelligence Score of 8 so
recover naturally. It can be repaired with a DC 20 Heal
that they are intelligent enough to communicate and
check, or by healing at least 8 points of damage.
pass on knowledge to Humans who have signed their
For weapons with higher critical multipliers: For each
Blood Pact, such as their sage arts.
point the critical multiplier is above x2, increase the
penalties by 2 and the technique failure by 5%. For
VARIANT CRITICALS instance, if your arm was broken by a weapon with an
x4 multiplier, you would take a -8 on all Strength-based
This variant rule is designed to add a little more flavor
checks and attack rolls, and you would incur a 25%
and realism to combat.
technique failure chance.
If a creature doesn't have arms or the DM decides the If a creature doesn't have arteries or the DM decides
creature is otherwise immune to such an effect, reroll the creature is otherwise immune to such an effect,
the d% for the critical hit effect. reroll the d% for the critical hit effect.
If it is relevant, roll d2 or flip a coin to determine Ruptured Stomach: The attack broke a hole in your
which arm is affected. stomach. In addition to taking damage as for a normal
Broken Leg: The attack cleaved, punctured, or attack, you now have a ruptured stomach that is leaking
shattered the bones in your leg. In addition to taking corrosive digestive juices into your body. Every 10 - X
damage as for a normal attack, your leg is now broken. rounds (X is equal to the critical multiplier of the
Your movement speed is halved, rounded down, and you weapon that caused the damage) you must make a DC 20
cannot run or charge. You take a -4 on all checks that Fortitude save or take 1d8 points of damage. A ruptured
involve using your legs (examples include Jump, Move stomach does not heal naturally. It can be repaired with
Silently, Balance, Tumble, etc), on all Reflex saves that a DC 20 Heal check, or by healing at least 8 points of
involve using your legs (jumping out of the way of a damage.
falling boulder, for instance), and on checks to avoid If a creature doesn't have a stomach or the DM decides
being tripped, bull rushed, or overrun. Standing up from the creature is otherwise immune to such an effect,
prone is now a full-round action instead of a move reroll the d% for the critical hit effect.
action. Finally, your Dexterity score is reduced by 1. A Punctured Lung: The attack damaged a lung. In
broken leg does not recover naturally. It can be repaired addition to taking damage as for a normal attack, you
with a DC 20 Heal check, or by healing at least 8 points now have a punctured lung. You take Constitution
of damage. damage equal to twice the weapon's critical multiplier.
For weapons with higher critical multipliers: For each Additionally, you are staggered. A Staggered character
point the critical multiplier is above x2, increase the can only take a single standard action or a single move
check and save penalties by 2 and the Dexterity penalty action each round.
by 1. For instance, if your leg was broken by a weapon A punctured lung does not heal naturally, nor does its
with an x4 multiplier, you would take a -8 on all checks associated Constitution damage. It takes a DC 25 Heal
and saves involving your legs, and your Dexterity would check or at least 10 points of healing to repair a
be reduced by 3. punctured lung. Once it is repaired, the Constitution
If a creature doesn't have legs or the DM decides the damage is immediately recovered.
creature is otherwise immune to such an effect, reroll A punctured lung cannot reduce you to 0 Constitution.
the d% for the critical hit effect. If a punctured lung would reduce you to 0 Constitution,
If it is relevant, roll d2 or flip a coin to determine you are instead reduced to 1, and you are immediately
which leg is affected. reduced to -1 Hit Points regardless of your current total.
Nerve Hit: The attack damaged an area with a From there, follow the rules for damage to the Heart
particularly high concentration of nerve endings. In (below).
addition to taking damage as for a normal attack, you If a creature doesn't have lungs or the DM decides the
suffer extreme pain. You must make a DC 15+X Will creature is otherwise immune to such an effect, reroll
save against a pain effect or else be staggered for X the d% for the critical hit effect.
rounds, where X is equal to the weapon's critical Nervous System: The attack damaged your brain,
multiplier. A staggered character can only take a single spinal cord, or other nervous organ. In addition to taking
standard action or a single move action each round. damage as for a normal attack, roll a d4 and suffer the
If a creature doesn't have nerves or the DM decides the according
creature is otherwise immune to such an effect, reroll Effect:
the d% for the critical hit effect. 1: Your Intelligence, Wisdom, and Charisma are all
Major Artery: The attack ruptured a major artery. In reduced by 3+X, where X is the critical multiplier of the
addition to taking damage as for a normal attack, you weapon.
begin bleeding profusely. Each round, you take 1 damage 2: You are knocked unconscious.
as if you were dying. Damage to a major artery does not 3: Your Dexterity is reduced by 8+X, where X is the
recover naturally. It can be repaired with a DC 15+X critical multiplier of the weapon.
Heal check, or by healing at least X points of damage. X 4: See the rule for Heart damage (below)
is equal to the critical multiplier of the weapon that Brain damage does not recover naturally. Brain
caused the damage. damage can be repaired by a DC 25+X Heal check, or by
healing at least 12+X points of damage (X is the critical
multiplier of the weapon that caused the damage). If you your character level) each working week (5 days). See
rolled a "4" on the d4, these numbers replace the normal the following table:
DCs and numbers for Heart damage.
TABLE 1-18: WORK GIVES EXPERIENCE
If a creature doesn't have a nervous system or the DM
Character EXP per # weeks to # years to
decides the creature is otherwise immune to such an
Level week next level next level
effect, reroll the d% for the critical hit effect.
1 10 100 1.9
Heart: The attack ruptured your heart. You must make
2 12 167 3.2
a DC 25+X Fortitude save (X is the critical multiplier of
3 14 215 4.1
the weapon) or else be immediately reduced to -1 Hit
Points regardless of your current total. You are dying. 4 16 250 4.8
Unlike being reduced to negative HP by a normal attack, 5 18 278 5.3
you cannot stabilize naturally. Furthermore, the First 6 20 300 5.8
Aid DC increases to 25, and it takes at least 10 points of 7 22 319 6.1
healing to stabilize you. Even if healing brings you into 8 24 334 6.4
the positive numbers of hit points, you are still 9 26 347 6.7
unconscious and dying if the healing wasn't at least 10 10 28 358 6.9
hit points. 11 30 367 7.1
If a creature doesn't have a heart or the DM decides 12 32 375 7.2
the creature is otherwise immune to such an effect, 13 34 383 7.4
reroll the d% for the critical hit effect. 14 36 389 7.5
Healing: When a particular injury says it can be healed
15 38 395 7.6
by healing a certain amount of damage, it doesn't all
16 40 400 7.7
have to be healed in one sitting. You can split the healing
17 42 405 7.8
among multiple healing actions. For instance, you don't
18 44 410 7.9
have to heal 10 damage with a single cure technique to
repair Heart damage. You could heal 3 damage with one 19 46 414 8.0
healing technique, 5 damage with another, and 2 damage 20 48 417 8.0
with a third. You should keep track of how much TABLE 1-19: EXPERIENCE BONUSES/PENALTIES
healing a character has received for the purpose of Bonus /
treating special injuries. Penalty Condition Examples
Even if you are healed to maximum HP, special -5 Slow business week, Winter for a farmer,
injuries are only repaired if you have been healed for the barely related to building furniture as
required amount of damage. You can still be healed after work, Less than 4 a siege engine crafter
you have reached maximum HP to repair these special ranks in skill
injuries. -2 Poor training, bad Mentor/Commander
NONLETHAL DAMAGE habits, damaged is lower level, plow
A critical hit with a nonlethal weapon can only be a tools, Half ranks in was broken in a
soft spot, a broken arm, a broken leg, or a nerve hit. If skill tornado
anything else is rolled for a nonlethal weapon's critical, +2 Good Training, good Mentor/Commander
treat it as a soft spot (classic critical). tools, Max ranks in is 2 levels higher,
skill tools are
masterwork
WORKING GIVES EXPERIENCE +5 Excellent Training, Mentor/Commander
difficult situation is at least 3 levels
Ever wonder how that shopkeeper can make scrolls
higher, your inn is
and potions for you whenever they need it? How about
completely booked
why soldiers are all level 1? This variant rule makes the
full
D&D game make a lot more sense with just a couple
+10 Ideal Training, Mentor/Commander
additions to the existing rules for certain skill checks.
extremely difficult is at least 5 levels
Whenever you make a Craft, Profession, or Perform situation higher, your soldiers
skill check, you gain experience points equal to 8 + (2 x are involved in a war
MODIFIERS LONGER LIFESPAN
A player may attempt to make a skill check DC 20 + Longer lived people may learn slower from work
their character level in order to gain extra experience. If depending on their maximum age. For every 50 years
they pass the skill check, they get an additional 2 their Venerable age category (rounded to the nearest
experience per character level for the week. If they fail, fifty) is above 100, they earn 1 less experience per
they get 1 less experience per character level for the character level (minimum 2 points per character level).
week. If they fail by 5 or more, they get 2 less experience For example, a human with a Venerable age category of
per character level for the week. If they fail by 10 or 250 years. This means they gain 3 less experience per
more, they get 3 less experience per character level for character level when working. It takes them143 weeks
the week (minimum 0). If they fail by 15 or more, they to reach level 2.
get no experience for the skill check and some major IMPLICATIONS
disaster occurs that may compromise their employment This means that with humans, the average young
(DM's discretion). worker will be level 1-2, the average middle aged worker
Any character will also gain less or more experience will be level 3-5, and the average senior worker will be
depending on the following circumstances: level 6-8.
These circumstances can stack (except for the bonuses A well-trained army will have used their Profession
from your Mentor/Commander). For example, 1st level (soldier) skill daily for, say, 50 weeks a year. After 6 years
soldiers fighting in a war in a 6th level lieutenant's unit, of training, the army will be level 3. If they fight in a
with masterwork weapons and armor gain 10 + 2 + 10 + long war, they could be level 2 in a year, not counting
10 = 32 experience per week from their profession experienced gained in battles.
soldier checks.
CHAPTER 2: RACES
The following are new races presented for use, most of Draconic Resistance (Ex): You count as 5 levels higher
which are varieties of humans found around the world. when determining energy resistance against the affinity
you’re strong against.
Natural Weapon (bite): You gain a single bite attack,
HUMAN/DEMON dealing 1d4 Piercing damage and grow vicious fangs.
Natural Weapon (claws): You gain 2 claw attacks,
Those from the Land of Demons are intrinsically tied
dealing 1d4 Slashing damage. Your hands become claw-
to the name of their lands, the people share traits
like.
typically spiritually with Demons, but sometimes the
Natural Weapon (tail whip): You gain a single tail whip
link is shown physically in some folk.
that deals 1d6 points of Bludgeoning damage and grow a
Size: Medium. Humans have no special bonuses or
tail.
penalties due to their size.
Scales (Ex): You have scales covering certain parts of
Ability Modifiers: +2 Charisma, -2 Constitution.
your body, granting a +2 natural armor bonus to
Base Speed: 30 feet.
Defense.
Demonic Eyesight (Ex): You gain low-light vision up
Skills: +2 to Bluff, Diplomacy, Intimidate and Sense
to 60 feet.
Motive.
Demonic Energy (Ex): You are treated as though you
Bonus Feat: You gain Archaic Weapons Proficiency or
have the demonic subtype.
Simple Weapons Proficiency as a bonus feat.
Skill Bonus: The human/demon gains a +2 to Bluff,
Elemental Affinity: Any.
Diplomacy, Intimidate and Sense Motive.
Free Language Skills: Ready/Write Common, Speak
Saving Throw Bonus: The human/demon gains a +1
Common, Speak Draconic.
racial bonus to saves against evil based attacks and
Other Languages: Any.
demonic based attacks.
Challenge Rating: +2
Bonus Feat: Humans receive Simple Weapons
Level Adjustment: +3
Proficiency as a bonus feat.
Elemental Affinity: Earth or Fire (choose one).
Free Language Skills: Read/Write Common, Speak HUMAN/GRASS
Common, Speak Demonic.
Other Languages: Sign Common. Humans native from the Grass Country are generally
slender to the point of being almost gaunt and are
somewhat pale in skin color.
HUMAN/DRACONIC Size: Medium. Humans have no special bonuses or
penalties due to their size.
Through inexplicable means, a draconic human was
Ability Modifiers: +2 Dexterity, -2 Constitution.
born. Physical features vary, but most have reptilian
Base Speed: 30 feet.
eyes and discolored skin in certain areas of their bodies.
Frightful Presence (Ex): Once per day as a swift action,
Ability Modifiers: +2 Strength, +2 Constitution, +2
a Grass Human can cause his or her presence to unsettle
Intelligence, Wisdom, or Charisma.
his or her foes. Opponents within 30 ft. who have fewer
Base Speed: 30 feet.
hit dice than the Grass Human who witness the action
Draconic Attributes: Choose two attributes from the
must make a Will save (10 + 1/2 the Grass human's HD
list below, gaining the benefit of each. If you choose two
+ Cha modifier) or become shaken for 1d6 rounds or the
natural attacks, specify which one will be your primary
duration of an encounter (whichever is shorter).
natural weapon.
Skill Bonus: The Human/Grass gains a +1 racial bonus
Draconic Eyesight (Ex): You gain low-light vision and
to Hide and Move Silently checks.
darkvision up to 60 feet.
Saving Throw Bonus: The Grass Human gains a +1
Draconic Wings (Su): Up to twice a day, as an attack
racial bonus to saves against either earth or water based
action, you can sprout a pair of wings, granting you a Fly
attacks (choose one).
speed equal to half your normal speed with Poor
Bonus Feat: Humans receive Simple Weapons
maneuverability. They are dismissed as a free action and
Proficiency as a bonus feat.
last for a number of rounds equal to your character level.
Elemental Affinity: Earth or Water (choose one). Thick-Skinned (Ex): The human/snow gains an
Free Language Skills: Read/Write Common, Speak additional +2 to Fortitude saves and Constitution checks
Common, Speak Grass. when attempting to resist the effects of cold weather.
Other Languages: Sign Grass, Sign Common, Speak Skills Bonus: The human/snow gain a +2 racial bonus
Fire, Speak Water, Speak Wind. to Survival checks.
Level Adjustment: +1 Saving Throws Bonus: The human/snow gains a +1
racial bonus to save against cold-based attacks.
Bonus Feat: Humans receive Simple Weapons
HUMAN/IRON Proficiency as a bonus feat.
Elemental Affinity: Water or Wind (choose one).
Humans native to the Iron Country tend to usually
Free Language Skills: Read/Write Common, Speak
have pale to fair skin accompanied with dark hair. This
Common, Speak Snow
country is the largest home for samurai clans.
Other Languages: Sign Common, Sign Snow, Speak
Size: Medium. Humans have no special bonuses or
Lightning, Speak Water, Speak Wind.
penalties due to their size.
Ability Modifiers: +2 Constitution or +2 Wisdom, -2
Intelligence. HUMAN/WHIRLPOOL
Base Speed: 30 feet.
Thick-Skinned (Ex): The human/iron gains an Humans native to the Whirlpool Country have pale to
additional +2 to Fortitude saves and Constitution checks fair skin complexions and red is a common hair color.
when attempting to resist the effects of cold weather. Shinobi from this country are known for their Wind and
Skills Bonus: The human/iron gain a +1 racial bonus to Water Release as well as being famous for their
Iaijutsu Focus and Knowledge (tactics) checks. Fuinjutsu.
Saving Throws Bonus: The human/iron gains a +1 Size: Medium. Humans have no special bonuses or
racial bonus to save against ninjutsu-based attacks. penalties due to their size.
Bonus Feat: Humans receive Simple Weapons Ability Modifiers: +2 Wisdom, -2 Intelligence.
Proficiency or Archaic Weapons Proficiency as a bonus Base Speed: 30 feet.
feat. Fuinjutsu Prowess (Ex): The human/whirlpool require
Elemental Affinity: Any. 1 less success (minimum) for any Fuinjutsu techniques
Free Language Skills: Read/Write Common, Speak they learn.
Common, Speak Iron Skills Bonus: The human/whirlpool gain a +1 racial
Other Languages: Sign Common, Sign Iron, Speak Fire, bonus to Survival and Swim checks.
Speak Lightning, Speak Wind. Saving Throws Bonus: The human/whirlpool gains a +1
racial bonus to save against
fuinjutsu based attacks.
HUMAN/SNOW Bonus Feat: Humans receive Simple Weapons
Proficiency as a bonus feat.
Humans native to the Snow Country tend to usually
Elemental Affinity: Water or Wind (choose one).
have pale skin accompanied with dark hair. Shinobi
Free Language Skills: Read/Write Common, Speak
from this country are known for their Ice Release.
Common, Speak Whirlpool
Size: Medium. Humans have no special bonuses or
Other Languages: Sign Common, Sign Whirlpool,
penalties due to their size.
Speak Fire, Speak Water, Speak Wind.
Ability Modifiers: +2 Constitution, -2 Charisma.
Base Speed: 30 feet.
CHAPTER 3: OCCUPATIONS
CLAN OCCUPATIONS Affiliation: You require 1 less success to learn Tenodori
techniques.
AKIMICHI CLAN Wealth Bonus Increase: +1
Reputation Bonus Increase: +1
The Akimichi clan is a product of the Fire Country,
namely Konohagakure. They are a small clan of
immensely powerful people who are often regarded as a INUZUKA CLAN
gluttonous sort. Many of the Akimichi clansmen become
The Inuzuka clan is a product of the Fire Country,
squad leaders due to their power. Most of them also
namely Konohagakure, is a family of shinobi known for
possess the ability to alter their body size and mass.
their use of ninken (ninja dogs) as fighting companions
Prerequisite: Age 8+
and are easily identified by the distinctive red fang
Skills: Select any three skills from the following list as
markings on their cheeks. They are a small clan of
permanent class skills. If a skill the character selects is
immensely powerful people who are often regarded as a
already a class skill, he receives a +1 competence bonus
gluttonous sort. Many of the Akimichi clansmen become
on checks using that skill: Concentration, Chakra
squad leaders due to their innate power abilities. Most of
Control, Knowledge (Ninja Lore and Tactics), Listen,
them also possess the ability to alter their body size and
Ninjutsu, Search, Spot, and Taijutsu.
mass.
Bonus Feat: Select one of the following: Akimichi
Prerequisite: Age 8+
Toughness, Brawl, Chakra Restoration, Combat Martial
Skills: Select any three skills from the following list as
Arts, Combat Tactics, Combat Throw, Defensive Martial
permanent class skills. If a skill the character selects is
Arts, Endurance, Gouken, Great Fortitude, Harmony,
already a class skill, he receives a +1 competence bonus
Improved Bull Rush, Improved Chakra Pool, Ninjutsu
on checks using that skill: Balance, Chakra Control,
Adept, Nin Weapon Proficiency, Resist Poison, Taijutsu
Climb, Genjutsu, Handle Animal, Intimidate,
Adept, and Toughness.
Knowledge (Earth and Life Sciences, Ninja Lore), Listen,
Affiliation: You require 1 less success to learn
Ninjutsu, Search, Sense Motive, Spot, Survival and
Akimichi Hijutsu techniques.
Taijutsu.
Wealth Bonus: +1
Bonus Feat: Select one of the following: Advanced
Reputation Bonus: +1
Bloodline (Child of the Wild), Alertness, Brawl, Chakra
Restoration, Combat Martial Arts, Combat Tactics,
HITOSASHI CLAN Defensive Martial Arts, Improved Chakra Pool, Ninjutsu
Adept, Nin Weapon Proficiency, Taijutsu Adept, and
The Hitosashi Clan are famous for their dancing and
Track.
unique styles of combat revolving around their art of
Affiliation: You require 1 less success to learn Inuzuka
dance. They primarily focus on taijutsu and genjutsu
Hijutsu techniques.
styles of combat and are a very unique clan.
Wealth Bonus: +1
Prerequisite: 8+
Reputation Bonus: +1
Skills: Perform (dance) is a permanent class skill.
Select any of two skills from the list as permanent class
skill. If a skill the character selects is already a class skill, KUIARASU CLAN
he receives a +1 competence bonus on the checks using
The members of this ancient clan are owners of the
that skill: Balance, Chakra Control, Genjutsu, Hide,
sacred burial places from the Hidden Sealed Hills
Knowledge (art, ninja lore), Jump, Move Silently,
Village, and because of this and other secret
Ninjutsu, Taijutsu, Tumble.
arrangements made with the High Council rulers, they
Bonus Feat: Select one of following: Acrobatic,
are said to have great amounts of resources and relics
Advanced Bloodline (Buruhada), Combat Martial Arts,
stored in their hideouts. Besides that the clan members
Creative, Defensive Martial Arts, Genjutsu Adept,
from Kuiarasu clan seem to have little contact with the
Genin, Genius Ninja, Nin Weapons Proficiency, Taijutsu
rest of the village, always in the shadows, taking distance
Adept, Tenodori.
from the political affairs of the village, apparently.
Prerequisite: Age +8.
Skills: Select any two skills from the following list as already a class skill, he receives a +1 competence bonus
permanent class skills. If a skill the character selects is on checks using that skill: Bluff, Chakra Control,
already a class skill, he receives a +1 competence bonus Concentration, Craft (Chemical, Writing), Decipher
on checks using that skill: Bluff, Chakra Control, Script, Disable Device, Escape Artist, Gather
Concentration, Craft (Chemical, Calligraphy), Information, Genjutsu, Hide, Investigate, Jump,
Diplomacy, Hide, Intimidate, Knowledge (Ninja lore, Knowledge (Behavioral Science, Earth & Life Science,
the Underworld), Move silently, Ninjutsu, Taijutsu, Ninja Lore, Tactics), Listen, Move Silently, Ninjutsu,
Treat Injury. Research, Search and Spot.
Bonus Feat: Select one of the following: Advanced Bonus Feat: Select one of the following: Advanced
Bloodline (Kuiarasu Clan Bloodline, Soul Eater), Genin, Study, Alertness, Attentive, Blind-Fight, Combat
Genius Nin, Improved Chakra Pool, Iron Will, Medical Expertise, Combat Tactics, Dead Aim, Deceptive,
Expert, Will over Flesh. Defensive Martial Arts, Dodge, Educated, Genius Ninja,
Wealth Bonus: +2. Genjutsu Adept, Improved Initiative, Insightful
Reflexes, Ninjutsu Adept, Nin Weapon Proficiency,
Point Blank Shot, Precise Shot, Stealthy, Talented
MYUGAN CLAN Shinobi, Technique Focus.
The Myugan Monk Order is a small clan in the Affiliation: You require 1 less success to learn Shadow
northern regions of the Fire Country. They are an Ninjutsu techniques.
exclusive bunch who tends to live isolated lives in their Wealth Bonus: +1
own small village. Although they are generally pacifists, Reputation Bonus: +1
they have an amazing grasp of taijutsu and chakra Special: The following feats always figure in the Nara’s
control which they harness through an ancient style of list of bonus feats: Shadow Arts.
martial art known as Dao Shi.
Prerequisite: Age +8
Skills: Select any two skills from the following list as SARUTOBI CLAN
permanent class skills. If a skill the character selects is The Sarutobi clan is one of the most renowned clans
already a class skill, he receives a +1 competence bonus in the ninja world. They have produced many strong
on checks using that skill: Balance, Bluff, Concentration, shinobi, most notably the Third Hokage of
Chakra Control, Escape Artist, Knowledge (Ninja Konohagakure, Hiruzen Sarutobi. They do not possess a
Lore/Earth & Life Science), Listen, Spot, Survival, specific bloodline like some clans, and yet they are still
Taijutsu, Tumble. a group that could compare with the strongest of ninja
Bonus Feat: Select one of the following: Advanced clans.
Bloodline (Shitatchi), Combat Martial Arts, Genius Prerequisite: Age 8+
Ninja, Taijutsu Adept. Skills: Select any three skills from the following list as
Affiliation: You gain a +1 bonus and require 1 less permanent class skills. If a skill the character selects is
success to learn Myugan Hijutsu techniques. already a class skill, he receives a +1 competence bonus
Wealth Bonus: +1 on checks using that skill: Balance, Concentration,
Reputation Bonus: +1 Chakra Control, Escape Artist, Hide, Jump, Knowledge
(Ninja Lore), Listen, Move Silently, Ninjutsu, Sleight of
Hand, Spot, Taijutsu, Tumble.
NARA CLAN Bonus Feat: Select one of the following: Acrobatic,
The Nara clan is a product of the Fire Country, namely Advanced Study, Archaic Weapons Proficiency,
Konohagakure. They are a small clan of incredibly Athletic, Combat Martial Arts, Defensive Martial Arts,
intelligent people who are often regarded as the most Dodge, Genin, Genius Ninja, Mobility, Nin Weapon
tactical sort in the village. Many of the Nara clansmen Proficiency, Ninjutsu Adept, and Taijutsu Adept.
become tactical advisors or squad leaders due to their Affiliation: You require 1 less success to learn Konoha
innate planning abilities. Many of them also possess the specific techniques.
ability to manipulate shadows, most notably Shikamaru Wealth Bonus: +1
Nara and his father, Shikaku. Reputation Bonus: +2
Prerequisite: Age 8+
Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is
SENJU CLAN YAMANAKA CLAN
Revered as one of the strongest known clans in the The Yamanaka clan is a product of the Fire Country,
ninja world, the Senju clan has dominated early ninja namely Konohagakure. They are a small clan of
history. They are renowned for their incredible strength incredibly skilled people who are known as some of the
and fortitude. History says they descended from the best interrogators in the village. Many of the Yamanaka
younger of the two sons of the Sage of Six Paths, and clansmen become interrogators due to their hijutsu,
they possessed the “body” of the Sage. which allows them to enter the minds of others and
Prerequisite: Age 8+ control them or peer into their thoughts.
Skills: Select any three skills from the following list as Prerequisite: Age 8+
permanent class skills. If a skill the character selects is Skills: Select any three skills from the following list as
already a class skill, he receives a +1 competence bonus permanent class skills. If a skill the character selects is
on checks using that skill: Balance, Climb, already a class skill, he receives a +1 competence bonus
Concentration, Chakra Control, Diplomacy, Hide, Jump, on checks using that skill: Bluff, Concentration, Chakra
Knowledge (Nin Lore), Move Silently, Ninjutsu, Spot, Control, Craft (Writing), Disguise, Escape Artist,
Swim, Survival, Taijutsu. Genjutsu, Hide, Investigate, Knowledge (Behavioral
Bonus Feat: Select one of the following: Armor Science, Ninja Lore), Listen, Move Silently, Ninjutsu,
Proficiency (Light, Medium, Heavy), Brawl, Chakra Research, Search, Sense Motive, Sleight of Hand, and
Restoration, Combat Martial Arts, Defensive Martial Spot.
Arts, Genin, Genius Nin, Greater Fortitude, Ninjutsu Bonus Feat: Select one of the following: Advanced
Adept, Taijutsu Adept, Training. Study, Alertness, Attentive, Chakra Affinity, Combat
Affiliation: You are required 1 less success to learn Tactics, Deceptive, Genius Ninja, Genjutsu Adept,
Training techniques. Harmony, Improved Initiative, Iron Will, Nimble,
Wealth Bonus: +1 Ninjutsu Adept, Nin Weapon Proficiency, Point Blank
Reputation Bonus: +2 Shot, and Technique Focus.
Affiliation: You require 1 less success to learn
Yamanaka Hijutsu techniques.
UZUMAKI CLAN Wealth Bonus: +1
The Uzumaki clan was once a very prominent clan in Reputation Bonus: +1
Uzushiokagure. They are renowned for their talents in
fuinjutsu, or sealing arts. They are also known to have a
long lifespan and an incredible life force. However, it is YOMI NO KOUJIN CLAN
rare to see an Uzumaki today, for their clan was almost The Yomi no Koujin bloodline is from Hidden Sealed
entirely destroyed in the Third Shinobi War. Hills, a gray and gloomy place lost somewhere between
Prerequisite: Age 8+ Earth and Wind Countries. This village is known to be
Skills: Select any three skills from the following list as the place where the underworld (or Yomi the realm of
permanent class skills. If a skill the character selects is death) is connected to our world by a long-time-ago
already a class skill, he receives a +1 competence bonus sealed gateway. One of the greatest clans in this village
on checks using that skill: Balance, Chakra Control, developed centuries ago, a way to partially enter the
Concentration, Craft (Seals), Fuinjutsu, Knowledge underworld, they are known as the Ghost Clan.
(Ninja Lore), Ninjutsu, Sense Motive, Spot, Taijutsu,
Prerequisite: Age +8.
Treat Injury, Tumble.
Skills: Select any two skills from the following list as
Bonus Feat: Select one of the following: Advanced
permanent class skills. If a skill the character selects is
Study, Chakra Restoration, Fuinjutsu Adept, Genin,
already a class skill, he receives a +1 competence bonus
Genius Nin, Improved Chakra Pool, Sealweaver, Skilled,
on checks using that skill: Chakra Control, Genjutsu,
Talented Shinobi.
Hide, Intimidate, Knowledge (Ninja lore), Move
Affiliation: You are required 1 less success to learn
Silently, Ninjutsu, Survival.
Fuinjutsu techniques.
Bonus Feat: Select one of the following: Advanced
Wealth Bonus: +1
Bloodline (Yomi no Koujin), Chakra Affinity, Chakra
Reputation Bonus: +2
Restoration, Genin, Harmony, Will over Flesh.
Wealth Bonus: +1.
Reputation Bonus: +1.
Prerequisite: Age 8+
Skills: Select any three skills from the following list as
SAMURAI CLAN OCCUPATIONS permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
The clans presented here are different from the normal
on checks using that skill: Balance, Bluff, Chakra
clans you’ll encounter their inspiration came from the
Control, Climb, Diplomacy, Iaijutsu Focus, Knowledge
Oriental Adventures handbook for the 3.X setting. These
(Tactics), Listen, Search, Sense Motive, Spot, Swim,
clans all have a special bonus when taking up the
Taijutsu, and Tumble.
Samurai advanced class which alters that class slightly to
Bonus Feat: Select one of the following: Dodge
represent each clan’s beliefs and styles, I hope you enjoy
(Mobility, Spring Attack), Expertise (Improved Disarm,
them.
Improved Trip, Whirlwind Attack), Improved Initiative,
CRAB CLAN Quick Draw, Skill Focus (Iaijutsu Focus), Toughness,
Weapon Focus (katana).
The samurai of the Crab clan boast the greatest
Affiliation: If a Crane Clan member takes levels in
defense, emphasizing heavy armor, great strength, and
Samurai his Hit Dice becomes D8s instead of D10s. All
unusual weapons. Theirs is a grim existence, and the
skills listed above become part of his Class Skills for
Crabs see little time in life for the courtly activities so
Samurai levels as well as his Class Skills per level
enjoyed by other samurai—arts, diplomacy, etiquette,
becomes 5 + Int Modifier. His Fortitude save becomes
and the like. The other clans view the Crabs as crude,
Poor, while his Reflex save becomes Good. All feats
unwashed brutes, and that stereotype is often close to
listed above become feats he may select from the Bonus
the truth.
Feats granted by the Samurai class.
Prerequisite: Age 8+
Wealth Bonus: +1
Skills: Select any three skills from the following list as
Reputation Bonus: +1
permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
on checks using that skill: Chakra Control, Climb, DRAGON CLAN
Iaijutsu Focus, Intimidate, Jump, Knowledge (Tactics),
The Dragon is the most enigmatic and secretive of the
Listen, Search, Spot, Swim, and Taijutsu.
Great Clans. For a thousand years, Dragons have lived in
Bonus Feat: Select one of the following: Armor
virtual seclusion in the high mountains. They are best
Proficiency (Heavy), Dodge (Mobility, Spring Attack),
known for two things: the mysterious Ise Zumi order of
Endurance, Power Attack (Cleave, Improved Bull Rush,
tattooed monks, and the unusual fighting style of the
Sunder, Great Cleave), Run, Weapon Focus (battleaxe,
Mirumoto school, which teaches the use of the katana in
greatclub, katana, or warhammer).
one hand and the wakizashi in the other. The Ise Zumi
Affiliation: If a Crab Clan member takes levels in
in particular, but all Dragons at times, are known for
Samurai his Hit Dice are D12s instead of D10s. All skills
protracted silence, evading direct questions, and
listed above become part of his Class Skills for Samurai
speaking in riddles.
levels. His Reflex and Will saves become Poor from
Prerequisite: Age 8+
Average. All feats listed above become feats he may
Skills: Select any three skills from the following list as
select from the Bonus Feats granted by the Samurai class.
permanent class skills. If a skill the character selects is
Wealth Bonus: +1
already a class skill, he receives a +1 competence bonus
Reputation Bonus: +1
on checks using that skill: Chakra Control, Climb,
Diplomacy, Iaijutsu Focus, Intimidate, Jump, Knowledge
CRANE CLAN (Tactics), Listen, Search, Sense Motive, Spot, Swim, and
Taijutsu.
The Crane Clan are the masters of the political
Bonus Feat: Select one of the following: Exotic
intrigue—until very recently, the undisputed masters
Weapon Proficiency (katana), Improved Grapple
(the Scorpions now challenge that claim). They hold
(Choke Hold), Improved Unarmed Strike (Defensive
favors in store from nearly every family of every clan,
Throw, Deflect Arrows, Grappling Block, Great Throw,
and know how to call in favors at the right time and
Stunning Fist), Power Attack (Cleave), Weapon Focus
circumstance. The members of the Crane clan are noble
(katana).
in every sense of the word, refined, cultured, civilized,
Affiliation: If a Dragon Clan member takes levels in
and graceful.
Samurai his skills listed above become part of his Class
Skills for Samurai levels. His Fortitude save becomes Skills: Select any three skills from the following list as
Average, while his Will save becomes Good. All feats permanent class skills. If a skill the character selects is
listed above become feats he may select from the Bonus already a class skill, he receives a +1 competence bonus
Feats granted by the Samurai class. While wielding both on checks using that skill: Balance, Chakra Control,
a katana and wakizashi in their hands a Dragon Samurai Climb, Iaijutsu Focus, Jump, Knowledge (Tactics),
suffers no penalties to his attack bonus if he has Two Listen, Search, Spot, Swim, Taijutsu, and Tumble.
Weapon Fighting and both weapons are properly sized Bonus Feat: Select one of the following: Alertness,
for a normal creature of his size. Combat Expertise, (Improved Trick, Whirlwind Attack),
Wealth Bonus: +1 Dodge (Mobility, Spring Attack), Improved Initiative,
Reputation Bonus: +1 Power Attack (Cleave, Great Cleave), Quick Draw,
Weapon Focus (katana, kodachi, any polearm,
wakizashi)
LION CLAN Affiliation: If a Mantis Clan member takes levels in
More than any other clan, the Lion clan embodies the Samurai his skills listed above become part of his Class
warrior ideal of bushido—the way of the warrior, the Skills for Samurai levels as well as his Class Skills. His
virtues and morals of the samurai. The samurai of the Fortitude save becomes Average, his Reflex save
Lion are the paragons of warrior virtue. becomes Good and his Will becomes Poor. All feats
Prerequisite: Age 8+ listed above become feats he may select from the Bonus
Skills: Select any three skills from the following list as Feats granted by the Samurai class. The Mantis who
permanent class skills. If a skill the character selects is takes wields a spear gains the ability to use the Swing
already a class skill, he receives a +1 competence bonus Around ability.
on checks using that skill: Chakra Control, Climb, Swing Around (Ex): On any unsuccessful attack with a
Diplomacy, Iaijutsu Focus, Intimidate, Jump, Knowledge polearm *except on a charge, a Mantis may make a
(Tactics), Listen, Search, Spot, Swim, and Taijutsu. second attack, swinging the polearm around to hit his
Bonus Feat: Select one of the following: Endurance, enemy with the blunt side of the weapon, albeit a -4
Expertise (Improved Disarm, Improved Trip, penalty and at a 5 feet range. This attack deals 1d6
Whirlwind Attack), Improved Initiative, Iron Will, Ki bludgeoning damage, plus his strength modifier.
Shout (Great Ki Shout), Remain Conscious, Toughness, Weapon enhancements and special weapon abilities do
Weapon Focus (katana). not apply to this attack.
Affiliation: If a Lion Clan member takes levels in Wealth Bonus: +1
Samurai his skills listed above become part of his Class Reputation Bonus: +1
Skills for Samurai levels. His Reflex save becomes Poor,
while his Will save becomes Good. All feats listed above
become feats he may select from the Bonus Feats granted PHOENIX CLAN
by the Samurai class. While wielding either their katana The Phoenix are the most pious clan and enjoy many
or wakizashi a Lion Samurai may use the Pounce ability. blessings they feel are derived from their spiritual
Pounce (Ex): When making a charge, the character can outlook and attunement to their ways is as complete as
follow with a full attack. mortal minds can attain.
Wealth Bonus: +1 Prerequisite: Age 8+
Reputation Bonus: +1 Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
MANTIS CLAN on checks using that skill: Chakra Control, Climb,
The youngest of age of all the Great Clans, their Iaijutsu Focus, Knowledge (Tactics), Listen, Search, Spot,
specialization of the spear and blade are renowned for Swim, and Taijutsu.
being agile and incredible subtle, while still maintaining Bonus Feat: Select one of the following: Alertness,
a great deal of power behind their attacks. Outside of the Blind-Fight, Combat Reflexes, Combat Expertise
battle field they are known to be quick witted and (Improved Disarm, Improved Trip, Whirlwind Attack),
frequently expected to join in a debate with harsh Great Fortitude, Improved Initiative, Iron Will, Quick
reminding words to others that everyone should remain Draw, Weapon Focus (katana).
humble. Affiliation: If a Phoenix Clan member takes levels in
Prerequisite: Age 8+ Samurai his skills listed above become part of his Class
Skills for Samurai levels. His Fortitude save becomes Prerequisite: Age 8+
Average, while his Reflex save becomes Good, and his Skills: Select any three skills from the following list as
Will save becomes Good. All feats listed above become permanent class skills. If a skill the character selects is
feats he may select from the Bonus Feats granted by the already a class skill, he receives a +1 competence bonus
Samurai class. on checks using that skill: Chakra Control, Climb,
Wealth Bonus: +1 Diplomacy, Handle Animal, Iaijutsu Focus, Knowledge
Reputation Bonus: +1 (Tactics), Listen, Ride, Search, Sense Motive, Spot,
Swim, and Taijutsu.
Bonus Feat: Select one of the following: Alertness,
SCORPION CLAN Mounted Combat (Mounted Archery, Trample,
Behind their ever-present masks, the members of the Ride-By Attack, Spirited Charge), Point Blank Shot
Scorpion clan fill a distasteful but necessary role within (Far Shot, Precise Shot, Rapid Shot, Shot on the Run),
the samurai clans. They are the keepers of secrets, Weapon Focus (spear, lance, bow, or katana).
walkers in shadows, assassins and spies. They care little Affiliation: If a Unicorn Clan member takes levels in
for honor, but hold up loyalty as the pre-eminent virtue Samurai his skills listed above become part of his Class
of the clan: loyalty to the clan—loyalty that makes a Skills for Samurai levels. His Reflex save becomes Good,
Scorpion willing to suffer death or dishonor, to pay any and his Will save becomes Good. All feats listed above
cost. Scorpions are usually seen as villains, often even as become feats he may select from the Bonus Feats granted
traitors—but from the Scorpion point of view, their by the Samurai class.
worst deeds have all stemmed from their sense of Wealth Bonus: +1
loyalty. Reputation Bonus: +1
Prerequisite: Age 8+
Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is STANDARD OCCUPATIONS
already a class skill, he receives a +1 competence bonus
These are what you can think of as generic class
on checks using that skill: Balance, Bluff, Chakra
occupations for specific things. They add a bit of roleplay
Control, Climb, Gather Information, Iaijutsu Focus,
value personally and with time I believe I’ll come up
Intimidate, Knowledge (Tactics), Listen, Search, Sense
with more or take suggestions from people. I found these
Motive, Spot, Swim, and Taijutsu.
on the forum but after being so long I forget where I saw
Bonus Feat: Select one of the following: Blind Fight,
them precisely I just know that like all things used on
Dodge (Mobility, Spring Attack), Combat Expertise
here made by anyone else they’re on the credits page.
(Improved Disarm, Improved Trip, Whirlwind Attack),
Improved Initiative, Prone Attack, Quick Draw, KIRIGAKURE SWORDSMAN
Weapon Focus (katana or wakizashi).
Being a shinobi from the Hidden Mist, your village has
Affiliation: If a Scorpion Clan member takes levels in
a long tradition of powerful swordsman. Taking this
Samurai his skills listed above become part of his Class
occupation means that you were trained as a swordsman
Skills for Samurai levels and his Skill Points becomes 5 +
either by a mentor or even by one of the seven legendary
Int Modifier. His Fortitude becomes Average, while his
swordsmen from Mist.
Reflex save becomes Good, and his Will save becomes
Prerequisite: Age 10+
Poor. All feats listed above become feats he may select
Skills: Select any three skills from the following list as
from the Bonus Feats granted by the Samurai class.
permanent class skills. If a skill the character selects is
Wealth Bonus: +1
already a class skill, he receives a +1 competence bonus
Reputation Bonus: +1
on checks using that skill: Balance, Climb, Chakra
Control, Concentration, Craft (Mechanical), Escape
UNICORN CLAN Artist, Gather Information, Hide, Intimidate, Jump,
Knowledge (ninja lore), Listen, Move Silently, Ninjutsu,
The ancestors of the Unicorn wandered the lands
Search, Swim, Sleight of Hand, Spot, Survival, Taijutsu,
learning from the others and creating a culture uniquely
and Tumble.
their own, synthesizing elements of other cultures with
Bonus Feat: Select one of the following: Archaic
their native heritage. In the years since they have left
Weapon Proficiency, Armor Proficiency, Combat
their mark on history as the best cavalry, with a
Expertise, Genin, Genjutsu Adept, Monkey Grip, Nin
powerful commitment to diplomacy and justice.
Weapons Proficiency, Ninjutsu Adept, Power Attack the character selects is already a class skill, he receives a
and Taijutsu Adept. +1 competence bonus on checks using that skill: Balance,
Reputation Bonus: +2 Bluff, Climb, Chakra Control, Concentration, Genjutsu,
Hide, Intimidate, Jump, Knowledge (ninja lore), Listen,
SUNAGAKURE PUPPETEER Move Silently, Ninjutsu, Profession, Repair, Search,
You have trained since your early days to master the Sleight of Hand, Spot, Survival, Taijutsu, Tumble.
art of puppetry, created by the first puppeteer in Bonus Feat: Select one of the following: Advanced
Sunagakure's history, Chikamatsu Monzaemon. Because Bloodline, Combat Martial Arts, Dodge, Genjutsu Adept,
of that, your skills are naturally directed to the Genin, Genius Ninja, Nin Weapons Proficiency,
puppeteer path. Ninjutsu Adept, Point Blank Shot, Taijutsu Adept.
Prerequisite: Age 10+ Wealth Bonus: +1
Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
on checks using that skill: Balance, Climb, Chakra
Control, Concentration, Craft (Mechanical, Chemical),
Hide, Jump, Knowledge (ninja lore), Listen, Move
Silently, Ninjutsu, Repair, Search, Sleight of Hand, Spot,
Survival.
Bonus Feat: Select one of the following: Craft Poison,
Craft Puppets, Genin, Nin Weapons Proficiency,
Ninjutsu Adept, Resist Poisons, Skilled.
Techniques: Select one of the following techniques as
bonus technique the character can learn requiring only
half the usual time and gain a +2 competence bonus to
perform: Kairai Engeki: Shichihenge or Chakra no Ito.
WANDERING NINJA
You don't belong to any ninja village, even having
shinobi skills as keen as any shinobi from the major
villages. You probably live as a wandering mercenary.
Prerequisite: Age 10+.
Skills: Select any three skills from the following list as
permanent class skills. If a skill
CHAPTER 4: SKILLS
CRAFT (COOKING) cooking skill. You may cook any number of meals you
wish, though.
Cooks of the world unite! Now your useless flavor In general, the formula is DC 20 + (5 x spell level)
ability has an actual impact! Cooking takes an hour of (cantrips are just 20), and typically with a caster level
work and can feed up to eight people if given enough equal to half of your total level, to not outdo actual
materials. Eating the food can take 30 minutes to an hour magic. For example, a Cure Light Wounds effect would
itself, and range from mere flavor to having an actual likely be DC 25. Appropriate material components in the
effect. form of ingredients should always be provided.
ADVANCED NATURE FEATS techniques but they are also able to learn the new nature
of the two. As well the new element contains a new
Advanced natures are the combination of two chakra descriptor related to its name for purposes of Resistance
natures that result in a new nature, such as Water and Damage Reduction, so that Bakuton (Explosion
(Suiton) and Wind (Fuuton) creating Ice (Hyouton). In Release) has a descriptor of Explosion, just as Hyouton
order to take an Advanced Nature feat, you must possess (Ice Release) has a descriptor of Cold.
one of the two comprising elements as your Nature
Affinity, also these feats may only be taken at 1 st level
though in incredibly rare circumstances a player might BAKUTON
acquire something new, sometimes natures are seen as This advanced nature is also known as Explosion
part of a bloodline but other times can be bestowed from Release.
other sources or simply by happenstance. Prerequisite: Primary elemental affinity Fire or
Features of Advanced Natures Lightning, can only be taken at 1st level.
A character with access to advanced natures are able Benefit: You gain an elemental affinity to Explosion as
to not only learn the two-comprising nature’s ninjutsu well as Fire or Lightning (whichever you didn't select as
your primary elemental affinity). Your Explosion may replace your primary elemental affinity, which is
affinity may replace your primary elemental affinity, then downgraded to a normal affinity. You do not gain a
which is then downgraded to a normal affinity. You do new nature until level 21 via level progression. This
not gain a new nature until level 21 via level progression. release has the descriptor of Wood.
This release has the descriptor of Explosion.
RANTON
FUTTON This advanced nature is also known as Storm Release.
This advanced nature is also known as Boil Release. Prerequisite: Primary elemental affinity Lightning or
Prerequisite: Primary elemental affinity Fire or Water, Water, can only be taken at 1st level.
can only be taken at 1st level. Benefit: You gain an elemental affinity to Storm as
Benefit: You gain an elemental affinity to Boil as well well as Lightning or Water (whichever you didn't select
as Fire or Water (whichever you didn't select as your as your primary elemental affinity). Your Storm affinity
primary elemental affinity). Your Boil affinity may may replace your primary elemental affinity, which is
replace your primary elemental affinity, which is then then downgraded to a normal affinity. You do not gain a
downgraded to a normal affinity. You do not gain a new new nature until level 21 via level progression. This
nature until level 21 via level progression. This release release has the descriptor of Storm.
has the descriptor of Boil.
SHAKUTON
HYOUTON This advanced nature is also known as Scorch Release.
This advanced nature is also known as Ice Release. Prerequisite: Primary elemental affinity Fire or Wind,
Prerequisite: Primary elemental affinity Water or can only be taken at 1st level.
Wind, can only be taken at 1st level. Benefit: You gain an elemental affinity to Scorch as
Benefit: You gain an elemental affinity to Ice as well as well as Fire or Wind (whichever you didn't select as your
Water or Wind (whichever you didn't select as your primary elemental affinity). Your Scorch affinity may
primary elemental affinity). Your Ice affinity may replace your primary elemental affinity, which is then
replace your primary elemental affinity, which is then downgraded to a normal affinity. You do not gain a new
downgraded to a normal affinity. You do not gain a new nature until level 21 via level progression. This release
nature until level 21 via level progression. This release has the descriptor of Scorch.
has the descriptor of Cold.
YOTON
JITON This advanced nature is also known as Lava Release
This advanced nature is also known as Magnet Release. Prerequisite: Primary elemental affinity Earth or Fire,
Prerequisite: Primary elemental affinity Earth or can only be taken at 1st level.
Lightning, can only be taken at 1st level. Benefit: You gain an elemental affinity to Lava as well
Benefit: You gain an elemental affinity to Magnet as as Earth or Fire (whichever you didn't select as your
well as Earth or Lightning (whichever you didn't select primary elemental affinity). Your Lava affinity may
as your primary elemental affinity). Your Magnet replace your primary elemental affinity, which is then
affinity may replace your primary elemental affinity, downgraded to a normal affinity. You do not gain a new
which is then downgraded to a normal affinity. You do nature until level 21 via level progression. This release
not gain a new nature until level 21 via level progression. has the descriptor of Lava.
This release has the descriptor of Magnet.
INFAMY LEADERSHIP
You are known for crimes or evil deeds (whether you You attract followers to your cause and a companion
actually committed them or not). to join you on your adventures.
Benefit: The character’s Reputation bonus increases by Prerequisite: Character level 7th.
+3 and the character is considered Infamous. Benefit: This feat enables you to attract a loyal cohort
Special: You can’t select both the Renown feat and the and a number of devoted subordinates who assist you. A
Infamy feat. You’re either famous or infamous, not both. cohort is generally an NPC with class levels, while
followers are typically lower level NPCs. See below for
INFLUENCE
what level of cohort and how many followers you can
You have a knack for getting the desired result and
recruit.
swaying opinion.
Benefit: You get a +2 synergy bonus on all Reputation TABLE 5-1: LEADERSHIP
checks and favor checks. Leader Cohort Number of followers by level
Score Level 1st 2nd 3rd 4th 5th 6th
INSPIRE
You can inspire allies to greatness. 1 — — — — — — —
Prerequisite: Cha 15, character level 8th, Leadership 2-9 1st — — — — — —
Benefit: By spending an action point and taking a 10 2nd 5 — — — — —
move action, you can give a number of allies equal to
11 3rd 6 — — — — —
your Charisma bonus one of the following benefits: A +2
12 4th 8 — — — — —
bonus on attack rolls and saving throws for the next
round; Immediately shake off a stunned or dazed 13 5th 10 1 — — — —
condition; Gain an immediate new Will saving throw 14 6th 15 1 — — — —
against a mental power affecting them, with a +2 bonus; 15 7th 20 2 1 — — —
Reduce current vitality point damage by 3. The same 16 8th 25 2 1 — — —
benefit must be given to all affected allies, and they must 17 9th 30 3 1 1 — —
all be able to hear and understand you. Inspire bonuses
18 10th 35 3 1 1 — —
stack with all other bonuses (including those provided
19 11th 40 4 2 1 1 —
by the Leadership feat.)
20 12th 50 5 3 2 1 —
INVENTOR 21 13th 60 6 3 2 1 1
You are able to design and create items of exceptional
22 14th 75 7 4 2 2 1
quality and can do so with ease and confidence.
23 15th 90 9 5 3 2 1 A cohort does not count as a party member when
24 16th 110 11 6 3 2 1 determining the party's XP. Instead, divide the cohort's
25+ 17th 135 13 7 4 2 2 level by your level. Multiply this result by the total XP
awarded to you, then add that number of experience
points to the cohort's total.
Leader Score: Your leader score is equal to the sum of
If a cohort gains enough XP to bring it to a level one
your character level, your Reputation, and your
lower than your level, the cohort does not gain the new
Charisma modifier, modified by the factors listed below
level—its new XP total is 1 less than the amount needed
and any others your GM wishes to apply:
to attain the next level.
TABLE 5-2: LEADER’S REPUTATION MODIFIERS Number of Followers by Level: You can lead up to the
Leader’s Reputation Modifier indicated number of characters of each level. Followers
Great renown +2 are similar to cohorts, except they're generally low-level
Considered fair and generous +1 NPCs. Because they're usually 5 or more levels behind
you, they're rarely effective in combat.
Displays special power +1
Followers don't earn experience and thus don't gain
Has had well-publicized failure -1
levels. When you gain a new level, consult Table:
Aloof -1 Leadership to determine if you acquire more followers,
Cruel -2 some of whom may be higher level than the existing
Other modifiers may apply when you try to attract a followers. Don't consult the table to see if your cohort
cohort, as listed below. gains levels, however, because cohorts earn experience
on their own.
TABLE 5-3: LEADER’S COHORT BONUSES/PENALTIES
Leader’s Attributes for Cohorts Modifier MASTER DEMOLITIONS
Has a familiar, special mount, or animal -2 You are expert at detonating explosives at the right
companion time, making your blasts much harder to escape.
Recruits a cohort of a different -2 Benefit: The DC to halve the damage of any Exploding
alignment Tag or Greater Exploding tag detonated by you increases
Caused the death of a cohort -21 by two.
1 Cumulative per cohort killed. Resets after a new level or 6 months. MEDITATE
You can gather your mind to become more accurate
Followers have different priorities from cohorts. and focused.
When you try to attract a follower, use the following Prerequisite: Int 13, Wis 13, Focused.
modifiers. Benefit: You can pay 1 action points to meditate for 2
rounds, this action allows attacks of opportunity because
TABLE 5-4: LEADER’S FOLLOWERS BONUSES/PENALTIES
you need to stay in one spot for a certain amount of time.
Leader’s Attributes for Followers Modifier
If you are distracted by a non-visual distraction like a hit
Has a stronghold, base of operations, +2 or a noise, you must make a Concentration check (DC
guildhouse, etc. distraction specific) or lose focus and fail, If the check
Moves around a lot -1 succeeds, the action continues. If the action succeeds,
Caused the death of other followers -1 you gain +2 on Defense, +3 on all attack rolls, +1 on all
unarmed damage rolls, deal lethal damage on unarmed
Cohort Level: You can attract a cohort of up to this attacks, and get a +1 Concentration bonus on all skills for
level. Regardless of your Leadership score, you can only 2d6 rounds.
recruit a cohort who is two or more levels lower than Special: The following classes add Meditate to their
yourself. The cohort should be equipped with gear Bonus Feat lists, Tough Hero, Smart Hero, Dedicated
appropriate for its level. A cohort can be of any race or Hero, Strong Hero, Fast Hero, and Charismatic Hero.
class. The cohort's alignment may not be opposed to
MEDITATION DISCIPLINE
your alignment on either the law/chaos or good/evil axis,
Some heroes have such strong willpower that they can
and you take a –1 penalty to your Leadership score if you
ignore pain to a high degree and focus their minds to
recruit a cohort of an alignment different from your
completely shut out distractions.
own.
Prerequisite: Wis 13
Benefit: The hero may choose Concentration as a class Moves around a lot -1
skill. The skill is now modified by Wisdom. Provides uniforms +1
Note: This feat may be used to assist checks made to
hold your breath or other such "meditative" actions. Minions are generally loyal, but aren’t fanatical and
MINIONS won’t do anything obviously suicidal. Minions who die
You have access to guards, thugs, or other subordinates or leave the character are replaced with new recruits
who follow your orders. within a month’s time.
Prerequisite: 6th level. MIRROR ARTS
Benefit: You attract loyal minions, according to the Prerequisite: Knowledge (Physical Sciences) 5 ranks,
following table. Note that you may take Leadership or Ninjutsu 5 ranks
Vile Leadership alongside this feat as this feat does not Benefit: You can learn Mirror techniques. Mirror Arts
provide a Cohort but the minions you take must be of a techniques can be affected by Elemental Specialization.
similar or the same alignment. The shinobi distorts the humidity in the air to create a
TABLE 5-5: MINIONS reflective "screen".
Leader Number of Minions by level Normal: A character without this feat cannot learn
Score Mirror techniques.
1st 2nd 3rd 4th 5th 6th
1-9 5 — — — — — NECK HAIRS RAISED
10 6 — — — — — You have a sixth sense that warns you of danger.
Benefit: You can make a Wisdom check (DC 20) to
11 8 — — — — —
avoid being surprised. A successful check allows you to
12 10 1 — — — —
act during the surprise round, even if you would
13 15 1 — — — — otherwise be surprised.
14 20 2 1 — — —
NERVE PINCH
15 25 2 1 — — —
You can incapacitate foes with a vicelike pinch.
16 30 3 1 1 — — Prerequisite: Combat Martial Arts, base attack bonus
17 35 3 1 1 — — +4.
18 40 4 2 1 1 — Benefit: You make an unarmed attack against a living
19 50 5 3 2 1 — creature. If the attack succeeds, the target takes no
20 60 6 3 2 1 1 damage but must succeed on a Fortitude save (DC 10 +
one-half your character level + your Strength modifier)
21 75 7 4 2 2 1
or be paralyzed for 1d4+1 rounds. If the target’s attack of
22 90 9 5 3 2 1
opportunity hits you and deals damage, the nerve pinch
23 110 11 6 3 2 1 automatically fails.
24 135 13 7 4 2 2 Special: This ability does not work on creatures
25+ 165 15 8 4 3 2 without nervous systems or discernible anatomies, such
Leader Score: Your leader score is equal to the sum of as oozes and plants.
your character level, your Reputation, and your
OPEN MINDED
Charisma modifier, modified by the factors listed below Born with a truly gifted brain, the character with this
and any others your GM wishes to apply: feat has the capability to be skilled in many things.
TABLE 5-6: LEADER’S MINION BONUSES/PENALTIES Prerequisite: Int 15
Leader Attribute Modifier Benefit: The character gets an extra skill point per HD,
this feat can be taken multiple times. If he gains another
Great renown +2
HD, he gains another skill point for each time he
Considered fair and generous +1
possesses this feat.
Displays special power +1
Special: If taken at level 1 this extra skill point is
Has had well-publicized failure -1 multiplied by 4 as usual.
Considered aloof or cruel -1
PERSUASIVE
Known for unsurpassed megalomania +3
You have a way with words and body language.
Has a secret base +2
Benefit: You get a +2 bonus on all Bluff checks and against any opponent who is at a different elevation from
Intimidate checks. you.
Object Size Weight Cost Res Object Size Weight Cost Res
Bingo Book Tiny 1 lb 18 +1 (Lic)
SEALED ITEMS
CLAY STORAGE POUCH [ITEM] gain concealment and creatures that can normally see in
A special container for clay to keep it at the proper such conditions (such as with darkvision or low-light
moisture even in harsh climates that also possesses vision) have the miss chance. The darkness lasts 5
container seals that allow it to contain much more than rounds.
it normally would. Special: When creating this item, you produce 10
Rank Level Cost sunstones instead of just one.
Property: This reinforced belt pouch can hold up to 10 Rank Bonus Level Cost
pounds of material, or up to 1 cubic foot in volume, but Superior +2 10 27
always weighs 5 pounds. Clay placed inside will remain Greater +3 16 36
at the perfect moisture indefinitely.
Level 11: As above but the container holds 20 pounds, Enhancement: Fortitude saves (Resistance)
or up to 2 cubic feet in volume. Power (3/day, full-round action): Gain the effects
Level 16: As above but the container holds 30 pounds, of Baika no Jutsu, but the user does not risk suffering
or up to 3 cubic feet in volume. from fatigue or exhaustion. Lasts for 1 minute.
Level 21: As above but the container holds 40 pounds, Power (1/day, full-round action): Level 13: 10 chakra.
or up to 4 cubic feet in volume. Gain the effects of Chou Baika no Jutsu, but the user does
Level 26: As above but the container holds 50 pounds, not risk suffering from fatigue or exhaustion. Lasts for 5
or up to 5 cubic feet in volume. rounds.
DUSKSTONE [SEALED ITEM] GNAT HAT [SEALED ITEM; HEAD]
This small, dark purple clay sphere can be thrown to This floppy, conical red and white hat allows the user
temporarily blanket an area in dark illumination. to shrink to a smaller size when donned.
Power (1 charge, free action): Throw anywhere within Enhancement: Lowers the wearer's chakra signature to
50 feet. The duskstone bursts and creates shadowy suppressed.
illumination in a 50-foot radius. All creatures in the area
Power (3/day, full-round action): 5 chakra. Gain the creature two or more size categories larger than the
effects of Chijimu no Jutsu for 5 minutes. dominated animal) are simply ignored.
HAWKEYE [SEALED ITEM; HEAD] Special: This item cannot be crafted.
A fierce mask, shaped like the face of a hawk, which OASIS GOURD [SEALED ITEM]
acts like a pair of binoculars when used by itself, but A specially-inscribed gourd with the ability to carry a
when used in conjunction with a ranged weapon, it acts deceptively large amount of water.
as a scope, turning the weapon into a potent and long-
Rank Level Cost
ranged sniping weapon.
Minor 5 16
Rank Level Cost Superior 9 26
Superior 10 27 Greater 13 36
Power (At-Will, attack action): Use to gain a secondary Property: The oasis gourd is a medium-sized clay
mode of vision, telescopic sight. You suffer a penalty to object which weighs 10 pounds, and has the ability to
Spot checks from distance only every 30 feet instead of store water without altering the weight of the oasis
every 10 feet, and ranged attacks made in this manner gourd. Carrying anything other than water will cause it
are treated as though using a scope, though the ability to behave as a normal container.
does not stack with an actual scope. It can store a maximum of 100 liters of water.
You suffer a -4 penalty to attack rolls and defense, and Level 9: As above, but it can store a maximum of 250
Search and Search checks against creature or objects liters of water
within 30 feet. Lasts until deactivated. Level 13: As above, but it can store a maximum of 500
HYOI PEAR [SEALED ITEM] liters of water
This special bait allows you to take control of seagulls. Power (At-Will— free action): Use when next to a
This peculiar-looking fruit was used by sailors to survey body of water. The gourd will begin to absorb the nearby
new lands and bring items onboard their ship without water until the gourd is full or the water source has been
disembarking. depleted. 25 liters of water are absorbed every 1 minutes.
Power (1 charge, move action): You can place the Hyoi Rank Level Cost
Pear on top of your head to attract seagulls or other small Superior 9 24
birds within a 100ft radius of your current location.
Once devoured by a bird, you will establish a mental Property: Whenever the wearer produces a chakra
link with it which possesses a range of 1 mile and lasts scalpel, and successfully deals damage, they may treat
for 10 minutes or until it is injured or moves beyond the the attack as though it were enhanced by the Chakra
range of the mental link. The bird can be directed by Scalpel Overchannel ability. If the wearer already has
silent mental command as long as it remains within a 1 this ability, they may increase the scalpel damage dealt
mile radius of you. You need not see the creature to by an additional damage die.
control it. You do not receive direct sensory input from Power (At-Will—free action): The wearer may form
the creature, but you know what it is experiencing. an additional chakra scalpel and wield them as though
Because you are directing the animal with your own they were using two-weapon fighting to do so.
intelligence, it may be able to undertake actions Power (3/day—swift action): As Iryou Ninjutsu: Hiken
normally beyond its own comprehension. You need not - Katawa Juushou when using the chakra scalpel, until
concentrate exclusively on controlling the creature discharged.
unless you are trying to direct it to do something it
normally couldn’t do. Changing your instructions or
giving a new command requires is a move action.
The bird can be directed with simple commands such
as “Attack,” “Run,” and “Fetch.” Suicidal or self-
destructive commands (including an order to attack a
CHAPTER 6: ADVANCED & PRESTIGE CLASSES
TABLE 7-1: ADVANCED AND PRESTIGE CLASS OVERVIEW
CLASS FEATURES don't work (or don't work any better), whether the
ANIMAL EMPATHY character has succeeded or not.
The character can improve the attitude of an animal
SPECIAL MOUNT
with a successful check. To use the skill, the character
A Battle Maiden’s mount is no ordinary animal. In fact,
and the animal must be able to study each other, noting
it is not an animal at all, but a magical beast. This heavy
each other's body language, vocalizations, and general
warhorse shares the basic statistics of its kind. It is
demeanor. This means that the character must be within
superior to a normal mount of its kind and has special
30 feet under normal conditions. Generally, influencing
powers, as shown below.
an animal in this way takes 1 minute, but, as with
Level: The class level of the Battle Maiden. If the
influencing people, it might take more or less time. This
mount suffers a level drain, treat the mount as though it
skill works on animals. The character can use it with a –
belonged to a Battle Maiden of one level lower. For
4 penalty on beasts and magical beasts. As with attempts
example, if the mount of a 7th-level Battle Maiden is
to influence people, retries on the same animal generally
drained of one level, it effectively becomes the mount of
TABLE: BATTLE MAIDEN’S SPECIAL MOUNT
Level HD Nat Str Int Hoof / Bite Special
1st - 3rd 6d8+18 4 19 6 +7 +2 Improved Evasion, Empathic Link, Share Saving Throws
4th - 6th 8d8+24 6 20 7 +10 +5 Speed 60 ft.
7th - 9th 10d8+32 8 21 8 +11 +6 Command equines
10th 12d8+40 10 22 9 +14 +9 Speed 70 ft., SR 20
a 6th-level Battle Maiden (reduced HD, armor, etc., Concentration check (DC 21) if it’s being ridden at the
and no longer able to use command equines) until the time (as in combat). If the check fails, the ability does
level drain is negated. If the mount of a 1stlevel Battle not work that time, but it still counts against the mount’s
Maiden is drained of one level, it becomes a normal daily uses.
heavy warhorse (no longer a magical beast). Chakra Resistance (Ex): To affect the mount with a
HD: The warhorse’s Hit Dice. jutsu, a user must make a level check (1d20 + character
Nat: A Battle Maiden’s mount begins with the normal level) at least equal to the mount’s chakra resistance of
thick hide of its kind, but that natural armor value 20.
increases as the Battle Maiden goes up in level. A heavy Ride Bonus (Ex): A Battle Maiden gets a +2 competence
warhorse’s AC is 10, –1 for its size, +1 for its Dexterity, + bonus on her Ride checks at 1st level. This bonus
the number listed in this column. increases by +2 every four levels thereafter (+4 at 5th
Str: The mount’s Strength score. level, +6 at 9th level). She can always take 10 on a Ride
Int: The mount’s Intelligence score. check, even if stress and distractions would normally
Hoof / Bite: These melee attack numbers reflect the prevent her from doing so. In addition, as the Battle
horse’s Hit Dice, Strength score, and size (Large). A Maiden increases in levels, she can apply this bonus to
warhorse gets two hoof attacks at the listed bonus and a other checks. At 3rd level and above, she applies her
bite attack at the listed bonus. Ride bonus on her initiative checks while fighting from
Improved Evasion (Ex): If the mount is subjected to an horseback. At 5th level and above, she applies her Ride
attack that normally allows a Reflex saving throw for bonus to her Armor Class while she is mounted. At 7th
half damage, it takes no damage if it makes a successful level and above, she applies her Ride bonus on melee or
saving throw and half damage even if the saving throw ranged attacks she makes from horseback.
fails. Burst of Speed (Ex): At 2nd level, the Battle Maiden
Empathic Link (Su): The Battle Maiden has an can urge her mount to greater than normal speeds. This
empathic link with the mount out to a distance of up to ability doubles the distance of the mount’s normal
one mile. The Battle Maiden cannot see through the charge movement. This ability can be used once per day
horse’s eyes, but they can communicate telepathically. without penalty to the mount. Each additional use of the
Even intelligent mounts see the world differently from ability in a single day requires the mount to make a Will
humans, so misunderstandings are always possible. save (DC 20) immediately after the conclusion of the
Because of the empathic link between the mount and the additional charge; failure results in the mount taking 2d6
Battle Maiden, the Battle Maiden has the same points of damage.
connection to an item or place that the mount does. Defensive Riding (Ex): Once per day, when a mounted
Share Save: The mount uses its own base save bonuses Battle Maiden would be reduced to 0 hit points or less
or the Battle Maiden’s, whichever are higher. by damage in combat (from a weapon or other blow, not
Speed: The mount’s base speed increases as the Battle a spell or special ability), she can attempt to reduce the
Maiden acquires more levels. A normal warhorse’s speed damage in the same way as she can negate damage to her
is 50 feet. mount with the Mounted Combat feat. She makes a Ride
Command Equines (Sp): The mount can use this ability check (DC = damage dealt) and, if she’s successful, she
at will against other equines (including horses, donkeys, takes only half damage from the blow. She must be
mules, and ponies) with fewer Hit Dice than it has itself. aware of the attack and able to react to it in order to
The mount can use this ability once per day per level of perform her defensive riding—if she is denied her
the Battle Maiden, and the ability functions just like the Dexterity bonus to AC, she can’t avoid the damage.
spell command (for purposes of this spell, the mount can Heal Mount (Sp): A Battle Maiden of 8th level or
make itself be understood by any normal equine). Since higher can heal her mount for 10 hit points per character
this is a spell-like ability, the mount must make a level, per day. This amount need not be used all at once.
BONUS FEAT CLASS INFORMATION
Choose a feat from among the following, for which Hit Die: d8
you must meet any prerequisites: Mounted Archery, Action Points: 6 + ½ character level, rounded down.
Ride-By Attack, Saddleback, Shinjo’s Technique, CLASS SKILLS
Spirited Charge, Trample, and Way of the Unicorn. The Beast Tamer's class skills are Balance (Dex), Climb
(Str), Handle Animal (Cha), Hide (Dex), Intimidate
BEAST TAMER (Cha), Jump (Str), Listen (Wis), Move Silently (Dex),
REQUIREMENTS Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str),
Base Attack Bonus: +2 Taijutsu (Str), Treat Injury (Wis), Tumble (Dex).
Skills: Handle Animal 6 ranks, Survival 6 ranks, Treat Skill Points: 5 + Int modifier.
Injury 6
Feats: Moujuu Aishou
ELUSIVE TALENT TREE footwork talent) attack her while flanking her, she may
Choose one of the following Talents. A Talent cannot be able to turn the attack against the opponent’s flanking
be chosen twice unless specified: partner. If the attack against the Deft Skirmisher misses,
Slippery: A Deft Skirmisher with this talent gains a +3 she can spend an Action Point to dodge out of the way
bonus to all Escape Artist checks, including those made successfully. This tactic causes the opponent to skewer
to escape a grapple. the ally who helps create the flank, imposing its result
Fancy Footwork: Each round, on his initiative, the against that ally. The opponent does not reroll the attack.
Deft Skirmisher may choose to either gain a +1 Dodge Use the result of the original attack roll against the
bonus to his Defense against all attacks directed at her, flanking target. Note that the Deft Skirmisher decides to
or a +2 Dodge bonus against a single specific opponent. spend the Action Point after seeing the attack’s results,
She cannot use this bonus when she is flat footed or allowing her to gauge whether the strike has a chance to
otherwise denied her Dexterity bonus to Defense. In hit the enemy.
addition, a Deft Skirmisher with this talent can acquire Skillful Finesse: The Deft Skirmishers gains the
feats and talents that have the Dodge feat as a Weapon Finesse feat.
prerequisite, even if the Deft Skirmisher does not possess Rapid Precision (Requires Skillful Finesse and 1 other
the actual feat. Talent): The swift melee blows of the Deft Skirmisher
Catlike Reflexes (Requires 1 other Talent): The Deft strike with such speed and accuracy that the damage is
Skirmisher has remarkably keen reactions, enabling her increased by the character’s Dexterity modifier in
to excel at certain skills. The Deft Skirmisher with this addition to his Strength modifier.
talent adds her base Reflex saving throw bonus to all Full Alert: The Deft Skirmisher gets a +4 circumstance
Hide checks. bonus on initiative checks. This bonus stacks with the
Creeping Reflexes (Requires 2 other Talents): The Deft one provided by the Improved Initiative feat.
Skirmisher has remarkably keen reactions, enabling her Improved Evasion (Requires Full Alert, Evasion (a)): If
to excel at certain skills. The Deft Skirmisher with this the Deft Skirmisher is exposed to any effect that
talent adds her base Reflex saving throw bonus to all normally allows a character to attempt a Reflex saving
Move Silently checks. throw for half damage (such as getting caught in a
Improved Fancy Footwork (Requires Fancy Footwork): grenade blast), the Deft Skirmisher suffers no damage if
The Deft Skirmisher gains a +2 dodge bonus against all they make a successful saving throw and only half
attacks directed at him, provided he is not flat footed or damage on a failed save. Improved evasion can only be
otherwise denied his Dexterity bonus to Defense. used when wearing light armor or no armor.
Celeritous Skulking (Requires Slipper and Creeping Prerequisite: Full alert, evasion, increased speed.
Reflexes): The Deft Skirmisher with this talent can move Heightened Reflexes: The Deft Skirmisher can choose
at normal speed without suffering the –5 penalty to his to take 10 on any Reflex saving throw. They may also
Hide check. spend 1 action point to gain a +10 bonus on a Reflex
Redirecting Dodge (Requires Dodge (f) BaB +7): Should saving throw. They may choose to take 10, spend an
an opponent against whom the Deft Skirmisher is action point to gain the +10 bonus, or both.
receiving the bonus from her Dodge feat (or the fancy
Prerequisite: Full alert, evasion, increased speed, The Deft Skirmisher may use this ability once per day.
improved evasion At the beginning or end of the Deft Skirmisher’s round,
Quick: By spending one Action Point, the Deft the Deft Skirmisher gains an additional attack action to
Skirmisher begins moving so rapidly that all attacks be used at her discretion.
against him suffer a miss chance of 20%. This miss BONUS FEAT
chance persists for 3 rounds plus 1 round per Deft Choose a feat from among the following, for which
Skirmisher level. you must meet any prerequisites: Action Boost, Action
Quicker: When the hero spends an Action Point to Point Recovery, Advanced Dodge, Combat Expertise,
gain a miss chance, that chance is increased by 10% Combat Instincts, Combat Martial Arts, Combat
(total 30%). Reflexes, Deflect Arrows, Flick of the Wrist, Improved
Prerequisite: Quick. Combat Expertise, Improved Two Weapon Defense,
Quickest: When the hero spends an Action Point to Improved Two Weapon Fighting, Neck Hairs Raise,
gain a miss chance, that chance is increased by 10% Precise Strike, Smart Defense, Superior Combat Martial
(total 40%). Arts, Supernatural Strike, Two Weapon Defense, Two
Prerequisite: Quick, Quicker. Weapon Fighting
Quickest of Them All: When the hero spends an
Action Point to gain a miss chance, that chance is DERVISH DANCER
increased by 10% (total 50%).
Prerequisite: Quick, Quicker, Quickest. Wild, exotic, and as dangerous as her whirling blades,
the Dervish Dancer epitomizes speed, quickness, and
COMBAT FLOW
abandon. Her motions appear to be as random as they
Once per round, as an immediate action and at the cost
are graceful, but the steps of her lethal dance play out
of 4 points of chakra, the Deft Skirmisher can use this
according to their own rhythm.
ability. When the character is subject to a melee or
melee touch attack, he can attempt a Tumble check as a REQUIREMENTS
reaction to negate the hit. The hit is negated if your Base Attack Bonus: +5
Tumble result is greater than the opponent’s attack roll. Skills: Perform (dance) 5 ranks, Tumble 5 ranks
SNEAK ATTACK Feats: Combat Expertise, Dodge, Weapon Focus (any
This ability functions as the Ninja Scout sneak attack slashing weapon).
ability. If he can catch an opponent when he is unable to CLASS INFORMATION
defend himself effectively from his attack, he can strike
a vital spot for extra damage. Creatures immune to Hit Die: d10
critical hits and sneak attacks, or who have concealment, Action Points: 7 + 1/2 character level, rounded down.
do not suffer extra damage. CLASS SKILLS
This extra damage is 1d6 at 4th level, and it increases
The Dervish Dancer's class skills are Balance (Dex),
by 1d6 at 8th level. If the Deft Skirmisher gains a bonus
Chakra Control (Wis), Craft (Int), Escape Artist (Dex),
to sneak attack from another source, the bonuses stack.
Genjutsu (Cha), Jump (Str), Listen (Wis), Ninjutsu (Int),
TACTICAL ACTION Perform (Cha), Profession (Wis), Swim (Str), Taijutsu
The Deft Skirmisher may use this ability once per (Str), and Tumble (Dex)
encounter. At the beginning of any round, the Deft Skill Points: 3 + Int modifier.
Skirmisher may raise her Initiative by +2. This must be
declared before the combatant with the highest
initiative begins his action.
SURGE OF SPEED
The Deft Skirmisher may use this ability once per
encounter. At the beginning or end of the Deft
Skirmisher’s round, the Deft Skirmisher gains an
additional move action to be used at her discretion.
BURST OF SPEED
TABLE: THE DERVISH DANCER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +2 Dervish Dance 1, Movement Mastery, Quick Draw +1 +0 - / +1
2nd +2 +0 +3 +3 Fast Movement +5 ft. Spring Attack +2 +1 +1 / +2
3rd +3 +1 +3 +3 Dance of Death, Fast Movement +10 ft., Dervish Dance 2 +2 +1 +1 / +3
4th +4 +1 +4 +4 Improved Reaction +3 +1 +2 / +4
5th +5 +1 +4 +4 Fast Movement +15 ft., Dervish Dance 3 +4 +2 +2 / +5
6th +6 +2 +5 +5 Elaborate Parry, Tireless Dance +4 +2 +3 / +6
7th +7 +2 +5 +5 A Thousand Cuts, Dervish Dance 4 +5 +2 +3 / +7
You can pinpoint allegiance more finely with a subtype of his allegiance, either [Good] or [Evil], as well
successful Wisdom check (DC 15), if the user has Sense as the a -1 to chakra cost for those jutsu.
Chakra they receive a +4 bonus while it is active. If the EXTENDED INFLUENCE
Chakra Signature of the target is completely suppressed, At 5th level, the Holy/Unholy Warrior increases the
then this ability will not function on that target. range of his relevant jutsus by one-half. Techniques with
SMITE ALLEGIANCE a “Touch”, “Melee”, or “Personal” range are unaffected.
At 2nd level, the Holy/Unholy Warrior gains the FORMER HOLY/UNHOLY WARRIORS
ability to smite characters, creatures, or items of A Holy/Unholy Warrior who loses his chosen
opposing allegiance with a single melee attack (the Holy allegiance, intentionally or not, loses all Holy/Unholy
Warrior has “evil” as an opposing allegiance, the Unholy Warrior special abilities. He may no longer progress in
Warrior has “good” as an opposing allegiance). levels of Holy/Unholy Warrior, but can regain use of
The Holy/Unholy Warrior may use this for free a those abilities if he atones for his actions.
number of times per day (see table) or spends an action The Holy/Unholy Warrior may switch sides entirely,
point and, in addition to the normal benefit of the action taking its former opposed allegiance. In this case, none
point, gains a bonus to the attack equal to his Charisma of the Warrior’s abilities are lost, and the Warrior
modifier (if positive) and deals 1 extra point of damage merely changes his designation from Holy to Unholy
per total character levels of the Holy/Unholy Warrior. (being a Fallen Warrior) or Unholy to Holy (being a
Should the attack miss, the action point is expended. Redeemed Warrior). Such a switch of allegiance is
Similarly, the action point is expended if the dramatic, such that the Fallen/Redeemed Warrior
Holy/Unholy Warrior uses it and strikes a target that automatically kicks off the sense allegiance ability for
does not have an opposing allegiance. Smite allegiance is Warriors of its now-opposed allegiance.
considered a supernatural ability.
DIVINE TOUCH IAIJUTSU MASTER
At 3rd level, the Holy/Unholy Warrior gains the
Iaijutsu is the martial art of drawing a weapon (almost
ability to channel divine energy through his body and
always a katana) and attacking with it in the same fluid
apply it directly to himself or another character. With
motion. It is the foundation of Iaijutsu Duels, and its
this ability, the Warrior can restore lost hit points with
masters are feared and respected throughout the lands
a single touch; he may also choose to deal holy damage
and other lands where iaijutsu is practiced. Iaijutsu
to a target with a simple a touch attack. Each day the
Masters harness their ki energy to strike with blinding
Holy/Unholy Warrior may cure or deal a number of
speed and devastating power.
points of damage equal to his Charisma bonus times his
total character level. The Holy Warrior is not limited to REQUIREMENTS
curing wounds, nor is the Unholy Warrior restricted to Base Attack Bonus: +3
inflicting them. It is possible to combine this ability with Skills: Iaijutsu Focus 5 ranks.
smite allegiance to increase the amount of damage dealt Feats: Improved Initiative, Quick Draw, Weapon Focus
by a touch attack. Massive damage rules apply. (katana)
Use of this ability may be guided by the Holy/Unholy
Warrior’s allegiance, and widespread abuse may cause
CLASS INFORMATION
the Holy/Unholy Warrior to lose his chosen allegiance. Hit Die: d10
POWER OF ALLEGIANCE Action Points: 6 + ½ character level, rounded down.
At 3rd level, the Holy/Unholy Warrior gains a +2 to CLASS SKILLS
the Perform DC and save DC of any jutsu that shares the
TABLE: THE IAIJUTSU MASTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +1 Weapon Finesse, Bonus Feat, Canny Defense +1 +0 +1 / +2
2nd +2 +0 +3 +2 Lightning Blade +2 +0 +2 / +4
3rd +3 +1 +3 +2 Bonus Feat +2 +1 +3 / +6
4th +4 +1 +4 +2 Cut Arrow +3 +1 +4 / +8
5th +5 +1 +4 +3 Strike from the Void +3 +1 +5 / +10
6th +6 +2 +5 +3 Bonus Feat +3 +2 +6 / +12
7th +7 +2 +5 +4 Devastating Strike +4 +2 +7 / +14
8th +8 +2 +6 +4 One Strike, Two Cuts +4 +2 +8 / +16
9th +9 +3 +6 +4 Bonus Feat +5 +3 +9 / +18
10th +10 +3 +7 +5 Strike with no Thought +5 +3 +10 / +20
The Iaijutsu Master's class skills are Balance (Dex), Bluff STRIKE FROM THE VOID
(Cha), Chakra Control (Wis), Climb (Str), Craft (Int), An Iaijutsu Master of 5th level or higher adds her
Diplomacy (Cha), Escape Artist (Dex), Genjutsu (Cha), Charisma modifier to each extra damage die gained from
Iaijutsu Focus (Cha), Jump (Str), Ninjutsu (Int), Perform using the Iaijutsu Focus skill.
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), DEVASTATING STRIKE
Taijutsu (Str), and Tumble (Dex). An Iaijutsu Master of 7th level adds +1 to the DC per
Skill Points: 3 + Int modifier. bonus die from Iaijutsu Focus to any opponent whom
CLASS FEATURES suffers Massive Damage from her attacks using Iaijutsu
Focus.
WEAPON FINESSE
At 1st level, an iaijutsu master may use her Dexterity ONE STRIKE, TWO CUTS
modifier instead of her Strength modifier on attack rolls At 8th level and above, an Iaijutsu Master can make
with her katana. This works like the Weapon two attacks with a katana as a standard action. This
Finesse feat, except that it applies to the katana, a means she can strike twice and move in the same round,
weapon to which the feat cannot normally be applied. or attack twice in the strike phase of an iaijutsu duel.
Rapid Shot, Route, Run, Shot on the Run, Skip Shot, Improvisation Crafting (any 2 Craft Mastery): A Ninja
Stealthy, Talented Shinobi, Throw Anything, Two- Crafter gains the ability to improvise solutions using
Weapon Fighting, Unbalance Opponent, Weapon Focus common objects and scientific know-how. This ability
(only thrown weapons), Windup. lets the Ninja Crafter create objects in a dramatic
situation quickly and cheaply, but that have a limited
NINJA CRAFTER duration.
By spending 1 action point and combining common
Ninja Crafter are those who specialize in crafting
objects with a Craft check that corresponds to the
specific types of items. A Ninja Crafter could be a skilled
function desired, the Ninja Crafter can build a tool or
weapon smith, armor smith, poison maker, or seals
device to deal with any situation. The DC for the Craft
maker. Each ninja village usually has a least several
check is equal to 5 + the purchase DC of the object that
professional crafters in their village.
most closely matches the desired function. Only objects
REQUIREMENTS that can normally be used more than once can be
Base Attack Bonus: +2 improvised. Electronic devices, special tools, weapons,
Skills: Craft (calligraphy) 6 rank, Craft (chemical) 6 rank, mechanical devices, and more can be built with
Craft (electronic) 6 rank, Craft (mechanical) 6 ranks or improvisation crafting. It takes a full-round action to
Craft (structural) 6 rank. make an object with improvisation crafting. The object,
Feats: Craft Poison, Craft Puppets, Craft Minor Weapon when put into use, lasts for a number of rounds equal to
Seals or Scribe Chakra Symbols. the Ninja Crafter's class level, or until the end of the
CLASS INFORMATION current encounter, before it breaks down. It can't be
repaired.
Hit Die: d6
Improvise Tools (any 1 Craft Mastery): When Ninja
Action Points: 6 + ½ character level, rounded down.
Crafter don’t have any access to kit or basic tools, they
CLASS SKILLS may use improvise tools. The Ninja Crafter don’t gain
The Ninja Crafter’s class skills are Chakra Control (Wis), penalty when they don’t use the tools.
Computer Use (Int), Concentration (Con), Craft Jury-Rig Expert: The Ninja Crafter gain bonus to Jury-
(calligraphy, chemical, electronic, mechanical, Rig equal as Ninja Crafter’s class level.
structural) (Int), Demolitions (Int), Disable Device (Int), Material Expertise: The Ninja Crafter know the best
Drive (Dex), Forgery (Int), Genjutsu (Cha), Knowledge material to use without spending too much money on it.
(earth and life sciences, ninja lore, physical sciences, Reduce the material purchase DC equal to the Ninja
technology) (Int), Ninjutsu (Int), Pilot (Dex), Profession Crafter’s class level.
(Wis), Read Language (None), Repair (Int), (Dex), Search BONUS FEATS
(Int), Speak Language (None). Choose a feat from among the following, for which
Skills Points: 7 + Int modifier you must meet any prerequisites: Builder, Cautious,
CLASS FEATURES Combat Expertise, Craft Human Puppets, Craft Poison,
Craft Puppets, Craft Advanced Weapon Seals, Craft
CRAFT MASTERY
Greater Weapon Seals, Craft Minor Weapon Seals,
Choose one of the following Talents. A Talent cannot
Chuunin, Gearhead, Genin, Jounin, Mastercrafter,
be chosen twice unless specified.
Meticulous, Scribe Chakra Symbols.
Fast Crafting: The character can speed up their crafting
or repair time. By taking a -5 penalty to their craft or
repair check, the crafting or repair time is reduced to half
(rounding up).
TABLE: THE RYUKYU SWORDSMAN
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +2 +0 Ryukyu Style, Quick Draw +1 +0
2nd +2 +2 +3 +0 Weapon Focus +2 +0
3rd +3 +2 +3 +1 Unrelenting Attack, Bonus Feat +2 +0
4th +4 +2 +4 +1 Weapon Specialization, Bonus Feat +3 +0
5th +5 +3 +4 +1 Evasion X, Increase Speed +5 +4 +1
6th +6 +3 +5 +2 Greater Weapon Focus, Bonus Feat +4 +1
7th +7 +4 +5 +2 Bonus Feat +5 +1
8th +8 +4 +6 +2 Greater Weapon Specialization +6 +1
9th +9 +4 +6 +3 Improved Critical, Bonus Feat +6 +2
10th +10 +5 +7 +3 Force of Will, Increase Speed +10 +7 +2
RYUKYU SWORDSMAN to defeating his foes. While his attacks are random and
undisciplined in nature, he is still a dangerous individual
The Ryukyu Islands harbour the fugitives and lowlife with enough prowess to take down whole platoons
criminals that once plagued mainland, until the a single-handedly.
Daiymo forced them out entirely. It is here that the The character takes a -2 penalty to Chakra Control,
Ryukyu Swordsman is born; into a life of poverty and Ninjutsu, Genjutsu and Fuinjutsu checks, but gains a +2
danger, where every day could be his last. He is not a to Taijutsu checks as well as a +1 to his attack rolls, both
man of discipline, but instead a killing machine who armed and unarmed.
relies on his natural instincts and reflexes to win battles. In addition, the Ryukyu Swordsman may spend an
REQUIREMENTS action point to fight defensively without suffering any
penalties to his attack rolls. This ability may not be used
Base Attack Bonus: +7
in conjunction with the Combat Expertise feat.
Saves: Reflex +5
Skills: Bluff 10 ranks, Survival 10 ranks, Taijutsu 12 QUICK DRAW
ranks. The Ryukyu Swordsman is incredibly quick to act
Special: Must be proficient in his chosen weapon. Must when he senses danger. He gains the Quick Draw feat at
know at least 4 Strike or Stance taijutsu techniques. 1st level.
NINJA WAY user may empower it using one-half the normal chakra
The Sannin is granted a +2 bonus to all Chakra needed, rounded up.
Control, Fuinjutsu, Genjutsu, Ninjutsu, Senjutsu and
Taijutsu checks. SENSORY SHINOBI
NO JUTSU LEFT UNTURNED
A Sensory Shinobi’s job is to track and perceive
The Sannin, being a ninja that has seen the world, may
everything around them. Their specialty is long distance
learn all Kinjutsu freely with only half the normal
tracking and being able to pursue those who normally
penalty or negative consequences.
are impossible to track or catch. Few can escape the
ULTIMATE KUCHIYOSE Sensory Shinobi once they’ve got the trail.
This ability allows the Sannin to call upon the aide of
the mightiest of creatures in battle. If the Sannin does
REQUIREMENTS
not have the Blood Pact feat, he is automatically given it Base Attack Bonus: +3
as a bonus feat. The Sannin gains a Paragon of their new Skills: Spot 4 ranks, Survival 4 ranks
Blood Pact. Once per day, the Sannin may use Kuchiyose Special: Must be able to Sense Chakra.
no Jutsu to summon the Paragon version of his blood CLASS INFORMATION
pact animal at one quarter cost (rounded down), this
may not be cost may not be further reduced by any other Hit Die: d8
ability. Action Points: 6 + ½ character level, rounded down.
CLASS FEATURES amount can be split among many jumps, but each one,
SHADOW MASTERY no matter how small, counts as a 10-foot increment.
Choose one of the following Masteries. A Mastery Slippery Mind (Requires 2 other Shadow Masteries): If
cannot be chosen twice unless specified: a Shadow Adept is affected by a mind-affecting effect
Hide in Plain Sight (Requires 2 other Shadow Mastery): (Such as most Genjutsu) and fails her saving throw, 1
A Shadow Adept can use the Hide skill even while being round later she can spend an action point to attempt her
observed. As long as he is within 10 feet of some sort of saving throw again. She only gets this one extra chance
shadow, a he can hide himself from view in the open to succeed at her saving throw. If it fails as well, the
without anything to actually hide behind. He cannot, effects occur normally.
however, hide in his own shadow.
SNEAK ATTACK
Sneak Attack (Requires 2 other Shadow Mastery): The
If he can catch an opponent when he is unable to
shadow adept's sneak attack increases by +1d6.
defend himself effectively from his attack, he can strike
Unavoidable Shadow (Requires 2 other Shadow
a vital spot for extra damage. The Shadow Adept's attack
Mastery): The Shadow Adept increases the saving throw
deals extra damage any time his target would be denied
DC of his Shadow Arts techniques by 2.
a Dexterity bonus to Defense (whether the target
Shadow Proficiency: The Shadow Adept gains a +2
actually has a Dexterity bonus or not), or when he flanks
bonus to Chakra Control and Ninjutsu checks made to
his target. This extra damage is 1d6. If the Shadow Adept
perform Shadow Arts techniques and subsequently
score a critical hit with a sneak attack, this extra damage
convert the technique's cost to hit points.
is not multiplied.
Expanded Shadow: The Shadow Adept is able to
Ranged attacks can count as sneak attacks only if the
stretch the range of his specialized element. He may use
target is within 30 feet. With an unarmed strike, a
any shadow art technique and increase its range by 1.5
Shadow Adept can make a sneak attack that deals
times. Techniques with a "Touch," "Personal," or "Melee"
nonlethal damage instead of lethal damage. He cannot
range are unaffected.
use a weapon that deals lethal damage to deal nonlethal
Darkvision (Requires 1 other Shadow Mastery): The
damage in a sneak attack, even with the usual -4 penalty.
Shadow Adept gains Darkvision up to 30ft. This mastery
A Shadow Adept can sneak attack only living creatures
can be taken up to two times. Its effects stack.
with discernible anatomies, undead, constructs, oozes,
Shadow Jump (Requires 3 other Shadow Masteries): A
plants, and incorporeal creatures lack vital areas to
Shadow Adept gains the ability to travel between
attack. Any creature that is immune to critical hits is not
shadows as if by means of a dimension door. The
vulnerable to sneak attacks. The Shadow Adept must be
limitation is that the transport must begin and end in an
able to see the target well enough to pick out a vital spot
area with at least some shadow. A Shadow Adept can
and must be able to reach such a spot. He cannot sneak
jump up to a total of 20 feet each day in this way; this
attack while striking a creature with concealment or
may be a single jump of 20 feet or two jumps of 10 feet
striking the limbs of a creature whose vitals are beyond
each. Every two levels on this class (Rounded down), the
reach.
distance a Shadow Adept can jump each day doubles (40
feet at 2th, 80 feet at 4th, and 160 feet at 6th). This BONUS FEAT
Choose a feat from among the following, for which you can scribe seals, and do not suffer a penalty for
you must meet any prerequisites: Alertness, Attentive, crafting items without a calligraphy kit.
Blood Pact, Educated, Extend Technique, Focused, You may assemble seals with any kind of material
Genin, Gift of Summoning, Hand Seals Proficiency, when performing a Fuinjutsu technique, so long as the
Improved Chakra Pool, Chuunin, Jounin, Meticulous, final result has the rough shape of a seal. (For example,
Nin Weapons Proficiency, Ninjutsu Adept, Talented you could use a kunai to scratch a seal into a tree, or use
Shinobi, Technique Focus. twigs and rocks to form a seal) Using this method incurs
a -4 penalty to the Fuinjutsu check for scribing the seal.
SHINOBI SCRIBE FOCUSED SCRIPT
The shinobi scribe is a master of Fuinjutsu. With great You are adept in focusing your sealing script to
skill, these shinobi are powerful support units that can increase power. The save DC of your Fuinjutsu
offer a variety of special effects no other kind of techniques increase by 1.
technique can offer. Shinobi scribes often pair their In addition, you gain a +2 bonus to all checks when
expertise with secondary abilities (usually Ninjutsu, crafting chakra-based explosives and can now craft
though not always). Enhanced Explosives.
These items have a craft DC 5 higher than their normal
REQUIREMENTS counterparts, and take twice as long to craft. They
Skills: Fuinjutsu 9 ranks, Ninjutsu, Genjutsu, Taijutsu or cannot be used by anyone but their crafter.
Chakra Control 6 ranks. You can overcharge these explosives, increasing the
Feats: Sealweaver, Fuinjutsu Adept amount of charges they can carry by two. Each of these
Special: The character knows at least 3 sealing extra charges also increases the tag’s save DC by 1.
techniques, of which at least one must be of Rank 5. TRAP SEAL
CLASS INFORMATION You are able to learn the Ninjutsu no Wana technique.
For each odd-numbered step of mastery you obtain in
Hit Die: d6
this technique, the maximum rank of the technique you
Action Points: 7 + ½ character level, rounded down.
can set as a trap increases by one (up to Rank 10 total).
CLASS SKILLS In addition, you can select one of the following
The Shinobi Scribe's class skills are Chakra Control Triggers to enhance your trap:
(Wis), Concentration (Con), Craft (Calligraphy, Proximity Trigger: The radius of the trap expands by 5
Mechanical, Visual Art, Writing) (Int), Decipher Script feet. Can be selected one additional time via the Trap
(Int), Demolitions (Int), Forgery (Int), Fuinjutsu (Int), Master Sealing Specialization (see below).
Genjutsu (Cha), Knowledge (Arcane Lore, Earth and Life Timed Trigger: You can instead set the trap to explode
Sciences, History, Ninja Lore, Physical Sciences, after a set time. You can set a timer for up to 1 minute
Theology and Philosophy) (Int), Ninjutsu (Int), per odd-numbered Shinobi Scribe level.
Profession (Wis), Read/Write Language (None), Chakra Trigger: Instead of having your trap explode
Research (Int), Search (Int), Sleight of Hand (Dex) and when approached, you can detonate it like an explosive
Spot (Wis). tag. Doing so is a swift action and requires a Chakra
Skill Points: 5 + Int modifier. Control check (DC 10 + trap technique’s rank). You must
be aware of the seal’s location, and no further than 50
CLASS FEATURE feet away.
SEALING EXPERTISE
You gain a +2 bonus to all Fuinjutsu checks. SEALING SPECIALIZATION
Additionally, your Fuinjutsu threshold increases by 1, Masters of Fuinjutsu understand that most times,
and you gain a +1 bonus to Learn checks when learning enemies cannot be beaten by their Fuinjutsu alone, and
Fuinjutsu techniques. they develop special sealing skills to synergize with their
If you do not already have the Advanced Seal other talents. Some, however, focus their training on an
Proficiency feat, you gain it now. even greater mastery of sealing techniques.
Each time you gain this ability, you may select one of
CREATIVE CALLIGRAPHY the following. In order to select one of these abilities,
One of the skills most valued by a Fuinjutsu expert is
your effective skill threshold for the listed technique
to always be prepared. As long as you have ink or some
type must be at least 12.
other colored liquid with which you can draw shapes,
CHAKRA CONTROL the seal invisible, or change its appearance to another
Ink Armor: You have harnessed the latent power of seal, text, image or other visual of roughly the same size.
the seals you place on your body, hardening your skin. Enemies studying the seal’s location may make a Will
For every two seal slots you have filled, gain a +1 natural save (DC 10 + Shinobi Scribe Level + your Charisma
TABLE: THE SHINOBI SCRIBE
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +1 +2 Sealing Expertise +1 +0 +1 / +4
2nd +1 +0 +2 +3 Bonus Feat, Creative Calligraphy +1 +0 +3 / +8
3rd +2 +1 +2 +3 Focused Script +2 +0 +5 / +12
4th +3 +1 +2 +4 Trap Seal, Sealing Specialization +2 +0 +7 / +16
5th +3 +1 +3 +4 Master’s Touch +3 +1 +9 / +20
6th +4 +2 +3 +5 Bonus Feat, Sealing Specialization +3 +1 +11 / +24
7th +5 +2 +4 +5 Seal Slot Mastery, Master Scribe +4 +1 +13 / +28
armor bonus. modifier) to disbelieve it, but must still dispel it to
uncover its true form.
CHAMPURU NIBAN SUTANSU - HONNOU (CHAMPURU SECOND CHAMPURU YON SUTANSU - MOZOU GUFUU (CHAMPURU
STANCE - INSTINCT) FOURTH STANCE - MIMIC TYPHOON)
Taijutsu (Stance) (Requires Champuru (f), Taijutsu Taijutsu (Stance) (Requires Champuru (f), Taijutsu
Adept (f), Taijutsu 9 ranks, Tumble 9 ranks) Adept (f), Taijutsu 15 ranks, Tumble 15 ranks, BAB +10)
Rank: 6 (C); Learn DC: 20, 2 successes; Perform: 8 (DC Rank: 12 (C); Learn DC: 28, 5 successes; Perform: 15 (DC
20); Time: 1 swift action; Components: C, M, Mas; Cost: 35); Time: 1 swift action; Components: C, M, Mas; Cost:
4. 8.
In this stance, the user takes the Champuru style to an The final Champuru stance is an attempt at both
additional level by incorporating his pure instincts to mimicking the intense and erratic movements of a
maximize the effectiveness of his choices in attacks. typhoon, and the attacks of the opponent it encounters.
All attacks in this stance are modified by dexterity. All attacks are again modified by dexterity and require
While in this form the user gains a +2 to attack and the user to be wielding a sword. He must still move at
tumble checks and a +2 dodge bonus to defense against least 10 feet every round, if movement is halted then the
attacks of opportunity. Also, his ability to overpower an stance is broken. While in this stance, the user gains a +2
enemy is intact, as he also gains a +2 to damage and trip to attack, damage, and dodge. In addition, he gains a +4
checks. He must still move at least 10 feet every round, to attempts to trip and tumble.
if movement is halted then the stance is broken. All Finally, the user gains the ability to copy any taijutsu
above modifications only apply to a user wielding a or chakra control techniques it sees through the use of
sword. its innate ability to improvise and keen instincts. This
Mastery – The third step in mastery of this technique ability costs one action point.
allows the user to feint as a movement action. The character readies an action. Any taijutsu or chakra
control technique he sees performed within 50 feet, he
CHAMPURU SANBAN SUTANSU - INPUROVAIZEXISHON may copy using his readied action. The character must
(CHAMPURU THIRD STANCE - IMPROVISATION) meet the requirements of the technique to copy it, and
Taijutsu (Stance) (Requires Champuru (f), Taijutsu
if he does not, the readied action is wasted.
Adept (f), Taijutsu 13 Ranks, Tumble 13 Ranks, BAB
To copy a technique, he must succeed a check to
+10)
identify it and check again to Perform the technique.
Rank: 10 (C); Learn DC: 25, 5 successes; Perform: 13 (DC
The user takes a -4 penalty to do so. If both checks to
25); Time: 1 swift action; Components: C, M, Mas; Cost:
identify and perform the technique, the maneuver can
5.
be initiated.
The third stance coincides with normal the Champuru When initiating the maneuver, the character has a
style and as such the user gains a +2 to tumble and trip 50% base chance of success. If he fails, the readied action
checks and a +2 dodge bonus to defense. He must still is wasted, but he spends no chakra. If he succeeds, the
move at least 10 feet every round, if movement is halted character must pay the same chakra cost as the technique
then the stance is broken. that was performed (accounting for meta-chakra feats
While in this stance, the user becomes a master of and the technique being empowered), which he may
improvisation. No longer does he take a -4 penalty to convert to hit points with the Chakra Control skill
attack with improvised weapons, but instead gains a +2 normally.
to attack and damage when using them while coupled If a meta-chakra feat was applied to the technique, the
with the Champuru's normal erratic style. chance of success is reduced by 30%. The character is
He is in fact so truly masterful at improvisation that, able to determine if a meta-chakra feat was applied to
when no items are within his grasps to be used, he may the technique when he succeeds on identifying it.
instead use his unarmed strikes to substitute his sword! The user may choose to:
Copy: The character may perform the technique as it with the cleave feat. At the end of the attack the user
was performed by the creature he copied from for the stands back up as a free action.
rest of the encounter. The character gains a +2 bonus to
Learn checks made to develop the technique for 2 weeks.
CHAMPURU TAIJUTSU - SUNACCHI (CHAMPURU MARTIAL
If unused, the bonus fades.
ARTS - SWIPE)
Taijutsu (Strike) (Requires Champuru (f)) [Kick]
Counter: The character counters the creature
Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC
performing the technique, calling for competitive attack
18); Time: 1 full-attack action; Components: M; Range:
rolls against one another. Whoever scores the highest
Melee Attack; Area: Melee Reach; Duration: Instant;
attack roll will succeed in attacking the other with the
Save: None; Cost: 5.
technique, while the other will miss and suffer a -2
penalty to AC until the end of the person who counter’s Using this Champuru technique, the character falls to
next round. The character gains a +2 bonus to Learn the ground, leans back, whips his arms to one side to the
checks made to develop the technique for 2 weeks. If ground, and then swings his legs closely behind, twisting
unused, the bonus fades. A technique that isn't harmful, 360 degrees and landing on the ground once again. The
such as Kinobori, is not able to be countered. character may then stand back up as a free action at the
Mastery – Each additional master allows a +5% base end of his turn.
chance to mimic a technique. The third step in mastery This allows the user to disarm or trip it's opponent by
of this technique allows the user to feint as a movement swiping at its legs and then its weapon as it falls. The user
action. gains a +2 to checks in order to trip and disarm while
using this technique.
CHAMPURU TAIJUTSU – FUREA (CHAMPURU MARTIAL ARTS –
FLARE) CHAMPURU TAIJUTSU - BATAFURAI ASHIGE (CHAMPURU
Taijutsu (Strike) (Requires Champuru (f)) [Kick] MARTIAL ARTS - BUTTERFLY KICK)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 6 (DC Taijutsu (Strike) (Requires Champuru (f)) [Kick]
16); Time: 1 full-attack action; Components: M; Range: Rank: 8 (B); Learn DC: 20, 2 successes; Perform: 11 (DC
Melee Attack; Area: Melee Reach; Duration: Instant; 21); Time: 1 full-attack action; Components: M; Range:
Save: None; Cost: 3. Melee Attack; Area: Melee Reach; Duration: Instant;
Save: Fortitude Partial (see text); Cost: 5.
This Champuru taijutsu technique has the user fall to
the ground and begin to support his body with his arms The character charges at the enemy, and thus must be
and swing his legs around his stationary torso in the required distance away, and strikes him with a
continuous circles, never allowing his legs to touch the power flying kick. Although the specific nature of the
ground. kick varies, it is generally composed of a twist of the
The user is allowed to make an attempt to trip every body while both legs are lifted from the ground and
creature in his range; The user gains an attack of swung around, while the torso remains as horizontal as
opportunity against one tripped opponent as he stands possible.
up with his weapon. Standing counts as a free action at Due to the inability to tell which leg will strike, the
the end of this attack. opposing creature's defense against the attack is
weakened. As such, it loses its dexterity bonus to
CHAMPURU TAIJUTSU - KAZAGURUMA (CHAMPURU MARTIAL
defense. While charging normally gives a +2 to attack
ARTS - WINDMILL)
the opponent, the momentum gained through this kick
Taijutsu (Strike) (Requires Champuru (f)) [Kick]
increases that amount to +4 and the damage die of the
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 7 (DC
attack by one size (1d4 to 1d6, 1d10 to 2d6).
17); Time: 1 full-attack action; Components: M; Range:
If hit, the creature must succeed a Fortitude save or be
Melee Attack; Area: Melee Reach; Duration: Instant;
stunned for 1 round and fall prone.
Save: None; Cost: 4.
• Bunsan Prism no Jutsu (Refracting Prism Empower – Spend 1 Chakra to increase the damage by
Technique) (Mirror Arts) [*]: The technique deals 1d6, up to 1d6 per level or the maximum indicated per
holy damage if the user is Good or dark damage if variant (whichever is lower).
the user is Evil, up to 8d6. The material focus GYOGUN WANIZAME (SCHOOL OF SHARKS)
component is a mirror. Ninjutsu (Suiton) (Requires Blood Pact (Sharks) (f) and
• Yousen Kisoku no Jutsu (Molten Breath Kuchiyose no Jutsu (t)) [Water, Hoshigaki Hijutsu]
Technique) (Lava) [Lava]: Can be empowered up Rank: 10 (A); Learn DC: 23, 4 successes; Perform: 13 (DC
to 8d6. Material Focus – At least 25 lbs of earth, 23); Time: 1 attack action; Components: C, H; Range:
Close; Effect: Up to 1 Summoned Shark per 2 levels;
stone or mud nearby.
Duration: 1 round / level; Save: None; CR: No; Cost: 2 per
Empower – Spend 1 Chakra to increase the damage by summon.
1d6, up to 1d6 per level or the maximum indicated per
The user can summon any number of sharks to a
variant (whichever is lower).
maximum of one per two levels of the user. Each frilled
Material Focus – Varies (see above).
shark in the school is proficient with whatever weapon
GODAI TAIGEKI: YONDAN JUTSU (ELEMENTAL BEATDOWN: it spawns with and has a 1d4 bite attack if disarmed.
RANK FOUR TECHNIQUE) They can move 30 ft. in a round, have 6 HP, 12 AC, +1
Ninjutsu (*) [*] to all saves, and +1 attack bonus with no other bonuses
Rank: 6 (C); Learn DC: 15, 2 successes; Perform: 4 (DC to speak of. They are small and can only perform basic
16); Time: 1 attack action; Components: C, H, E, (see movements and attacks, being fairly unintelligent and
text); Range: Long; Effect: Ray; Duration: Instant; Save: untrained in anything more advanced.
Fortitude or Reflex partial (see text); CR: Yes; Cost: 5. Each shark is summoned with a random weapon from
the following chart:
This technique works like Godai Taigeki: Shodan
Jutsu, except you fire an elemental ray attack, dealing 1. Dagger
5d6 damage against a single enemy. This technique has 2. Kodachi
the following variants:
3. Kama
Kazandan Dangan no Jutsu (Volcanic Shot Technique)
4. Knuckle Blade
(Lava) [Lava]: The technique deals lava damage, up to
11d6 and the target catches on fire (Reflex negates). 5. Shortsword
6. Katana
7. Sabre
8. Hand Scythe technique used by a replication not only affects the
clone, but also the user. A replica counts as the user if it
Mastery – The third and fifth step of mastery grant a uses a technique to create clones, and thus they are
+1 bonus to the school of sharks’ HP, AC, Saves, Attack, controlled by the user and his own limit is used. The
and Damage. clone is genuine and carry the very same equipment as
Expendable Component – Some of the user's blood and the user except chakra- dependent items such as
a summoning scroll for the Shark blood pact. exploding tags or sunburst tags. Any items carried by the
bunshin has no hardness and only half the original's hit
H points. Poison and mastercraft bonuses are not carried
HANKONKYO NO JUTSU (SOUL MIRROR TECHNIQUE) over to the clone's equipment.
Ninjutsu (Mirror Arts, Requires Mirror Arts (f))
Lastly, while the clone can use techniques, it cannot
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 (DC
normally perform any activities requiring particular
20); Time: 1 full-round action; Components: C, H, F;
attention, such as sensing chakra, setting off an
Range: 50 feet (see text); Effect: Duplicates of the user;
exploding tag or carrying a serious conversation. Once
Duration: 10 minute/level (D); Save: None; Cost: 4 + 2 per
the clone reaches 0 hit points, strays too far from the user
additional clone (maximum 1 per level).
or the duration expires, it disappears in a puff of smoke.
This technique is basically an advanced version of When Sensing Chakra, the clones count as though
Bunshin no Jutsu that creates ethereal from the user own having half the user's Chakra Pool. Creating a clone not
reflection, using no substance or matter as carrier for the only costs Chakra, but also divides the user's essence. For
user's chakra. Using this technique, the user is able to each clone created by this technique, the user suffers
divide his essence to create several copies of himself. 1d4+1 points of damage.
While the replications are not capable of sentient While the user can freely replace any clones lost by
thought, they share a bond of sort that allows the user to using this technique more than once, he cannot control
communicate orders to his clones; the bond is only one a number greater of clone than the specified maximum.
way, though, and the clones cannot send orders, He can also choose to dissipate a single clone (or more)
thoughts or images to the user. As such, the clones of his choice rather than the whole group. He also
follow the user's instructions to the letter. cannot control any other sort of clone while using this
A clone is its own person and if caught in a genjutsu, technique (including simple Bunshins or Tajuu Kage
only the replica will be affected, and not the user and/or Bunshins). A simple usage of this technique without
the whole group of clone. Anything experienced by the adding to the cost (2) creates one replica.
clone will be remembered by the user when the You can use Fuzen Shinrui Fuuin on Hankonkyo no
technique expires, although it should be noted that no Jutsu.
extra experience or game-wise bonus will be awarded Material Focus – One Mirror
from this, only the knowledge acquired by the clone.
HARI SENBON (NEEDLE HAIR SENBON)
The clones have 2 hit points per three levels of the
Ninjutsu (Requires Hari Jizou (t))
user, saving throws equal to that of the user minus two,
Rank: 6 (B); Learn DC: 21, 3 successes; Perform: 8 (DC
the same attack bonus as the user minus 2, though it may
21); Time: 1 Attack Action; Components: C, H, E; Range:
not have more than two attacks per round. It shares the
Close; Duration: Instant; Saves: reflex half; Cost: 6
user's defense as well, but ignores natural armor and
armor from physical sources, but receives user's This jutsu can be used whilst Hari Jizou is being used
charisma as deflection, as well as all feats, talents and or other defensive hair techniques are being used. The
special abilities (though not templates and/or bloodlines) user fires their strengthened hair like tiny needles in
the user may have, but does not benefit from any either a cone shape or an area of affect around the user.
temporary bonuses the user may currently have (such as It can hit no more than 2 targets doing 3d6 + 5 points of
Shodan Kousoku or Tadayou). damage to each target and no one can be targeted more
A bunshin may not stray further than 1 mile from the than once.
user, and may be created in any location that can hold it Empower – You may increase the number of targets by
within 50 feet. It can use any technique the user may increasing the chakra cost by one per added target.
have under Rank 6, with the same skills modifier, but
doing so requires the clone to borrow the user's chakra
HEBIKAMIGAN (SNAKE GOD'S GAZE)
Ninjutsu (Doton, Doujutsu) (Requires Petrifying Glare
directly. In addition, all drawbacks coming from a
(a)) [Earth, Euryale Cybele Hijutsu]
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC easier to avoid an opponent’s strikes. For the duration of
24); Time: 1 Attack Action; Components: C; Range: the technique, the user’s Dodge bonus to Defense
Close; Target: One creature; Duration: 1 round/4 increases by + 1 per four character levels (max +5) and
levels; Save: Fortitude Partial; CR: Yes; Cost: 8. this bonus also applies to Reflex saves, though only
against the designated target. The user may change the
The curse of the snake god flows through the user's
target of this bonus as per normal for the Dodge feat.
eyes and into the target. The target's blood thickens,
Mastery – At the 1st, 3rd, and 5th levels of mastery in
senses dull and nerves deaden as they're afflicted with
this technique the user may apply the bonus to defense
the user's poisonous chakra. The poisonous chakra deals
against an additional opponent. Other effects that apply
3d6 Doton damage to the target. If a target takes damage
to the target of the user’s Dodge feat only apply to the
from this ability, then they must make a Fortitude saving
first target.
throw. On a failure, the target is stunned for 1 round per
Material Focus – Bladed weapon.
4 levels of the user.
HIKEN SUZUME KENJUTSU: HIEN KAESHI (SECRET SPARROW
HEBIKAMI BATSUYOU (SNAKE GOD'S LAST DESCENDANT) SWORD ART: SWALLOW’S FLIGHT REVERSAL)
Ninjutsu (Doton, Doujutsu) (Requires Petrifying
Taijutsu (Strike; requires base attack bonus +13,
Glare(a), Medusa Eye 4d6) [Earth, Euryale Cybele
Kangoroshiya (5), Kuroyoku Hishou (5)) [Armed]
Hijutsu]
Rank: 10 (S); Learn DC: 26; 5 successes; Perform: 14 (DC
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15
30); Time: Full round action or immediate action (see
ranks, (DC 31); Time: 1 Full Round Action; Components:
below); Components: C, F, M, Mas; Range: Melee;
C; Area: 30ft Cone; Duration: Instant; Save: Fortitude
Target: One attacking creature; Duration: 1 round or
Negates; CR: Yes; Cost: 13
Instant (See Text); Save: Fortitude partial; Cost: 12.
Calling on the deep curse of the snake god, Cybele
This technique is the last and greatest technique of the
focuses her energy into her eyes and releases it as a wave
Hiken Suzume style, intended to disrupt the trump cards
of petrifying chakra. Anything caught in the area of
of various martial artists by intercepting an attack with
effect must make a Fortitude saving throw or be petrified
overwhelming power. By spending a full-round action
instantly. Objects caught in the area of effect are
the user focuses his chakra and mind to razor-like acuity,
petrified without saving throws.
readying himself for a powerful counterattack. The user
A petrified creature cannot interact with the world
surrounds himself with a sphere of dense chakra to try
and is considered helpless. A petrified creature is not
and disrupt any melee attacks made against them,
dead, and may not be resurrected by any technique
viciously attacking back once they sense a ripple on the
intended to resurrect the dead. A petrified creature is
sphere's surface.
treated as having permanent Strength and Dexterity
If the user is targeted by a melee attack in the next
damage equal to its Strength and Dexterity scores. Once
round, he may make a Perform check against the
this damage is healed, a petrified creature is restored to
enemy’s attack roll, or Perform check if it is a technique,
flesh. This ability damage does not heal naturally, and
in order to disrupt it (add 5 if the attack roll is a Chakra
can only be restored via Medical techniques.
Control, Genjutsu or Ninjutsu effect, a natural 20 or a
Using this ability is both mentally and physically
confirmed critical), minimum 15. After the user has
exhausting, as well as life-threatening. Each usage of this
begun this technique they may not move from the
technique deals a point of Constitution and Wisdom
square they are in and may not make attacks of
damage to the user. On top of that, the user's Effective
opportunity until the beginning of their next turn.
Age increases by 2 years with each use.
Avoiding an attack must be declared before knowing
HIKEN SUZUME KENJUTSU: FUKU EJIKI (SECRET SPARROW the result of the attack roll. Failure means that the
SWORD ART: HIDDEN PREY STANCE) chakra spent trying to avoid the attack is wasted, and the
Taijutsu (Stance) (Requires Dodge (f)) [Armed] technique fails.
Rank: 4 (C); Learn DC: 16; 2 successes; Perform: 7 (DC If the user beats the attacker's roll, the attack targeting
16); Time: 1 swift action; Components: C, F, M Mas; the user misses. The user may then make a single melee
Save: None; Cost: 4. attack with Kawarimi Defense 1 that deals an additional
5d8 slashing damage, against which the target may not
With this deceiving stance, the user takes a fighting apply its dexterity bonus. In addition, if the attack hits,
style that appears to be full of holes while allowing the it provokes a massive damage save.
shinobi an extended range of movement that makes it far
Each successive use of the Hien Kaeshi against the This technique is the first in the repertoire to divert an
same target applies a cumulative -2 penalty to the user's enemy’s power away. While in a Hiken Suzume stance
opposed Taijutsu check. In addition, due to the intense the user may parry just when an opponent prepares to
strain of performing the Hien Kaeshi, user must make a strike a heavy blow, greatly reducing the damage to him.
DC 20 Fortitude save or suffer 3d6 damage for each use As an immediate action, the user may interrupt a single
after the first, with the save DC increases by +2 for each melee attack targeting him. To do so the user must be
use after the first. aware of the attack, else this technique may not be used.
Once per day, this technique may be used as an Avoiding an attack requires the user must make a
immediate action to counter a melee attack that the user Taijutsu check opposed by the enemy’s Perform Check,
is aware of but doing so increases the Perform DC by 5 with -5 penalty against non-Taijutsu techniques and
and the user may not convert the chakra cost to HP. The critical hits. Success means that the technique’s effect is
user also must make a Fortitude save or take damage, reduced as if the user had made a successful save and the
regardless of how many times the technique has been attacker may not apply bonus damage, such as that
used. gained from Sneak Attack or a high Strength modifier. If
Material Focus – A bladed weapon. the technique does not allow a saving throw, the user
instead takes half damage.
HIKEN SUZUME KENJUTSU: KANGOROSHIYA (SECRET SPARROW This technique may only be performed before
SWORD ART: CUNNING KILLER STANCE) knowing if the attack was a success, and a failure to
Taijutsu (Stance) (Requires Dodge (f), Combat Reflexes
perform this technique results in the attack hitting
(f), and Fuku Ejiki (5)) [Armed]
automatically, though the user may still attempt a saving
Rank: 8 (B); Learn DC: 22; 3 successes; Perform: 10 (DC
throw if allowed one.
23); Time: 1 swift action; Components: C, M,
Mastery – Each step of mastery allows this technique
Mas; Save: None; Cost: 8.
to be used an additional time per day up to a maximum
The Kangoroshiya is the result of studying the weak of 5/day.
points in his first stance and improving upon its effects, The first step of mastery allows the user to negate an
focusing the user’s killing intent to a fine edge that attack up to his ECL, or 5, whichever is lower.
allows him to avoid blows and return with a deadly The second step of mastery allows the user to negate
riposte. This stance functions exactly as Fuku Ejiki an attack up to his ECL, or 10, whichever is lower.
except as noted above and below. Kangoroshiya The third step of mastery allows the user to negate an
improves upon the user’s reflexes and lures foes into attack up to his ECL, or 15, whichever is lower.
striking points that only appear to be unguarded. The fourth step of mastery allows the user to negate an
Enemies striking the user only apply half their attack up to his ECL, or 20, whichever is lower.
Strength modifier to the damage roll, and static bonuses The fifth step of mastery allows the user to negate an
to damage (such as Power Attack) are halved. In attack up to his ECL, or 25, whichever is lower and to
addition, if an attacker misses the user, he may use this technique even when out of a Hiken Dachi
immediately make an attack of opportunity. This does stance.
not allow the user to make more attacks of opportunity Material Focus – Bladed weapon.
than he is allowed per round.
HIKEN SUZUME KENJUTSU: KOUJAKU KENBOU (SECRET
Mastery – At the 1st, 3rd, and 5th levels of mastery in
SPARROW SWORD ART: SPARROW’S PLOY)
this technique the user may apply the bonus to defense
Taijutsu (Strike) (Requires Fuku Ejiki (3)) [Armed]
against an additional opponent. Other effects that apply
Rank: 5 (C); Learn DC: 16; 2 successes; Perform: 8 (DC
to the target of the user’s Dodge feat only apply to the
16); Time: Immediate; Components: C, F, M, P;
first target.
Range: Melee; Target: One creature; Duration: Instant
Material Focus – Bladed weapon
(see text); Save: None; Cost: 3.
HIKEN SUZUME KENJUTSU: KUROYOKU HISHOU (SECRET The first of the techniques to tie together Hiken
SPARROW SWORD ART: BLACK WING FLIGHT) Suzume and the Shinmei Ryu school, this technique is
Taijutsu (Strike) (Requires Fuku Ejiki (3)) [Armed]
an effective retaliation against a foe, though it should be
Rank: 4 (C); Learn DC: 16; 2 successes; Perform: 7 (DC
reserved for single opponents, as the user is left
16); Time: Immediate action; Components: C, F, M
completely open. This technique may only be used after
Mas; Range: Melee; Target: One creature; Duration:
the user has been struck in melee. As part of this
Instant (see text); Save: None; Chakra: 5.
technique the user makes a melee attack against the Empower – The user can fire an additional sphere at
target with his held weapon, against which the target is the cost of 2 additional points of chakra (maximum 1
flat-footed. If this attack hits the user deals normal every 2 levels).
damage and may start a grapple without provoking an Material Focus – One Mirror
attack of opportunity.
The target may attempt to escape from the grapple as
HYOUSHOU KATACHI NO JUTSU (ICE CRYSTAL FORMATION
normal, but takes a -2 penalty from the unusual method
TECHNIQUE)
Ninjutsu (Hyouton) [Ice]
of restraint and the pain of pulling the blade free. The
Rank: 6, B; Learn DC: 18, 4 successes; Perform: 9 (DC 21);
user may deal damage with his held weapon as normal
Time: 1 attack action; Components: H, F, E; Range: Close;
and while grappling the target, the user takes a -2
Effect: Freezes water; Duration: 1 minute/level (D); Save:
penalty to AC in addition to the normal penalties for
None; Cost: (see text).
grappling.
Material Focus – A bladed weapon. Using this technique, the user is able to freeze large
quantities of water to create an advantage on the
HITOSHIREZU WATARIMONO NO METSUKI (UNSEEN
battlefield for the cost of 1 chakra per 10 liters frozen.
WANDERER'S EYES)
This technique can be used for the purpose of freezing
Ninjutsu (Requires Fukurougan (t))
another character in place by targeting the water on its
Rank: 5 (C); Learn DC: 16, 2 successes; Perform: 8 (DC
body. The opponent is allowed a Break check as soon as
15); Time: 1 full-round action; Components: C, H; Range:
the technique effects it. If used in this manner the chakra
Personal; Target: You; Duration: 1 round/level; Save:
cost increases to 2 chakra per 10 liters in order to
None; Cost: 3.
strengthen the ice formed to adequately hold up against
While under the effects of this technique, the the opponent. When strengthened, the ice effectively
character's pupils seemingly dissolve and form into a has 10 hit points, a hardness of 4 and Break DC of 20 to
misty haze that wildly circles amongst his eyes. It is avoid being shattered like glass. The ice cannot be
impossible to tell what the character is looking at and in melted by normal means, using Katon techniques will
turn, much harder to catch him with Doujutsu not decrease the duration. The amounts listed below
techniques whilst he adverts his eyes. When doing so, figure for a Medium sized creature, to factor larger
the character gains an additional 10% to be unaffected creatures, multiple the amount by 4 for each size
by Doujutsu. category larger than Medium. For smaller creatures
Master – Each step of mastery grants another +2% divide by 4.
bonus to be unaffected by Doujutsu. 10 liters: Will freeze the opponent's feet together,
effectively halting their movement until the ice is
HONSHITSU ICHIKO NO JUTSU (REALITY FRAGMENT TECHNIQUE) broken. The opponent may still reflex save, but loses the
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f)) [Mirror
ability to completely evade a technique, losing forms of
Arts]
Evasion.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 rank (DC
20 liters: Will freeze the opponent’s legs together.
12); Time: 1 attack action; Components: H, E, F; Range:
Causing them to roll a Balance check (DC 12) or fall
Close; Target: One living creature (see text); Duration:
prone. The opponent may crawl, but cannot effectively
Instant; Save: None; CR: Yes; Cost: 1.
dodge techniques, losing forms of Evasion and their
The user holds his mirror against his targets, and fires Dodge bonus.
a projectile made of light against him. The user makes a 30 liters: Freezes the opponents body up to his neck. It
ranged attack roll at his maximum attack bonus for each cannot move, perform any actions other than a free
shard. Said shard deal 1d4+1 points of slashing damage action and is immobilized, denying its ability to reflex
to the target; the user may target different creature for save completely. A trapped creature suffers 1 point of
each shard, as long as they are within range. If the user Cold damage per round unless it succeeds a Fortitude
creates more than 2 shards using this technique, he can save (DC 12) or wears warm, thick clothing or fur (or is
shoot them against an Area 5-ft.-radius burst instead a under the effects of Unki Tate no Jutsu).
target. Each shard deals 1d4+1, and reflex halves the 40 liters: The opponent will take the effects of being
damage. covered by 30 liters, but will now be completely
submerged in ice, head and all. The targeted creature
begins to Drown (as per Suffocation and Drowning) and
will hold its breath for a number of round equal to its Empower – The user may use this technique on an
constitution score, after which it must succeed a additional target in line of sight, for an additional 5
Constitution check each round (DC 10, increase by 1 chakra per 4 levels.
after every successful check). Once if fails a Constitution
check, it is reduced to 0 hit points. After another failure,
INDOU DAI SHINI (REQUIEM FOR THE DEAD)
Ninjutsu (Requires Perform (Sing) 10 Ranks, Sense
to -1 hit points and dying, and with a third failure, it
Chakra (a), Epic Technique: Requiem For The Dead (f))
dies.
[Negative Energy, Lost Kinjutsu]
If an object has lost half or more of its hit points, the
Rank: 22 (Epic); Learn DC: 47, 10 successes; Perform: 28
DC to break it decreases by 2.
(DC 52); Time: Varies, See Text; Components: C,
Mastery – At the first, third, and fifth step of mastery
V; Area: 1,000 ft. radius (base, see text); Duration: See
the ice's hit points increases by 2, hardness by 2, and
Text; Save: See Text; Cost: 35 (base, see text).
break DC by 2.
Material Focus – A source of water, snow or ice nearby This technique was said to have been developed by
adequate to the specifics of this technique. crazed lunatic who wanted to extinguish all life. His
village, which was in an isolated swamp, was destroyed
I overnight. The man was never seen again, but travelers
ICHIBAN ODORI: SAKURAN (FIRST DANCE: CONFUSION) in the swamp tell tales of dirges being sung at night by
Genjutsu (Compulsion) (Requires Taijutsu 6 ranks; an unknown voice on the wind.
Meimu no Kamae (t)) [Mind-Affecting] To begin properly performing this technique, the user
Rank: 2 (D); Learn DC: 18, 1 success; Perform: 5 (DC 14); must begin chanting the Indou Dai Shini for one full
Time: 1 attack action; Components: C, F, M, P; Area: 45 round. All living creatures within the technique’s range
Foot Emanation; Duration: 1 round; Save: Will negate; will hear the user as a whisper in their mind, and must
Cost: 4. make a Will save or be Fascinated for one round. The
This technique can only be used while the user is in Will save DC is equal to the result of the user’s Perform
the Meimu no Kamae stance. The user's dance continues, (Sing) check. A creature can only be affected by the
and gets more complex as they enter the first dance initial effect once in a 24 hour period.
designed to be used. All creatures within 30 feet of the After the round is completed, the user may choose to
user must make a will save against the technique unless continue chanting for an additional round to increase
they are both deaf and blind to avoid becoming stunned the technique’s range by 1,000 ft. and chakra cost by 10
and dazzled for this round. A creature more than 30 feet (up to a maximum of 5 rounds total).
away gains a +2 bonus to this save. Until the user's next When the user finishes his chant, he may spend a full-
turn, the user of this technique gains a +1 dodge bonus attack action to complete the technique. Once fully
to defense due to hard to predict movements the dance performed, the technique deals damage to all living
has them perform. creatures in range with a Chakra Signature of Faint or
Material Focus – To accurately perform this technique, higher equal in number and size to the user’s total Hit
the user needs specially made clothes, usually equipped Dice (Constitution modifier does not get applied) as their
with whistles or bells that cause the illusion. These bodies are invaded by the user’s pure malice and hatred.
clothes usually have a Cost DC of 10. Creatures may attempt to make a Fortitude Save to halve
the damage.
ISUKUMI: SHIN NO IPPO (PARALYZING TERROR: ONE SIDE OF THE
SOUL) INSUTANTO KE HARI KOUKENNIN (INSTANT HAIR NEEDLE
Genjutsu (Phantasm) [Mind-Affecting] GUARDIAN)
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC Ninjutsu (Requires Hari Jizou (t))
26); Components: C, Mas, E; Range: Line of Sight; Target: Rank: 6 (B); Learn DC: 21, 3 successes; Perform: 8 (DC
One Creature; Duration: 1 round/5 levels (D); Save: Will 21); Time: 1 instant action; Components: C, H, Mas;
negates; Cost: 10. Range: Personal; Target: You; Duration: 1 round; Cost: 6
The user projects his chi through his eyes at his Once a day the user may activate this jutsu as an
opponent. By doing this he hypnotizes his opponent's instantaneous action to gain an armor bonus of +6 plus
making their bodies paralyzed. The targets make a Will any bonuses depending on the technique used against
save, if they fail they are immobilized and helpless for the user. The effects do stack with lightning shield.
the duration of the technique. When a touch or melee attack using a small/tiny weapon
or attacking unarmed hits the user when the technique JOKATON: SEISEI DOMU (PURIFICATION RELEASE: PURIFIED
is active the target takes 1d6 points of damage. If the user DOME)
has another type of shield up, e.g. lightning shield, they Ninjutsu (Requires Purification Release (f))
take that damage also. Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11 (DC
Mastery – Each step of mastery increases the number 25); Time: 1 full-round action; Components: C, H; Range:
of uses by 1 per day. Personal; Target: You; Effect: Creates protective dome;
Duration: Concentration; Save: None; CR: No; Cost: 12
J (see text).
JOKATON: KAMI NO KETSUI (PURIFICATION RELEASE: DIVINE
RESOLVE) The user forms a dense 10-foot radius dome
Ninjutsu (Requires Purification Release f)) surrounding his person that is composed of purification
Rank: 3 (B); Learn DC: 16, 2 successes; Perform: 5 (DC chakra. The dome is impervious to melee and ranged
17); Time: 1 attack action or 1 full-round action; attacks as well as techniques, and only those the user
Components: C, H; Range: Close; Target: One creature; designates as purified allies may enter and exit freely.
Duration: Instant; Save: Will negates (harmless); CR: Designating purified allies is considered an instant action
Yes; Cost: 3. on the user’s turn before the completion of the
technique. Any undesignated creature standing within
The user forms an orb of condensed purification the technique’s radius when the dome is formed is
chakra and makes a ranged touch attack against a target pushed back until it is no longer within the radius.
creature. If successful, the orb makes contact and calms However, this effect does not deal damage.
the target. The subject will no longer see the user as a The user must fully concentrate in order to maintain
threat and will not attempt attacks on any other this technique. He may not move, attack, or perform
creatures on the battlefield either. The subject can still techniques. If the user stops concentrating for whatever
defend normally, and the technique’s effect immediately reason, the technique immediately dispels.
breaks if the subject takes damage. This technique can be On the user’s next turn, while he’s concentrating on
used to calm raging or frenzied creatures, but the the technique, he can spend a swift action and 8 points
perform time increases to a full-round action. of chakra to enhance the dome for 1 round. The user and
anyone else within the dome during that round gain
JOKATON: KAMI NO BAKUDAN (PURIFICATION RELEASE: DIVINE
1d4+1 hit points and chakra. The user can use this ability
BOMB)
once per round afterwards, but each subsequent use costs
Ninjutsu (Requires Purification Release (f))
an additional 8 points of chakra.
Rank: 5 (B); Learn DC: 18, 3 successes; Perform: 7 (DC
20); Time: 1 attack action; Components: H, E, Mas; JOKATON: TENGOKU KAI (PURIFICATION RELEASE: HEAVENLY
Range: Medium (20ft. + 5ft./2 levels); Area: 10ft.-wide COUNCIL)
line; Duration: Instant; Save: Reflex half (see text); CR: Ninjutsu (Requires Purification Release (f)) [Good,
Yes; Cost: 6. Kinjutsu]
Rank: 14 (Super S); Learn DC: 32, 8 successes; Perform:
The user forms a giant orb of condensed purification
19 (DC 39); Time: 1 full-attack action; Components: C,
chakra infused with normal chakra that quickly travels
H, E; Area: 30-foot burst radius centered on the user;
in a straight 10-foot-wide line and can pass through
Duration: Instant; Save: Fort half; CR: Yes; Cost: 25.
creatures and unattended objects as it moves until it has
reached its maximum range. Any creature in the line of To begin this technique, the user must designate
effect suffers 7d8 damage, which can be halved with a which creatures in a 30-foot radius will be considered
successful reflex save. purified allies. Afterwards the user forms the proper
Empower – The user can spend an additional 1 point hand seals, upon which the user’s body glows brightly
of chakra to increase the damage by 1, up to 1 die per with purification chakra. In a sudden eruption of bright
level or 15d8. energy, the chakra bursts from the user in all directions,
Mastery – At fifth level of mastery in this technique, dealing 25d8 holy damage to all undesignated creatures
the user may designate up to 1 creature per 4 levels as within the burst radius, of which can be halved with a
purified allies that remain unaffected by this technique successful Fortitude save. Demonic or evil creatures
regardless of being in the line of effect. The user must suffer an additional 5d8 damage.
spend an instant action to designate these creatures as This technique is very taxing on the user, and thus
allies before firing the orb. should only be used once per day. Attempting to use this
technique a second time in one day increases the atmosphere so that any light at all, even the smallest
perform requirements by 5 and, if successfully increment, become a source of intense light. In practice,
performed, results in the user becoming exhausted upon the entire sky-line becomes a source of near-blinding
completion of the technique. A third attempt increases light. The technique takes up a circular patch of skyline
the perform requirements by an additional 5 and, if of a certain area centered on the user (and which
successfully performed, results in the user’s chakra pool generally extends past where the eye can see).
being reduced to 0 and he suffers 1d4 points of On the turn this technique is used anyone not wearing
temporary Constitution damage. protective eye-wear of some form must make a DC
Empower – The user can spend an additional 10 chakra Fortitude check or be blinded and in addition must make
to double the burst radius (60-foot burst radius). a Concentration check every time they attempt to use a
technique or loose it do to distraction. However, far
JUKUSUI NO JUTSU (SLEEP TECHNIQUE) more dangerous than this is the fact that when this
Genjutsu [Mind-Affecting, Sleep]
technique is active all shadow arts become super-
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
affective due to the intense shadows created by the
21); Time: Attack action; Components: C, H, Mas; Range:
technique. All numeric affects created by shadow arts
Touch; Target: One living creature; Duration: 1m/level *;
techniques increase by 50% while this technique is
Save: Will negates *; CR: Yes; Cost: 3.
active.
This technique attempts to compel the target to go to
sleep. On hit, the subject immediately becomes groggy K
and suffers a -2 penalty to attack and damage rolls, skill KAGE BUNSHIN NO GUNTAI (SHADOW REPLICATION ARMY)
checks and saves. The next round, this penalty improves Taijutsu (Stance) (Requires Kage Bunshin no jutsu (1) (t),
to -4. On the round after that, the target becomes Taijutsu 7 ranks, Knowledge (Tactics) 3 ranks)
unconscious for the duration of the technique. Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
If, at any time while affected, the subject takes damage 21); Time: 1 attack action; Components: M, F, Mas; Save:
equal to its Constitution score or greater in a single None; Cost: 4.
round, it receives an additional save to free itself of the The user has become adept at using his shadow clones
effect. in combat maneuvers and skilled in deceiving his
This technique can be dispelled, and creatures with 8 opponents via these clones.
or more HD gain a +2 bonus to saves made against it. When the user has at least two clones (Kage Bunshin
Mastery – Each step of mastery increases the HD of the or Tajuu Kage Bunshin) active, he may enter this tactical
creature this technique can affect by +1, before it gains style allowing him to add his bonus to feints equal to his
its +2 save bonus. mastery level in Kage Bunshin or Tajuu Kage Bunshin
At the fifth step of mastery the technique may be used respectively (+1 for competence, +2 for proficiency, +5
as a ranged touch attack with a range of 20 ft. for Mastery). The user also adds this same bonus to
JUUKINKO NO TAIYOU (IMPRISONMENT OF THE SUN) checks made to avoid being detected as the origin of the
Ninjutsu (Shadow) (Requires; Shadow Arts) clones by his opponents.
Rank: 15 (Epic); Learn DC: 40, 9 successes; Perform: 23 The user also adds half of that bonus (rounded up,
(DC 45); Time: Full Round Action; Components: H, C; minimum of +1) as a cover bonus to defense when at
Range: 100 foot; Range: Cylinder; Target: User; Duration: least one clone stands directly between himself and his
10 Rounds; Save: Yes (See Text); Cost: 34. attack.
Also, if the user takes a full round action (Knowledge
Many would argue that this technique is not an actual Tactics check, DC 15) to organize and lead his clones in
shadow art due to the fact that it does not involve using battle, they all gain a bonus equal to half your mastery
shadows directly. However in reality this technique level (rounded down, minimum of +0) as a competence
shows an almost god-like mastery of control over bonus to attacks that round.
shadow, to the point that the user no longer manipulates Mastery – At the third level of mastery in this stance,
mere shadows but the light that makes those shadows as the user can choose to increase the chakra cost by 1 to
well! Technically the technique's name is a misnomer as enter this stance as a move action.
the user does not literally manipulate the sun at all. At the fifth level of mastery in this stance, the user can
Instead the user dissipates all elements of darkness from choose to increase the chakra cost by 2 to enter this
the molecules of water in the earth's lowest layer of stance as a swift action.
Material Focus – At least two active Kage Bunshin or Similar to Kairai Engeki: Gyakusenden, the user uses
Tajuu Kage Bunshin an active puppet in order to intercept an incoming
attack. However, this technique differentiates in that the
KAGAMI MICHINORI NO JUTSU (MIRROR WAY NO JUTSU) user is able to immediately activate the shield
Ninjutsu (Spacetime) (Requires Mirror Arts (f), Retrieval
component on the puppet, thus increasing the chance
Expert (f), Advanced Seal: Kagami Shasai (t))
that both the puppet and the user survive.
[Teleportation]
Defensive Maneuver: The puppet acts as though it had
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
the Harm's Way Shinobi Bodyguard ability for 1 round
22); Time: Move Action; Components: C, H, M, F; Effect:
or until it is de-animated. The puppet can only protect
Creates a teleportation point; Duration: 3 rounds (D);
the user as long as he is able to control it, and must
Save: Will negates (unwilling); CR: Yes; Cost: 7.
otherwise meet the requirements of the Harm's Way
The user creates a gate between an original point (a ability.
mirror) and a bonded mirror. The character walks During the time the user activates this ability, the
through the surface, and any creature of the same size or puppet may have its Force Shield component activated.
small can walk too, leading outside from the bonded The cost is paid in full by the puppet. If the puppet does
mirror. If the user has more than one bonded mirror, he not have enough chakra to activate the component, the
can choose one to be the destination. Force Shield will not be used and this technique will
You need a medium mirror to a medium creature enter function as if it were Kairai Engeki: Gyakusenden.
and exit, a larger mirror to a large creature enter and exit, Each use of a defensive maneuver stacks with all other
and so on. techniques with a similar effect.
Material Focus – One Mirror that can handle the user's Mastery – Every step of mastery after the first allows
size. the technique to be used an additional time per day, up
to 5/day.
KAGEHAKU OKERU (FADE INTO SHADOWS) The third step of mastery allows the puppeteer to
Ninjutsu (Shadow) (Requires; Shadow Arts) select an ally or himself within 30 feet so long as the user
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 (DC is aware of the incoming attack.
17); Time: Attack Action; Components: H, C, F; Range: The fifth step of mastery increases the duration of the
Personal; Target: You; Duration: Concentration; Save: defensive maneuver by 1 round.
None; Cost: 4. Material Focus – One puppet with a Force Shield
This rather simple technique requires nothing more component.
than a cloak of some form and a basic understanding of KASAI KISOKU BUKI (FIRE BREATH WEAPON)
shadow arts. Rather than actually become one with Ninjutsu (Katon) (Requires Advanced Bloodline Flame
shadows, this technique allows the user to use their own Keeper (f)) [Fire]
shadow in combination with the shadows of their Rank: 4 (C); Learn DC: 18, 3 successes; Perform: 7 (DC
environment to create a fine fabric of shadow to hide 16); Time: 1 Full Round Action; Components: C; Range:
their location. 15 ft. Cone, 30 ft. Ray; Duration: Instant; Save: Reflex;
As long as the user remains in the shadow of an object Cost: 1 +1 per die.
one size category larger than his / herself, does not move,
and concentrates on this technique the user is treated as The Fire breath weapon can be formed into a Line 30
invisible and obtains all of the benefits (and limitations) ft. long, 5 feet high, and 5 feet wide or into a Cone 15 ft.
of invisibility. Combat of any form disrupts this long. The character’s breath weapon is able to affect a
technique. larger area as he progresses. The distance increases by 5
Material Focus – Any hooded cloak ft. per 2 HD of the Keeper beyond 4. The attack deals 3d6
damage to each creature in the cone or the first creature
KAIRAI ENGEKI: ERAI MINAOSHI (PUPPET THEATER: GREAT hit in a line attack and deals fire damage up to 11d6.
REVIEW) Empower – The user may spend 1 point of chakra to
Ninjutsu (Requires Kairai Engeki: Gyakusenden (3), increase the damage by 1 die, maximum 1 die per level
Force Shield Component)
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC KENDO: BOSSUTORAIKI (KENDO: DAZE STRIKE)
19); Time: 1 instant action; Components: C, M, F, Mas; Taijutsu (Strike) [Armed]
Range: 5 feet (see text); Duration: Instant; Save: None; Rank: 2 (C); Learn DC: 14, 2 successes; Perform: 4 (DC
Cost: 5 (see text). 15); Time: 1 attack action; Components: M, F; Range:
Melee Attack; Target: One creature; Duration: Instant; Melee Attack; Target: One creature; Duration: Instant;
Save: None; Cost: 1. Save: None; Cost: 6.
This basic Kendo-style attack targets the head in order A Kendo master can surprise a foe with an
to cause disorientation. unexpectedly powerful blow.
The user must be wielding a Kendo Stick in order to The user must be wielding a Kendo Stick in order to
perform this technique. The user makes an attack roll at perform this technique. The user makes an attack roll at
a -2 penalty specifically targeting the head. The attack his highest attack bonus that deals normal weapon
deals normal weapon damage and causes the target to damage plus 1d6 damage per 4 levels (maximum +4d6).
become dazed for 1 round. If the user performs this technique as a charge attack, the
Mastery – At fifth level of mastery, the target becomes damage is doubled. However, the user will become
dazed for 1d4+1 rounds (instead of 1). dazed and take a -4 penalty to his defense for 1 round
Material Focus – The user’s held Kendo Stick afterward.
Material Focus – The user’s held Kendo Stick.
KENDO: DOTAI NO SUTORAIKI (KENDO: TORSO STRIKE)
Taijutsu (Strike) [Armed] KENDO: NIDANKOGEKI (KENDO: DOUBLE STRIKE)
Rank: 2 (C); Learn DC: 14, 2 successes; Perform: 4 (DC Taijutsu (Strike) [Armed]
15); Time: 1 attack action; Components: M, F; Range: Rank: 5 (C); Learn DC: 19, 3 successes; Perform: 7 (DC
Melee Attack; Target: One creature; Duration: Instant; 21); Time: 1 full attack action; Components: M, F; Range:
Save: Fortitude partial; Cost: 1. Melee Attack; Target: One creature;
Duration: Instant; Save: None; Cost: 3.
This basic Kendo-style attack targets the side torso
area in an attempt to rupture or nauseate the foe. A master of Kendo arts is quick and precise enough to
The user must be wielding a Kendo Stick in order to land consecutive blows on his foe with ease.
perform this technique. The user makes an attack roll at The user must be wielding a Kendo Stick in order to
a -2 penalty specifically targeting the torso area. This perform this technique. During a full attack, the user
attack deals normal weapon damage and causes the makes an additional attack at his highest attack bonus,
target to become nauseated for 1 round unless he minus 2 (in addition to the user’s normal number of
succeeds a Fortitude save. attacks).
Mastery – Each mastery in this technique increases the Mastery – At 2nd and 4th levels of mastery the user
save DC by 1. may make an additional attack at his highest attack
Material Focus – The user’s held Kendo Stick. bonus, minus 2, at the cost of 2 chakra per extra attack.
Material Focus – The user’s held Kendo Stick.
KENDO: KENDO SUTANSU (KENDO: KENDO STANCE)
Taijutsu (Stance) [Armed] KENDO: NODO NO SUTORAIKI (KENDO: THROAT STRIKE)
Rank: 6 (B); Learn DC: 22, 3 successes; Perform: 9 (DC Taijutsu (Strike) [Armed]
23); Time: 1 swift action; Components: C, M; Save: None; Rank: 4 (C); Learn DC: 16, 2 successes; Perform: 6 (DC
Cost: 4. 18); Time: 1 attack action; Components: M, F; Range:
Melee Attack; Target: One creature; Duration: Instant;
The user must be wielding a Kendo Stick in order to
Save: None; Cost: 2.
perform this stance. If the user is disarmed, the stance is
broken. While in this stance the user can fight This basic Kendo-style attack targets the throat in
defensively without taking a penalty to his attack rolls. order to deal a stunning blow that can cause great pain
Additionally, if the user threatens a critical hit on a to the foe.
target creature, he automatically confirms said critical. The user must be wielding a Kendo Stick in order to
Mastery – At each level of mastery, the user gains a perform this technique. The user makes an attack roll at
cumulative +1 bonus to avoid being disarmed. a -2 penalty specifically targeting the throat. The attack
Material Focus – Kendo Stick. deals normal weapon damage and causes the target to
become stunned for 1 round.
KENDO: KYORYOKUNA SURAMU (KENDO: POWERFUL SLAM) Mastery – At fifth level of mastery, the target becomes
Taijutsu (Strike) [Armed]
stunned for 1d4+1 rounds (instead of 1).
Rank: 10 (A); Learn DC: 26, 4 successes; Perform: 12 (DC
Material Focus – The user’s held Kendo Stick.
27); Time: 1 attack action; Components: M, F; Range:
KENDO: TEKUBI NO SUTORAIKI (KENDO: WRIST STRIKE) of the technique is not the caster they must make a
Taijutsu (Strike) [Armed] Fortitude save (DC 20) or become sickened for the
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC duration of the technique. When the duration expires,
16); Time: 1 attack action; Components: M, F; Range: the blood becomes gaseous and flows harmlessly back to
Melee Attack; Target: One creature; Duration: Instant; the caster where it re-liquefies.
Save: None; Cost: 1. Expendable Component – The user takes 2 points of
Constitution damage when casting this technique and
This basic Kendo-style attack targets the wrist in an
loses HP and Chakra accordingly. The ability damage,
attempt to disarm the opponent.
HP, and Chakra lost are regained when the user
The user must be wielding a Kendo Stick in order to
reobtains their blood.
perform this technique. The user makes an attack roll at
a -2 penalty specifically targeting the enemy’s wrist. This KETSUEKIBURI: GENKI SESSHU (BLOOD STYLE: VITALITY
attack deals normal weapon damage and has a 10% THEFT)
chance of making the enemy drop his weapon if armed. Ninjutsu (Requires Blood Mage (f), Blood Weapon
Mastery – At 2nd, 3rd, 4th and 5th levels of mastery (Small) (a))
the percentage of disarming the target creature increases Rank: 3 (D); Learn DC: 14, 1 success; Perform: 5 (DC 14);
by 10%. Time: 1 attack action; Components: None;
Material Focus – The user’s held Kendo Stick. Range: Touch; Target: One creature; Duration: Instant;
Save: Fortitude resists; CR: Yes; Cost: 4.
KENJUTSU: OUGI - GARA DAGEKI (SWORD ART: SECRET SKILL -
HILT BLOW) You attempt you revitalize yourself using the blood of
Taijutsu (Strike) (Requires Kenjutsu: Iaido (2)) [Armed] your opponent. You make a melee touch attack against
Rank: 5 (C) Learn DC: DC 18, 2 successes; Perform: 6 (DC an opponent, if you succeed; the opponent makes a
18); Time: 1 attack action; Components: M, F, Mas; Fortitude save. If the opponent fails their Fortitude save,
Range: Melee Attack; Target: 1 creature; Duration: they take damage equal to the amount of Constitution
Instant; Save: Fortitude negates (see text); CR: No; Cost: damage you have taken or 1, whichever is lower. You
3. then restore an amount of Constitution damage equal to
that amount. Mastery: At first, third, and fifth steps of
The user unsheathes his weapons and makes a single
mastery the maximum amount of damage you may
attack with the hilt at his highest attack bonus. On a
heal/deal is increased by one by paying an additional 3
successful hit, the target suffers weapon damage + 3d6 as
chakra per point beyond the first.
non-lethal damage. If this would provoke a Fort save
against unconsciousness, use the Fort save of this KETSUEKIBURI: AKAIRO KIRI NO JUTSU (BLOOD STYLE: RED
technique instead. MIST JUTSU)
The user’s held weapon will be left unsheathed when Ninjutsu (Suiton) (Requires Blood Mage (f), Blood
this technique is completed. Weapon (Small) (a)) [Water]
Mastery – The second and fourth steps of mastery in Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
this technique increase the save DC of this technique by 19); Time: 1 attack action; Components: H, P, 1 point of
1. Constitution damage; Range: One square must be
Material Focus – The user’s held weapon with a solid adjacent to the user; Target: See text; Duration: 1
sheath. round/level; Save: Fortitude partial, see text; CR: Yes;
Cost: 6.
KETSUEKIBURI: BENI YOROI (BLOOD STYLE: CRIMSON ARMOR)
Ninjutsu (Requires Blood Mage (f), Blood Training (a)) The user expels a fog of blood from his veins. While
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC inside this fog, your allies gain 20% concealment and any
18); Time: 1 attack action; Components: S, P (see enemies must make a Fortitude save or be sickened for
text); Range: Touch (see text); Target: One creature; the duration of the jutsu (or until they have spent a full
Duration: 1 round/level; Save: Will save resists round outside of the fog). While inside the cloud, the
(Harmless); CR: No; Cost: 4. Constitution cost for the user to form a blood weapon is
reduced by 1 point. The cloud is a 5 ft. Radius and at least
Your blood is expelled from your skin and covers
one square must be adjacent to the user when the cloud
either you or a creature you touch. The blood hardens
is formed.
and gives the target a +3 armor bonus to Defense (This
does not stack with any type of armor). If the recipient
Empower – The user may increase the radius of the The user hardens the blood near the surface of his skin,
technique by 5 ft. by spending an extra 2 points of making him more difficult to cut through. The user gain
Constitution (the cloud cannot be more than 5 ft. in DR 5/Piercing for the duration of the technique.
radius for every 4 levels the caster has, max 20 ft.). Special: The user may use this technique as an instant
Special – If the user is inside or adjacent to the cloud action, using up one of his uses of Kawarimi no Jutsu.
when the duration of the jutsu expires, he regains the
Constitution lost when casting the technique.
KETSUEKIBURI: DAN HAISUIKAN (BLOOD STYLE: BODY
CONDUIT)
KETSUEKIBURI: CHI NENSHO (BLOOD STYLE: BURNING BLOOD) Ninjutsu (Raiton) (Requires Blood Mage (f), Gift of Blood
Ninjutsu (Katon) (Requires Blood Mage (f), Blood (a)) [Electric]
Weapon (Small) (a)) [Fire] Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9 (DC
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC 21); Time: Instant action; Components: None; Range:
19); Time: 1 move action; Components: S, P; Range: Close; Target: One enemy; Duration: Instant; Save:
Touch; Target: The user's blood weapon; Duration: 1 None; CR: Yes; Cost: See text.
round/ 3 levels or until discharged; Save: None; CR: Yes;
The user channels electricity through his body and
Cost: 5.
fires it towards an enemy. This jutsu may be used when
The user infuses his blood weapon with his fire targeted by any Raton technique that deals damage. You
elemental chakra, causing it to boil. The user's blood may spend any amount of chakra to gain 1 point of
weapon deals an extra 1d6 fire damage on a successful electricity resistance per point spent (you must choose
attack. This jutsu can be discharged as a swift action to the amount of chakra you wish to spend after you know
give your blood weapon +5 ft. reach until the end of the if the attack hits or after you make the save, but before
turn (the weapon continues to deal the extra fire damage you know how much damage it deals). After the attack
while the reach is active). is resolved, you may fire a bolt of electricity, a ranged
touch attack, at an opponent within range, dealing 1
KETSUEKIBURI: KENJU NO CHI (BLOOD STYLE: BLOOD PISTOL) point of electricity damage for every point of damage
Ninjutsu (Fuuton) (Requires Blood Mage (f), Blood
prevented by this technique.
Training (a)) [Wind]
Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9 (DC KETSUEKIBURI: YARI NO GENSE (BLOOD STYLE: SPEAR OF LIFE)
21); Time: See text; Components: S, P, 1 point of Ninjutsu (Hyouton) (Requires Blood Mage (f)) [Cold]
Constitution per bullet fired; Range: Close; Target: One Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
enemy; Duration: Instant; Save: None; CR: Yes; Cost: 4 19); Time: Attack action; Components: H, P, E, 2 points
per bullet fired. of Constitution damage; Range: Touch; Target: One
adjacent 5-foot square; Duration: 1 round/level; Save:
The user fires a blast of his blood towards the enemy.
Reflex; CR: Yes; Cost: 6.
If cast as an attack action, the jutsu fires one bullet
towards an enemy. This jutsu can be used as a full-attack The user freezes some of the blood in his hands and
action to fire as many bullets as the user would normally lets it seep into the ground. Any opponent who steps
be able to attack with a full-attack. Each bullet requires into the targeted square takes 3d6 damage, half cold
a ranged attack roll to hit and deals 2d6 damage. The damage, half piercing and is slowed as if affected by
bullets count as the user's Blood Weapon for all caltrops for the next 5 rounds. A successful Reflex save
purposes. When a bullet hits the target, you may have it halves the damage and prevents the slow. A character
dissipate and reform in your body, returning the Con, may make a DC 22 Spot check to notice the trap
but you may not do this if the bullet misses. Empower – The user may spend an additional 3 chakra
to increase the damage by 1d6 and the duration of the
KETSUEKIBURI: HADA KORI (BLOOD STYLE: SKIN HARDENING) slow by 1 round (max 7d6 damage and 9 rounds of slow).
Ninjutsu (Doton) (Requires Blood Mage (f), Gift of Blood
(a)) [Earth] KETSUEKIBURI: RYU REI GENSEI NO JUTSU (BLOOD STYLE:
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC FLOWING LIFE JUTSU)
19); Time: Attack action; Components: H, P; Range: Ninjutsu (Medical) (Requires Blood Mage (f), Gift of
Personal; Target: Self; Duration: 1 round/level; Save: Blood (a))
None; CR: None; Cost: 5. Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
19); Time: Attack action; Components: H, P, E, 1 point of
Constitution damage; Range: Touch; Target: One
adjacent creature; Duration: Instant; Save: None; CR: Range: Medium; Area: 30 ft. radius + 5 ft./swarm;
Yes; Cost: 5. Duration: 1d4 rounds; Save Throws: Fort half; Cost: 30
(+7/additional swarm).
You use your own blood to close an ally's wounds. You
take 1 point of Constitution damage and the target heals Konchuu Kyuu no Jutsu is considered the epitome of
1 Hit Point for each character level they have. At any their clan techniques as it makes escape for their target
time before either of you rest, you may forcefully regain near impossible as it requires the user to possess a total
your blood, the target loses Hit Points equal to the of 8 swarms (bug reserve included). The character
amount of HP this technique restored them, and you simply performs a series of hand seals as his
regain the Constitution damage dealt to you by this konchuumure, swarm around him and then gather to
technique. the targeted area where they attack only the targets the
Empower – You may spend an additional 5 chakra and user wishes to attack. All opponents suffering from this
1 point of Constitution to heal the target for an technique suffers 8d10 chakra damage and a -5 penalty
additional 1 HP per character level. to attack, spot, defense, and reflex checks for 1d4 rounds.
If the user so wishes he may spend another 7 chakra to
KIBAKU HITODAMA NO JUTSU (EXPLODING DISEMBODIED SOUL gain +5 ft./per additional swarm.
TECHNIQUE) Mastery – First step of master adds +8 to chakra
Ninjutsu [Kuiarasu Clan Hijutsu]
damage.
Rank: 4 (B); Learn DC: 22, 3 successes; Perform: 6 (DC
Second step of mastery increases the damage by one
19); Time: 1 attack action; Components: C, H,
increment (i.e. 8d10 to 8d12).
X; Range: Medium (20 ft. + 10 ft./2 levels); Target: 1
Third step of mastery increases the range by 30 ft.
object; Duration: Instant; Save: None; Cost: 5.
Fourth step of mastery increases the technique save
With this technique, the user draws energy from the throw by 2.
souls he previously absorbed and uses it to attack an Fifth step of mastery replaces the total damage to
objective. The energy takes the form of a ghostly skull 10d12+10 chakra damage, replacing the first and second
and strikes the objective without a chance of missing its step’s bonuses.
target. When the energy hits said target, it explodes
KONCHUU TATSUMAKI NO JUTSU (BUG TORNADO TECHNIQUE)
dealing 2d10 points of damage to everything in a 5 ft.
Ninjutsu (Requires; Konchuu Kashin) [Aburame
radius, half of it being sonic and half force damage.
Hijutsu]
Other creatures caught in the area of effect must make a
Rank: 5, B; Learn DC: 24, 3 successes; Perform: 8 (DC 22);
Reflex save for half damage. The target must be a human
Time: 1 attack action; Components: H, F, E; Range: Close;
being.
Target: One Creature; Duration: Instant; Save: Fort
Expendable Component – 1 Soul Unit.
partial; Cost: 8.
KODOUGU AATISUTO JUNBI (THE PROP ARTIST’S SETUP) A deadly attack created by the Aburame as a way to
Fuinjutsu (Requires Meisaigakure no Jutsu (5))
quickly eliminate a single opponent by sending multiple
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC
swarms on Konchuumure at the opponent where they
21); Time: 1 attack action; Components: C,
then attack in a swirling motion, much like a Tornado.
H; Range: Melee Touch; Target: One object; Duration: 1
The opponent suffers 1d4 points of chakra damage per
minute/level; Save: None; CR: No; Cost: 8.
swarm, and must succeed a fortitude save or be
This sealing technique will camouflage any object that nauseated for 1 round.
it is applied to. When attempting to hide an object, you The cost is 8+2 chakra for each additional swarm, up
gain a bonus as per Meisaigakure no Jutsu to your Hide to a max of 1 per 3 levels of the user.
check, the bonus from this jutsu and Meisaigakure no Mastery – At first, third and fifth step mastery, gain +1
Jutsu do not stack. If the seal is applied and the object chakra damage per swarm.
left as is, the base Spot DC increases by 10.
KONGO FUSA (ADAMANTINE SEALING CHAINS)
KONCHUU KYUU NO JUTSU (BUG WORLD TECHNIQUE) Fuinjutsu (Requires Chakra Control 9 ranks) [Uzumaki
Ninjutsu (Requires; Konchuu Kashin) [Aburame Clan Hijutsu]
Hijutsu] Rank: 6 (A); Learn DC: 21, 5 successes; Perform: 9 (DC
Rank: 12, S; Learn DC: 34, 5 successes; Perform: 15 (DC 23); Time: 1 attack action or full-round action (see text);
38); Time: 1 full-round action; Components: C, H, F; Components: C, Mas; Range: 10 ft.; Effect: Creates 1 or
more adamantine chain(s); Duration: 1 round/level (D); KONGO FUSA: KOSOKU NO JUTSU (ADAMANTINE SEALING
Save: None; CR: No; Cost: 5 (see text). CHAIN: RESTRAINT TECHNIQUE)
Fuinjutsu (Requires Kongo Fusa (3), Chakra Control 9
This technique molds the user’s chakra into extremely
ranks) [Uzumaki Clan Hijutsu]
durable chains which can be used as weapons or to
Rank: 5 (B); Learn DC: 20, 4 successes; Perform: 7 (DC
restrain target creatures.
22); Time: 1 attack action; Components: C, F, M; Range:
The user creates a durable adamantine chain weapon
Close; Target: One creature; Duration: Concentration,
that deals 2d4 piercing damage and has a reach of 10 feet
plus 1d3 rounds (D); Save: None; CR: Yes; Cost: 4.
(crit 20/x2). The user can make trip attempts with the
chain. If he is tripped during his own trip attempt, he Using the adamantine sealing chains, the user can
may drop the chain to avoid being tripped. However, if temporarily immobilize a target.
the chain leaves the user’s grasp for whatever reason, it The user makes a touch attack against a target creature
instantly dissipates. within range. If successful, the target is tightly bound by
The chain is considered a chakra-enhanced weapon in the chain and becomes immobilized. This technique last
which the user is automatically proficient. The user can for as long as the user can concentrate, plus 1d3 rounds.
perform this technique as a full-round action to create However, the user must remain in contact with the
two adamantine chains, but the chakra cost is doubled. chain for the duration of this technique. If the chain
Two-weapon fighting rules apply when wielding two leaves the user’s grasp for whatever reason, the chain
chains. instantly dissipates and the target is freed. Alternatively,
Mastery – At fifth level of mastery in this technique, the target can attempt to free himself each round by
the duration of this technique increases to 1 minute per making a Strength check (DC 25).
level. Once per round as an attack action, the user can
tighten the chain around the subject, dealing 2d4
KONGO FUSA: KOGEKI NO JUTSU (ADAMANTINE SEALING damage. Doing this requires a Concentration check (DC
CHAINS: ATTACKING TECHNIQUE) 15). Failing the check means the attack does not occur
Fuinjutsu (Requires Kongo Fusa (5), Chakra Control 14
and the Strength check requirement to break free is
ranks) [Uzumaki Clan Hijutsu]
reduced by 5 until the next round.
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 14 (DC
If the user takes damage while concentrating on this
27); Time: 1 full-attack action; Components: E, H, M;
technique, he must succeed a Concentration check equal
Range: Medium; Target: One creature/4 levels; Duration:
to 10 + the damage taken in order to maintain the
Instant; Save: None; CR: Yes; Cost: 10 + 2 per chain.
technique.
The user summons a hoard of adamantine sealing Material Focus – An active adamantine sealing chain,
chains that pierce through enemies with ease. as per Kongo Fusa.
SEISHUKU AME RYUU: SHINJUTSU (SILENT RAIN STYLE: SENKOO NANKAN NO JUTSU (RADIANT BARRIER TECHNIQUE)
ACUPUNCTURE TECHNIQUE) Ninjutsu (Mirror Arts) (Requires Mirror Arts (f))
Taijutsu (Strike) (Requires Chakra Control 4 Ranks, Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13 (DC
Hissori Chobo Ouda (t)) [Armed] 27); Time: 1 attack action; Components: H, F, Mas;
Rank: 2 (D); Learn DC: 13, 1 success; Perform: 4 (DC 13); Range: (See Text); Effect: Deflect a Chakra Move;
Time: 1 attack action; Components: F; Range: Close; Duration: Instant; Save: (See Text); CR: (see text); Cost:
Target: One Creature; Duration: Instant; Save: Fortitude (see text).
(negate); Cost: 2
If the user ready a mirror, it can absorb the technique contact with his opponent's shadow and using it as a
using the surface and deflect it against the original user. transfer gateway to become a part of his opponent's
The user can use Senkoo Nankan no Jutsu even against shadow. The user may then initiate a special grapple
an area attack, but first the user must succeed against the from behind with a garrote wire in his possession. This
original Saving Throw (and does not take the "half" special grapple gives him a +4 to his initial attack and a
damage or effect). +4 to maintain the grapple as he attempts to petrify his
To deflect it the user must pay the chakra costs that opponent through shadow arts while physically
has been paid to perform the technique and win or strangling him. If the user succeeds the grapple check,
equalize an opposed Chakra Control check if it is a his allies gain a +8 bonus to successfully hit the right
Chakra Control technique, an opposed Ninjutsu check if opponent as per grappling rules.
it is a Ninjutsu or an opposed Genjutsu check if it is a Material Focus – Garrote Wire.
Genjutsu against the performer of the technique. If the
user beats the compared check by 10 Points he reflects
SHIKAKU INPEI (DEAD SPACE CONCEALMENT)
Ninjutsu (Shadow) (Requires Shadow Arts (f), Kage
the technique, and now it targets the original user. A
Mane no Jutsu (5), Kage Mane Yusou no Jutsu)
taijutsu technique cannot be subject to this ability.
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC
(Some from this text is from "Alternative Jinchuuriki
22); Time: Full Round Action; Components: H, C, M;
Rules" by: Infinitus). This technique can't be
Range: 55 feet; Target: The shadow of one willing ally
"Quickened".
(See Text); Duration: 1 hour per 2 levels; Save: None;
Mastery – The fifth step of mastery can reflect taijutsu
Cost: 5 + 1/duration interval.
too, but the target must miss a direct attack against the
user. Using this technique, the user delves into the shadow
Material Focus – One Mirror. of a willing ally. The user can stay in the shadow for one
hour per level before being forcibly removed from the
SHAKONKYO NO JUTSU (DUPLICATE-SOUL MIRROR TECHNIQUE)
shadow. While in the shadow, the user is effectively
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f))
invincible, though not immortal. However, if his "host"
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 (DC
dies, then the user is expelled from the shadow and takes
17); Time: 1 attack action; Components: F, C; Range:
damage equal to his hosts' Hit Die x 5.
Close; Target: A mirror; Duration: Concentration (up to
The user can take a full round action during his own
1 round/level); Save: None; Cost: 2.
turn to step outside of the shadow and take a single
The character is able to sense the nature of one’s melee or ranged sneak attack against any opponent
chakra focusing a mirror with his own chakra towards within range with a bonus equal to +1d6 per four levels
the targets, may it be light or dark and sinister. If a (maximum 5) which stacks with class bonuses from
person within its jutsu range of the mirror should have classes. The target of this technique also loses his
any of the following allegiances a creature with this Dexterity bonus to AC against this attack.
ability will know instantly. The allegiances are: Balance, When the user leaves the host's shadow he may choose
Chaos, Evil, Good, Law. And anything further that one square adjacent to the host to manifest in. If no space
describes the character’s alignment. is available to manifest in, then the user may not leave
Material Focus – One Mirror. the host's shadow.
If the user is forcibly ejected from the hosts shadow he
SHIKAKU ADAUCHI (DEAD SPACE VENGEANCE) is placed in the square directly behind the host or, if this
Ninjutsu (Shadow) (Requires Shadow Arts (f), Dead
square is unavailable, in any square adjacent to the host.
Space Concealment (t))
If no space is available, the user manifests within the
Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7 (DC
square of the host and incurs all the penalties thereof.
18); Time: Full Round Action; Components: C, F; Range:
Attacks specifically targeting the shadow of the host,
(See Text); Target: One creature's shadow (See Text);
even shadow art attacks, do not harm the user. However,
Duration: Instant; Save: None; Cost: 6.
the user may not willingly exit the host's shadow if the
This technique can only be used while the user host is under the effect of Kage Mane no Jutsu (they may
currently resides within the shadow of a willing ally. still be forcibly ejected).
When an opponent attacks the user's 'host' with an Mastery – At the first step of mastery the duration
attack or technique that puts him in melee range, the increases to 2 hour per 2 levels.
user can manipulate his host's shadow, bending it into
At the third step of mastery the duration increases to would require balance such as crafting require a DC: 35
3 hours per 2 levels. balance check.
At the fifth step of mastery the duration increases to 4 Material Focus – A sealed container of biological
hours per 2 levels. elements: i.e. sulfur, iron, etc. Purchase DC: 10 Weight:
25 lb.
SHIKAKU SUPAIKOUI (DEAD SPACE ESPIONAGE)
Ninjutsu (Shadow) (Requires Shadow Arts (f), Shikaku SHINOBI HIKEN: DACHI – YUUEN ZURU (SHINOBI SECRETS:
Inpei (t), Kawarimi no Jutsu (5)) STANCE – ELEGANT CRANE)
Rank: 10 (A); Learn DC: 24, 5 successes; Perform: 13 (DC Taijutsu (Stance)
23); Time: 1 Full Round Action and 1 Instant Action (See Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13);
Text); Components: C, M, Range: (See Text); Target: One Time: 1 swift action; Components: M; Saving Throws:
Creature's Shadow (See Text); Duration: 1 Day per four None; CR: None; Cost: 2.
level; Save: None; Cost: 16.
In this stance, the user emulates the graceful
In order to perform this technique, the user must take movements of the crane, granting them a +2 to melee
a full-round action in which he / she sets herself up for touch attacks to hit with Fuinjutsu techniques, Paper
the technique without her opponent knowing. This full Bombs, Advanced Seals, and other similar objects. The
round action can also include one movement and one user also gains a +1 dodge bonus to Defense against melee
normal attack with no other techniques involved. This attacks.
is called the Setup.
For the rest of the encounter, as an instant reaction to
SHISHI ENJIN (FOUR VIOLET FLAMES BATTLE FORMATION)
Ninjutsu (Requires Kekkai no In (t))
any attack or offensive technique, as long as one
Rank: 9 (A); Learn DC: 26, 4 successes; Perform: 12 (DC
opponent is within 55 feet of the user, he / she can
25); Time: 1 full round action; Components: C, H; special;
activate his / her setup and avoid the attack using the
Effect: Energy barrier; Duration: Concentration
same rules as Kawarimi no Jutsu and benefitting from
(Maximum of 1 minute per level) (D); Save: None; Cost:
the user’s masteries in Kawarimi for this portion of the
60 (See text).
technique. However, this special use of avoid the attack
functions differently from regular avoid the attack This technique requires four persons to be performed,
techniques in that the user also performs an advanced each one standing adjacent to one of the four sides of the
replacement, replacing himself with a special body energy wall to be created. The technique also requires
double. that all users perform this technique at the same
This shadow art technique allows the user to use a initiative count (Possibly delaying one's action). For
sealed and pre-packaged selection of components that each missing person on the formation, the Perform DC
make up the human body (sulfur, iron, etc.) to create a increases by 5. The chakra cost of this technique is split
physical clone of himself / herself, one that it evenly amongst the users, and if any of them fails the
biologically identical (at least on the surface) but that is perform check or lacks the chakra necessary to use this
actually an elaborate hoax. The body itself has no life technique, it fails and the chakra used by the others is
whatsoever and never has. Making it an affective corpse. wasted. When this technique is successfully used, it
The body double takes the blow of the attack while the creates an energy barrier with the same properties as the
user disappears. In reality, the user uses his shadow arts one created by the Kekkai no In technique. In addition,
to hide himself within his opponent’s' shadow. any creature making contact with the barrier must
The user can remain in the shadow for up to 6 hours succeed a fortitude save to avoid suffering 1d6 points of
per level and benefits from rest the entire time he / she fire damage and be pushed back 1d3x5 feet. The barrier
is in the shadow, though he / she is still fully conscious formed has four walls (Between 20ft to 80ft long,
and capable of hearing what goes on in the outside world determined by the creators of the barrier and 40ft tall)
(though not seeing it). The user can decide to leave the and a roof on the top of it, making almost any tentative
shadow at any point, though if it stays inside until the to escape from it impossible. This technique lasts for as
maximum time he / she will be expelled regardless. long as the users concentrate on it or until the duration
While in the shadow, the user is considered to be ends. To determine the duration of the technique,
functioning in a space of roughly 7 square feet and can consider the highest character level amongst the users.
perform any actions he would usually be allowed to do
in this space, though there is no ground so things that
SHOUHEKI KUSHIN (WALL OF PAIN) the affected area, the dance steps quicken until each
Ninjutsu make a contact with the targets, that to them seems real.
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC Each target in the area takes 4d6 damage, which can be
19); Time: Attack action; Components: C, H; Range: halved with a successful will save. All enemies in range
Medium; Effect: 30ft. wall; Duration: Concentration + 1 that are farther than 30 ft. receive a +2 bonus to this save.
round/3 levels (max 1 round/level); Save: Fortitude The user of this technique is considered to be moving at
partial; Cost: 6. 2 speed ranks higher than actually.
Mastery – At the third step of mastery, for 4 chakra,
This technique creates a nearly invisible wall of chakra
the user can increase the damage by 1d6.
that can be up to 30 feet long. The wall does not directly
At the fifth step of mastery, for every 4 chakra, the
prevent movement nor does it block attacks or objects
user can increase the damage by 1d6 to a max of 2d6.
going through it. Creatures that move through the
Material Focus – To accurately perform this technique,
Shouheki Kushin are stricken with an intense agony that
the user needs specially made clothes, usually equipped
reduces their effective Speed and Strength Ranks by 2,
with whistles or bells that cause the illusion. These
and causes them to suffer from a -2 penalty to attack and
clothes usually have a Cost DC of 10.
damage rolls, as well as a -4 penalty to Strength and
Dexterity based skill checks. This effect lasts for 1d6+2 SHOTON: HASHO KORYU (CRYSTAL RELEASE: TEARING
rounds. A successful Fortitude save halves the penalties, CRYSTAL FALLING DRAGON)
but not the duration. Ninjutsu (Shoton)
The user can, at will, select targets to be immune to Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
the Shouheki Kushin’s effects. 25) (see text); Time: 1 attack action; Components: H, F,
X; Range: Close (small), Medium (medium) or Long
SHURIKEN NINARATTE NO JUTSU (SHURIKEN IMITATION (large); Area: 5-ft. square (small) or 10-ft. square
TECHNIQUE) (medium) or 15-ft. square (large); Duration: Instant;
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f))
Save: Reflex half; CR: Yes; Cost: 7. (small) or 11
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 rank (DC
(medium) or 15 (large).
12); Time: swift action; Components: S, E, F; Range:
Close; Target: One projectile; Duration: Instant; Save: Using this technique, the user is able to create a dragon
Reflex half; CR: Yes; Cost: 1. of varying size from crystal which he uses to tear his
enemy apart. Depending on the dragon's size, Small,
A basic Mirror Arts technique. After throwing a
Medium or Large, the range and damage may vary
projectile the user illuminates with his mirror before
greatly.
touches his target. The light engulfs the object and
A Small dragon costs 6 points of Chakra, has a Close
creates a duplicate that deals +1d6 point of slashing
range (10 ft. + 5 ft./2 levels) and deals 4d6+2 points of
damage, which can be halved with a successful Reflex
damage to creatures in a 5-ft. square. All damages caused
save.
by a dragon of any size can be halved with a successful
Empower – The user can spend an additional point of
Reflex save.
chakra to deal an additional point of damage, up to a
A Medium dragon costs 10 points of Chakra, has a
maximum of 1d6+5.
Medium range (20 ft. + 10 ft./2 levels) and deals 7d6+5
Material Focus – 1 projectile, a Mirror.
points of earth damage to creatures in a 10-ft. square and
SHUUKYOKU ODORI: KUZUSU (FINAL DANCE: DESTROY) increases the perform requirements by 2.
Genjutsu (Phantasm) (Requires Taijutsu 15 ranks; A Large dragon has a Long range (30 ft. + 15 ft./2
Meimu no Kamae(t)) [Mind-Affecting] levels) and deals 10d6+7 points of earth damage to
Rank: 10 (A); Learn DC: 29, 5 successes; Perform: 13 (DC creatures in a 15-ft. square and increases the perform
25); Time: 1 attack action; Components: C, F, M, Mas, P; requirements by 4.
Area: 45 Foot Emanation; Duration: Instantaneously; Expendable Components – At least 50, 100 or 150
Save: Will Half; Cost: 12. pounds for a Small, Medium or Large dragon
respectively, source of material nearby that can be
This improved version of the Fifth Dance is the crystallized to create the dragon.
Dancer's strongest technique, used to decimate enemies.
This technique can only be used while the user is in the SHOTON: KEI ARU (CRYSTAL RELEASE: ARROW OF LIGHT)
Meimu no Kamae stance. Much like the previous Ninjutsu (Shoton)
technique, the dancer appears in front of all subjects in
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 12 (DC A more advanced version of Shoton: Rokkaku
29); Time: 1 full attack action; Components: C, H, E; Shuriken, this technique creates a large shuriken, which
Range: Long; Effect: Ray (see text); Duration: 1 round; is hurled at his opponent. The user makes a ranged attack
Save: Reflex half; Cost: 12 (base). roll with the thrown weapon at his highest attack bonus
for each shuriken, dealing 2d8 points of slashing damage
Using this advanced Shoton technique, the user is
plus the user's strength modifier on a successful hit. The
encased in a prism of crystal. While in this state, the user
shuriken created by this technique dissolve into
is treated as having Total Cover for 1 round. The prism
shimmering, fragments of crystal at the end of the round.
itself has a hardness of 25, 20 hit points and a resistance
to Earth and Water 15. At the beginning of the user’s SHOTON: ROKKAKU SHURIKEN (CRYSTAL: HEXAGONAL
next turn, a finely sharpened beam of concentrated SHURIKEN)
chakra is fired from the prism as a ray attack that deals Ninjutsu (Shoton)
7d8 points of fire damage that can be halved with a Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC
successful reflex save. 16); Time: 1 attack action; Components: S, F, M; Range:
Empower – The user may spend an additional 2 points Close; Effect: Launches up to 1 blade/2 level at nearby
of chakra to increase the damage dealt by 1d8. For every enemies; Duration: Instant; Save: None; Cost: 2 per blade
two additional hit die added in this fashion, the DC of (maximum 1 per 2 levels or 5).
this technique increases by 1.
The shuriken used in this jutsu are six-sided with
SHOTON: KESSHO GOKAKURO (CRYSTAL RELEASE: CRYSTAL spikes at the sides of each blade, as they resemble
PENTAGONAL PRISON) snowflakes. The user makes a ranged attack roll with the
Ninjutsu (Shoton) (Requires Suisho Ro no Jutsu (5)) thrown weapons at his maximum attack bonus for each
Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 13 (DC shuriken, dealing d4 points of damage per successful hit.
30); Time: 1 full-round action; Components: C, H; Range: The shuriken created by this technique dissolve into
Medium; Target: 20 ft. radius; Duration: 1 round/2 levels; shimmering, fragments of crystal at the end of the round.
Save: Reflex Negate, Fortitude Half; Cost: 15.
As Shoton: Suisho Ro no Jutsu except as above.
SHOTON: ROKKAKU SHURIKEN RANBU (CRYSTAL: HEXAGONAL
SHURIKEN WILD DANCE)
SHOTON: KURENAI NO KAJITSU (CRYSTAL RELEASE: CRIMSON Ninjutsu (Shoton) (Requires Shoton: Rokkaku Shuriken
FRUIT) (5))
Ninjutsu (Shoton) Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 7 (DC 21); Time: 1 attack action; Components: E, H; Range:
17); Time: 1 attack action; Components: C, H; Range: Medium; Area: 5 ft. radius; Duration: Instant; Save:
Close; Effect: 10-ft. radius circle; Duration: 1 Reflex half; Cost: 5.
minute/level; Save: None (willing); Reflex Negate; Cost:
The user launches a barrage of crystal formed discs,
5.
bombarding a single area with dozens of projectiles with
By way of this fairly simple technique, the user the intent to completely shred the opponent. The targets
surrounds the target area with a crystal dome that can be of this ability will be subject to 4d6 points of slashing
used for protection. This dome has a hardness of 10, 30 damage that can be halved with a successful reflex save.
hit points, Earth and Water resistance 5 but takes double Empower – The user may spend an additional point of
damage from techniques or abilities with the Sonic chakra to increase the damage dealt by this technique by
descriptor. 1d6 to a maximum of 8d6.
SHOTON: KYODAI ROKKAKU SHURIKEN (CRYSTAL: GIANT SHOTON: SHOHARI (CRYSTAL RELEASE: CRYSTAL NEEDLES)
HEXAGONAL SHURIKEN) Ninjutsu (Shoton)
Ninjutsu (Shoton) (Requires Shoton: Rokkaku Shuriken Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
(3)) 24); Time: 1 attack action; Components: H, E; Range:
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC Close; Area: 5-foot square (see text); Duration: Instant;
18); Time: 1 attack action; Components: C, H, M; Effect: Save: Reflex half; CR: Yes; Cost: 4.
Creates a large-sized shuriken; Duration: Instant; Save:
The user creates crystal needles from the surrounding
None; Cost: 4 per shuriken (maximum 2).
air. It surrounds the targeted square, and every creature
caught in the targeted area suffers 3d6 points of piercing
damage. In addition, the user may decide to target a 10- SHOTON: SUISHŌHEKI HACHI NO JIN (CRYSTAL RELEASE: JADE
foot square instead, but the damage dealt by the CRYSTAL WALL EIGHTH FORMATION)
technique will be halved. Ninjutsu (Shoton) (Requires Shoton Gokakuro (3)(t))
Empower – The user may increase the damage by 1 die Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
at the cost of one point of Chakra, but the damage may 24); Time: 1 attack action; Components: C, H; Range:
not exceed 1d6 per character level or hit dice of the user Long; Target: One creature of Gargantuan size or
(up to 12d6). smaller; Duration: 1 round / level; Save: Reflex Negate;
Cost: 10.
SHOTON: SHOMORI (CRYSTAL RELEASE: CRYSTAL LANCE)
Ninjutsu (Shoton) (Requires Crystal Blade (Medium) (a)) This technique allows the user to entrap much larger
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 (DC creatures than Suishō Rō no Jutsu, but at the expense of
23); Time: 1 attack action; Components: C, M; Range: the lethality. A creature that fails its save is trapped
Personal; Target: You; Duration: 1 round/level; Save: within an area of crystal, unable to perform any abilities
None; CR: No; Cost: 12. or techniques that requires mobility or hand seals. The
prison has a hardness of 10 and 40 hit points. A trapped
The user forms a crystal lance around their forearm.
creature can attempt to shatter the crystal with a
The weapon formed counts as a Colossal crystal blade
Strength Check DC (35).
that threatens a critical hit on a natural roll of 18 - 20. If
the user was of Large size when using this technique, it SHOTON: SUISHO BUNSHIN NO JUTSU (CRYSTAL RELEASE: JADE
deals 5d6 points of piercing damage instead of 4d6. CRYSTAL CLONE TECHNIQUE)
The lance lasts for 1 round per level. Ninjutsu (Shoton)
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
SHOTON: SUISHO RO NO JUTSU (CRYSTAL RELEASE: JADE 21); Time: 1 full-round action; Components: C, H, F,
CRYSTAL PRISON) Mas; Range: Personal; Effect: Duplicate of the user;
Ninjutsu (Shoton)
Duration: 1 minute/level; Save: None; Cost: 10+6/clone
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
beyond the first.
24); Time: 1 attack action; Components: C, H; Range:
Close; Target: One medium-sized or smaller creature; This Shoton technique allows the user to create a
Duration: 1 round/2 levels; Save: Reflex Negate, powerful construct from crystal in his own image. The
Fortitude Half; Cost: 9. clone weighs 8 times as much as the user (including
equipment), and cannot swim (though neither can it
One of the most dangerous techniques in the Shoton
drown). It is incapable of sentient thought, but shares a
style, Suishō Rō no Jutsu has the potential to instantly
two-way bond with the user with which it can
kill any creature unfortunate enough to be caught inside.
communicate thoughts and experiences as well as, in the
After performing this technique successfully, the target
user's case, orders; The Suisho Bunshin still follows the
must succeed on a Reflex Save or become completely
user's instructions to the letter and is its own person
entrapped in crystal. The crystal prison has no hardness
when caught in a genjutsu. The clone also cannot stray
and 20 hit points. If the prison is destroyed by an outside
farther than 1 mile from the user or the technique ends.
source or the duration expires, the target must make a
If the Suisho Bunshin is not within 100 feet of the source
Fortitude save or be immediately reduced to -10 hit
it was created from, it suffers a -2 penalty to attack rolls
points, their remains completely disintegrated. On a
and skill checks.
successful save, the target only takes 5d6 points of
The clone has 1 hit point per level of the user, and
slashing damage from the crystal shards. At any time
shares the user's saving throws, defense and attack bonus
during the duration of this technique, the user can
without penalty. It can make up to three attacks per
decide to prematurely destroy the prison and force the
round and has a hardness of 10, as well as an earth and
target to make the appropriate save. Enough damage
water resistance 10, but sonic damage is doubled.
from a technique or ability with the sonic descriptor to
The Suisho Bunshin does not receive any of the user's
destroy the prison negates the need to make a save as the
temporary bonuses (such as Shodan Kousoku or
prison shatters harmlessly. However, the target of the
Tadayou), but counts as though it was one size category
prison is subject to the damage from the attack
larger for the purpose of grapple, bull rush, trip and
normally.
disarm attempts.
The clone can use any feat, skills, talents and special
abilities (excluding any templates or bloodlines other
than the shoton) that the user may have without The user blows a watery bubble and makes a ranged
penalty, as well as any technique of the user up to Rank touch attack against a single creature within range. If
4. The clone has a chakra pool of 10. In addition, all successful, the bubble violently pops in the target’s face
drawbacks coming from a technique used by a and deals 1d6 water damage. The target must succeed a
replication not only affects the clone, but also the user. fortitude save to avoid becoming dazed for 1 round
A replica counts as the user if it uses a technique to create afterwards.
clones, and thus they are controlled by the user and his Empower – The user may spend an additional 2 points
own limit is used. of chakra to create additional bubbles each with a new
The clone is genuine and carries the very same target within range, up to 1 additional bubble per level
equipment as the user except chakra-dependent items or 3 bubbles. The user must roll separate touch attacks
such as exploding tags or sunburst tags. Any items for each target.
carried by the Suisho Bunshin has 6 points of hardness
but only half the original's hit points. Poison and
SUITON: HOMATSU NO JUTSU (WATER RELEASE: BUBBLES
mastercraft bonuses are not carried over to the clone's
TECHNIQUE)
Ninjutsu (Suiton) [Water, Hijutsu]
equipment.
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7 (DC
Lastly, while the clone can use techniques, it cannot
20); Time: 1 attack action; Components: C, E, H; Range:
normally perform any activities requiring particular
Medium; Area: Cone-shaped burst; Duration: Instant;
attention, such as sensing chakra, setting off an
Save: Reflex half, Fortitude partial; CR: Yes; Cost: 8.
exploding tag or carrying a serious conversation. Once
the clone reaches 0 hit points, strays too far from the user After blowing dozens of bubbles towards his targets,
or the duration expires, it returns to crystal. the user for the precise time to snap his fingers and cause
While the user can freely replace any clone lost by the bubbles to explode.
using this technique more than once, he cannot control Using this technique, the user is able to create
more clones than his mastery allows. He can also choose exploding bubbles and blow them at his foes in the form
to dissipate the clone at any time. He also cannot control of a deadly cone attack. Every creature caught in the
any other sort of clone while using this technique cone-shaped burst suffers 7d6 points of water damage,
(including simple Bunshins or Kage Bunshins). A which can be halved with a successful reflex save. In
creature that can see through chakra must pass a Spot addition, any creature that fails the aforementioned
check (DC 20) in order to discern the clone's nature and reflex save must make a fortitude save or else be knocked
tell it apart from the original. prone from the explosive power.
Mastery – At the third and fifth levels of mastery the Empower – The user may spend an additional 1 point
number of clones the character can control at one time of chakra to increase the damage by 1 die, up to 1d6 per
increases by one. level or 15d6.
Material Focus – A mass of crystal equal to the user's
weight. This may come from other techniques or SUITON: DEKISHI HOMATSU NO JUTSU (WATER RELEASE:
abilities that the user has performed (for instance, the DROWNING BUBBLE TECHNIQUE)
crystallization ability). Ninjutsu (Suiton) (Require Concentration 12 ranks)
[Water, Hijutsu]
SUIKANTSUU NO JUTSU (WATER PIERCER TECHNIQUE) Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 (DC
See Godai Taigeki: Yondan Jutsu technique. 26); Time: 1 attack action; Components: C, H, Mas;
Range: Close; Target: One creature; Duration:
SUITON: HOMATSU KIBARASHI NO JUTSU (WATER RELEASE:
Concentration; Save: None (See Text); CR: Yes; Cost: 6.
BUBBLE DISORIENTATION TECHNIQUE)
Ninjutsu (Suiton) [Water, Hijutsu] This powerful technique forms a dense bubble
Rank: 2 (C); Learn DC: 19, 4 successes; Perform: 7 (DC formation that clings to the opponent’s head causing
20); Time: 1 attack action; Components: C, E, H; Range: them to drown almost instantly.
Close; Target: One creature (see text); Duration: Instant; The user makes a ranged touch attack on a single
Save: Fortitude partial; CR: Yes; Cost: 3. creature within range. If successful, the user creates a
dense bubble around the target’s head. The bubble is not
The user blows a chakra-enhanced bubble and pops it
subject to any damage. The subject’s head will be
in an opponent’s face, causing a small explosion that
contained in the bubble for as long as the user
disorients the foe.
concentrates. While the bubble is active, the subject
begins drowning on his next turn. A drowning creature bubble has a defense of 10, a hardness of 5, and hit points
must make a Constitution check (DC 10, +1 every equal to the character’s level. If the bubble is destroyed,
successful check) each round to avoid falling anyone who was previously in it begin falling.
unconscious and to 0 hit points. Each round afterwards, Mastery – Each level of mastery in this technique
the target loses 1 hit point. If the technique is dispelled increases the hardness of the bubble by 1.
before the creature dies, its hit points are restored.
Otherwise, the creature dies at -10 hit points.
SUIZOU KANNONHOU NO JUTSU (WATER FORMATION CANNON
If the subject still has a turn in the same round that
TECHNIQUE)
Ninjutsu (Suiton) [Water]
this technique was performed, he may act normally.
Rank: 5, C; Learn DC: 20, 3 successes; Perform: 8 (DC 20);
However, he takes a -4 penalty to attack rolls and skill
Time: 1 attack action; Components: C, H, Mas; Range:
checks, and he may not perform techniques that require
Close; Effect: Ray, creates 5 liters of water/level;
concentration. On subsequent turns, the penalty
Duration: 3 rounds (D); Save: Fortitude Partial; Cost: 6.
increases by 2 until either the subject dies or the
technique ends. This technique allows the user to spew out a large
Nothing can pass through the bubble, in or out. The quantity of water and shoot it out at his opponent,
creature can see outside of the bubble, but takes a effectively drenching him in it. The ray, if it hits, deals
penalty to spot and listen checks (above). If the user of 1d4 points of water damage per 5 liters created and
this technique stops concentrating for whatever reason, forces the target to make a Fortitude save or be knocked
the bubble instantly pops and the subject is freed. back 1d4x5 feet and fall prone. The water only last for 3
If the user takes damage while concentrating on this rounds, and cannot be used to quench thirst, but is
technique, he must make a Concentration check equal otherwise pure and drinkable.
to 10 + the damage dealt or else instantly lose control of Using this technique in a hot, dry environment (such
the technique. as a desert) deals 2d6 points of damage to the user. This
Mastery – At 3rd, 4th and 5th level of mastery in this technique can only be used once per day.
technique, the user can create an additional bubble by Mastery – The second and fourth step of mastery in
spending an additional 6 chakra per bubble. Each bubble this technique each allow the technique to be used an
must target a different creature. While concentrating on additional time each day. The fifth step of mastery
this technique with more than one active bubble, the increases the damage die to 1d6 and the knock back
user must make a Concentration check equal to 15 + effect to 1d6x5.
damage dealt whenever he takes damage.
SURAISUFUU NO JUTSU (SLICING WIND TECHNIQUE)
SUITON: HOMATSU HYO NO JUTSU (WATER RELEASE: BUBBLE See Godai Taigeki: Yondan Jutsu technique.
DRIFT TECHNIQUE)
Ninjutsu (Suiton) (Requires Concentration 12 ranks) SUZUSHII TATE NO JUTSU (COOL SHIELD TECHNIQUE)
[Water, Hijutsu] Chakra Control (Requires Ryokujun no Jutsu (t))
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13);
23); Time: 1 full-round action; Components: C, H, Mas; Time: 1 attack action; Components: C; Range: Personal;
Range: Personal; Effect: Creates a huge bubble; Duration: Target: You; Duration: 10 minutes/level (D); Saving
Concentration, plus 1 round/2 levels; Save: None; CR: Throws: Fortitude partial (see text); Cost: 2.
Yes; Cost: 12. Using this technique, the user creates a thin layer of
The user spends a full-round action to create a dense cooling chakra on his body that shield him against the
bubble. The bubble is considered a huge chakra effects of hot weather. For the duration of this
construct and has a carrying capacity of 100 pounds of technique, the user will keep himself cool and as though
weight per level of the user. It can comfortably fit up to he was under moderate weather if the temperature is
three medium-sized creatures provided their combined above 90°F, but below 110°F. Above 110°F, the
weight does not exceed the total mentioned above. The technique does not function.
bubble remains active for as long as the user can Mastery – Every step of mastery in this technique
concentrate, plus 1 round per 2 levels. While housed in allows the technique to be used 2°F higher, up to a
the bubble, the user can manipulate it to fly over great a maximum of 120°F.
distances with good maneuverability. It travels at a speed
of 100 feet per round, or 1000 feet per minute. The
T TAIJUTSU: DACHI - SEBUNSODODANSU (TAIJUTSU: STANCE -
TA SEKAI NO JUTSU (OTHER WORLD TECHNIQUE) SEVEN SWORDS DANCE)
Ninjutsu (Spacetime) (Requires Mirror Arts (f), Retrieval Taijutsu (Stance) (Requires Balance and Tumble 12
Expert (f), Advanced Seal: Kagami Shasai (t)) ranks) [Armed, Killer Bee Hijutsu]
[Teleportation] Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 15 (DC
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC 30); Time: 1 full-round action; Components: C, F, M;
20); Time: 1 attack action; Components: C, H; Range: Save: None; Cost: 6.
Personal; Target: A bonded mirror; Save: None; Cost: 5
(see text). The user cannot be immobilized or flat-footed when
performing this technique. He draws seven weapons,
The user creates a special mirror with a special space size category small or medium, as part of this technique
inside. This mirror can't be used for other ninjutsu with and places them in peculiar locations on his body. The
the Retrieval Expert requirement. Every time the first two are held in the hinge joint of his right and left
character uses this mirror to remove or put an item, he arms, another between his shoulder blade and neck, one
pays 5 of chakra to distort the space and only the owner in his mouth, under his left armpit, another between the
can add or remove items from his mirror. hip joint of his right, raised leg and the back leg of the
The bonded mirror is an extradimensional space: its same raised leg.
inside is larger than its outside dimensions. Regardless of While in this stance, the user suffers a -2 penalty to
what is put into the mirror, it weighs a fixed amount. trip attempts and moves at half his base movement
The limit in weight and volume of the mirror's contents speed. However, the user gains a +4 circumstance bonus
are 250 lbs. and 70 cubic ft. to his melee attack rolls and defense. In addition, during
If a mirror is overloaded, or broken (from inside or a full-attack action, the user gains two additional attacks
outside), all of its contents spill out, unharmed. If living at his highest attack bonus minus 5. He may also initiate
creatures are placed within the mirror, they can survive a spin attack that provokes an attack of opportunity. This
for up to 10 minutes, after which time they suffocate. spin attack is considered a full- attack action. The user is
Retrieving a specific item from a mirror is a move action. able to attack a number of times up to 1 per 4 levels
Magic items placed inside the mirror do not offer any (Maximum 3) and target multiple enemies within half
benefit to the character carrying the mirror. If someone his base movement speed to attack. Attacking this way
tries to put a Ta Sekai inside to other Ta Sekai, both of incurs a -2 penalty to all attack rolls, and the user must
them collapses and creates Genjitsu Gappei no Jutsu, succeed a Fortitude save (DC 20) or else be dazed for one
except this is a 20 feet burst self-centered, and all items round afterwards.
are lost. In addition to the aforementioned abilities, the user of
Material Focus – One Bonded Mirror. this technique may also throw his weapons as an attack
action. He may throw a number of his weapons up to his
TAIJUTSU: DACHI- KENSUI TEASHI (HAND-TO-HAND: STANCE -
total number of attacks (as per a full attack action).
DANGLING LIMBS)
Throwing weapons that are not designed to be thrown
Taijutsu (Stance)
incurs a -4 penalty to all ranged attacks made in this way.
Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
If the user can reach his weapons in a single move action
16); Time: 1 swift action; Components: C, M; Save: None;
after attacking, he may pick them up and place them in
Cost: 2.
their respective positions as a free action that does not
The user enters this stance as a swift action that does provoke an attack of opportunity.
not provoke an attack of opportunity. His arms will Mastery – At fifth step of mastery in this technique,
seemingly go limp and he will hunch over. His attacks the user may imbue his weapons with elemental energy
will seem misguided and unorthodox, causing enemies at the cost of 2 chakra per weapon. In addition to the
to become confused by the tactic. While in this stance, weapon’s normal damage, it now deals 1d6 elemental
the user gains a +2 to attack rolls and defense. damage. The element imbued in each weapon must be
Any person attempting to identify the technique takes the user’s primary affinity.
a -2 penalty to checks made to identify due to the Material Focus – Seven bladed weapons, size category
stance’s strange qualities. Small or Medium.
TAIJUTSU: ENSHIN SENPU (HAND-TO-HAND: CENTRIFUGAL action after performing this technique. If the check fails,
WHIRLWIND) the user is also prone.
Taijutsu (Strike) (Requires Taijutsu: Dachi- Kensui If this technique was performed as a follow-up to Kage
Teashi) Buyou, the grapple attempt automatically succeeds and
Rank: 5 (C); Learn DC: 17, 2 successes; Perform: 7 (DC the damage increases to two times falling damage plus
19); Time: 1 full-attack action; Components: M; Range: the user’s Strength modifier, weapon damage bonus
Melee Attack (See Text); Target: One or more creatures; from Strength ranks, and an additional 1 point per active
Duration: Instant; Save: None; Cost: 3. Strength rank. However, the user suffers one-quarter the
total damage, rounded up, when the technique is
The final technique developed as part of the Dangling
performed this way.
Limb stance, this powerful whirlwind attack utilizes
Mastery – At fifth level of mastery, the user no longer
centrifugal force to hit multiple foe with surprisingly
takes damage when performing this technique normally,
strong strikes.
and only takes one-tenth the total damage, rounded up,
The user performs this technique as a full-attack action
when performing the technique in conjunction with
that is considered a charge. He is able to target one
Kage Buyou.
creature per 2 levels (maximum 5) that are within his
base movement speed. The user initiates a spinning TAIJUTSU: NI-SHI KOGEKI (HAND-TO-HAND: TWO-LIMBED
attack that provokes an attack of opportunity from any STRIKE)
creatures threatening the point of origin. In what seems Taijutsu (Strike) (Requires Taijutsu: Dachi - Kensui
to be the blink of an eye, the user is able to make separate Teashi)
unarmed attacks against each targeted creature that all Rank: 2 (C); Learn DC: 15, 1 success; Perform: 4 (DC 16);
deal normal damage. After the technique ends, the user Time: 1 attack action; Components: M; Range: Melee
suffers the normal penalties to Defense as per a charge Attack; Target: One creature; Duration: Instant; Save:
attack. The user is also dazed for one round after using None; Cost: 1.
this technique unless he succeeds a Fortitude save (DC
This technique utilizes the unorthodox Dangling Limb
20) to regain his composure. The Kensui Teashi stance
stance to both catch an opponent off guard while also
remains active after this technique ends regardless of the
striking with additional force.
character being dazed or not.
While in the Taijutsu: Dachi - Kensui Teashi stance,
TAIJUTSU: JUURYUU NAGE - SUPUREKKUSU (TAIJUTSU: TEN-TON the user makes melee attack at his highest attack bonus
STYLE THROWS - SUPLEX) that uses both his limbs. The attack deals normal
Taijutsu (Strike) (Requires Combat Throw (f)) [Grapple] unarmed damage plus double the user’s Strength
Rank: 10 (A); Learn DC: 24, 4 successes; Perform: 14 (DC modifier. If this technique was performed as part of a
28); Time: 1 full-attack action; Components: M, E, Mas; charge, the damage adds triple the user’s Strength
Range: Melee Attack; Target: One same- size or smaller modifier.
creature; Duration: Instant; Save: Fortitude partial; Cost:
5.
TOOEI FUYOO NO JUTSU (FLOATING REFLECTION NO JUTSU)
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f),
This technique can only be performed when the user Advanced Seal: Kagami Shasai (t))
is behind the target and he is grappling the target. The Rank: 7 (B); Learn DC: 21, 5 successes; Perform: 9 (DC
user makes an opposed grapple check, and lifts the target 22); Time: 1 full-round action; Components: C, H, F, X
up to then slam it back down on its head and back if the (see text); Range: 100 feet/level; Effect: One floating
check succeeds. The suplex deals damage as if the target mirror; Duration: 1 minute/level (D); Save: None; Cost:
had fallen 20 feet, plus the user’s Strength modifier, 6.
weapon damage bonus from Strength ranks, and an
The user bond a small mirror by Advanced Seal:
additional 1 point per active Strength rank. The user
Kagami Shasai. The character controls a flying mirror
suffers 1d6 damage after successfully performing this
which he uses to spy and scout around. The mirror can
technique.
see 150 feet forward (standard vision only). While the
The target must make a Fortitude save to avoid being
eye remains fragile, it is very diminutive and difficult to
stunned for 1 round afterwards. The target will be prone
spot. The floating mirror is a Fine construct, about the
after being hit by the suplex, but no longer grappled. The
size of a child's balled fist, has 1d6 hit points, a Defense
user may make a Tumble check (DC 20) to stand as a free
of 18 (+8 size bonus), flies at a 30 feet with perfect
maneuverability and has a +16 Hide modifier. It carries Edges into claws of pure chakra that manifest around a
the same Spot modifier as the user and is subject to user’s hand. Though the damage is less than that
Genjutsus, darkness, fog and any other factor that would compared to the average Soul Edge; Tora no Kougake’s
affect his ability to receive visual information about his created claws rely more on precision and are thus able to
surroundings. The user can command the mirror freely strike weak spots on enemies easily.
using mental directions, as the mirror and the user share For a Medium-sized character, the Tora no Kougake
the same mind and thoughts. If the mirror leaves the deals 1d4 damage plus the Dexterity bonus if any. The
technique's range or is destroyed, it is instantly claws also score critical on 19-20/x2. The claws appear
destroyed and leaves absolutely no trace of its presence. on one of the user’s hand and will instantly dissipate if
While the user maintains this technique, he himself (but he is disarmed or if it ever leaves his grasp. Like the Soul
not the mirror) suffers a -4 penalty to spot checks. Edge the claws count as chakra-enhanced and has a
Material Focus – One small mirror or Expendable hardness of 6 and 4 hit points.
Components if using Ninpo Gisuikyoo no Jutsu: A Small The performance of Tora no Kougake creates gauntlets
puddle of water. for each hand that the user possesses. User's with more
than two hands also gain gauntlets for each extra hand.
TESSEN GEI HIJUTSU: ZANGANKEN (TESSEN ART SECRET
TECHNIQUE: STONE CUTTER) W
Taijutsu WATOJUTSU: CHOUTEN TOU SEI (WATOJUTSU: MORNING SKY
Rank: 2, (C); Learn DC: 16, 2 successes; Perform: 5 (DC SWORD RUSH)
15); Time: 1 swift action; Components: F, M, Mas, P; Taijutsu (Strike) (Requires: Chouyaku no Jutsu (t)) [Lost
Range: Melee Attack; Target: Object; Duration: Instant; Hijutsu]
Save: None; Cost: 3. Rank: 4, C; Learn DC: 18, 2 successes; Perform: 7 (DC
This technique may only be used if the object is 17); Time: 1 attack action; Components: M, F, Mas;
unattended or the object's user is charging or has lost Range: Melee; Target: One creature; Duration: Instant;
their Dex bonus to AC. The technique allows the user to Save: Fortitude partial; Cost:4.
make a Sunder attempt as if they had the feat Improved This basic Wato technique is performed by planting
Sunder, even if the prerequisites are not met. The the tip of the sword in the ground and using it as a
technique also allows for the user to ignore 5 points of stepping stone, pulling it up with a sharp tug on the
hardness. The tessen also deals slashing damage for this tassel.
attack, non-slashing damage is treated normally (does The user makes a Jump check (DC 15) at a +4 bonus;
not ignore hardness, effects objects as type). for every 10 points he exceeds this check, he gains a +1
Mastery – Every odd step of mastery increases the bonus to his coming attack roll (minimum +1, maximum
hardness ignored by 5 and adds +2 damage to the attack. +5). The user makes a single melee attack against his
At third step mastery, if attacking a reach weapon any target and deals damage normally, though he only
square that could be reached or overshot by the reach applies half his Strength modifier to attack rolls.
weapon may be targeted. If the attack hits and deals damage, the subject must
At fifth step mastery, non-slashing damage ignores succeed a Fortitude save to avoid being dazed for 1d4
hardness and is not reduced by type. rounds.
Material Focus – A tessen of one size category below Mastery – The fifth step of mastery allows the
the user. technique to be used in conjunction with Shouha Tou
TORA NO KOUGAKE (GAUNTLETS OF THE TIGER) Sei, as a full-attack action. He must be moving at speed
Chakra Control (Spirit; requires Seireiha (3)) rank 3 or higher to do so. The technique's effective rank
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 6 (DC counts as though it was 3 higher, its perform DC
16); Time: 1 attack action; Components: C; Range: increases by 8 (in addition to the effective rank increase),
Personal; Effect: Creates 1 Tora no Kougake; Duration: 1 and its cost increase by 5, though it cannot be converted
minute/level (D); Save: None; Cost: 4. to hit points.
Material Focus – The user's Wato, katana, double
Though few have mastered the art of creating Soul katana or hansori.
Edges, even fewer people have been able to dedicate
their fascination of tigers with their soul weapons. With WATOJUTSU: GOUTSUI TOU SEI (WATOJUTSU: BATTLE WIND
this technique a user is able to manipulate their Soul SWORD STRIKE)
Taijutsu (Strike) [Lost Hijutsu]
Rank: 8, B; Learn DC: 24, 4 successes; Perform: 11 (DC If the sword used wasn’t a watou damage suffered from
23); Time: 1 full attack action; Components: M, blocking the attack ignores weapons hardness. (If the
F; Range: Melee; Target: One creature; Duration: sword is destroyed by the damage, the attack is still
Instant; Save: Reflex partial; Cost: 6. blocked but the counterattack can’t be launched).
Mastery – The user cannot attain a mastery in this
This technique consists of the user impaling the target
technique above his own ECL category (see below).
on his sword and then throwing him. The user makes a
The first step of mastery in this technique allows the
single melee attack with critical range increased by 2. If
character to evade attacks from opponents whose ECL
the attack hits the user throws his opponent 5 ft. per
are up to 10 as an instant action, but evading a character
point of strength bonus he has in any direction he
from an ECL 6 to 10 costs 10 points of Chakra that can't
desires, and the target must make a reflex save or be
be converted to hit points.
knocked prone.
The second step of mastery in this technique allows
Material Focus – The user's Wato, katana, double
the character to evade attacks from opponents whose
katana or hansori.
ECL are up to 15 as an instant action, but evading a
WATOJUTSU: KAISHI TOU SEI (WATOJUTSU: SPIRAL PIERCE character from an ECL 11 to 15 costs 15 points of Chakra
SWORD RUSH) that can't be converted to hit points.
Taijutsu (Strike) (Requires: Any two Watou Jutsu The third step of mastery in this technique allows the
techniques) [Lost Hijutsu] character to evade attacks from opponents whose ECL
Rank: 5, C; Learn DC: 20, 3 successes; Perform: 8 (DC are up to 20 as an instant action, but evading a character
18); Time: 1 instant action; Components: M, F, Mas; from an ECL 16 to 20 costs 20 points of Chakra that can't
Range: Melee; Target: One creature; Duration: Instant; be converted to hit points.
Save: None; Cost: 5. The fourth step of mastery in this technique allows the
character to evade attacks from opponents whose ECL
This sole counter technique of Wato style works by are up to 25 as an instant action, but evading a character
blocking the enemy’s attack using end of the hilt, and from an ECL 21 to 25 costs 25 points of Chakra that can't
then launching a counterattack empowered by strength be converted to hit points.
of blocked attack. Kaishi Tou Sei can be used as an The fifth step of mastery in this technique increases
instant action, once per round just before an enemy users number of Attacks of Opportunity in round by 1
attack or any effect that requires an attack roll (such as for purposes of performing this technique.
an attack or a grapple attempt), as long as the user isn't Material Focus – The user's Wato, katana, double
flat footed, denied his Dexterity bonus to Defense, katana or hansori.
unaware of the attacker and his opponent's ECL is not
higher than 5. The Perform DC is equal to the WATOJUTSU: SENRAN TOU SEI (WATOJUTSU – THUNDERING
opponent's attack roll (minimum 18), and the user may HAMMER SWORD STRIKE)
not convert the Chakra Cost into hit points. This must Taijutsu (Strike; Lost Hijutsu; Requires: 2nd step of
be declared before the opponent rolls his attack, and will mastery in three Watou Jutsu techniques)
not provoke an attack of opportunity. If the user cannot Rank: 9, A; Learn DC: 28, 4 successes; Perform: 12 (DC
move, he can't use this technique. If the attack is a 26); Time: 1 full-attack action; Components: M,
confirmed critical, the user suffers a -4 penalty to his F; Range: Melee Attack and Personal (see text); Target:
Taijutsu check to evade the attack. Attacks originating One creature and You (see text); Duration: 1 round (see
from Chakra Control or Ninjutsu techniques can’t be text); Save: None; Cost: 13.
blocked this way.
This advanced Wato technique consists of user sinking
If the user succeeds his perform check he completely
to the ground and then launching an seemingly endless
evades the attack, though his sword suffers 50% of the
series of slashes at the opponent using the advantage of
damage he would normally suffer, and gains an
centrifugal force. Using this technique, the user makes a
immediate Attack of Opportunity on his opponent with
full-attack action against a single creature, and gains an
a bonus to attack and damage rolls equal to opponent’s
additional attack at his highest attack bonus against it
strength bonus. If the opponent used Power Attack
and his attacks are so fierce that he ignores 1 point of
during the blocked attack the Attack of Opportunity also
damage reduction or hardness per 4 character levels (Up
gains 50% of bonus to damage opponent gained using
to 5 points). All attacks made during this round suffer a
this feat.
-2 penalty. This technique's effect does not stack with
other nonpermanent bonus attacks (i.e. other techniques Mastery – First, third and fifth step of mastery in this
that grant additional attacks outside of speed ranks). technique increase the cap of additional damage by 1d6
Additionally, all attack directed against the user (up to a total of 8d6 at fifth step).
provoke Attacks of Opportunity for the duration of the With the fourth step of mastery in this technique the
technique (remember that -2 penalty applies also to user can use it as a part of a charge, but doing so increases
those attacks of opportunity). Perform DC by 7, and Chakra Cost by 2. If the technique
After the technique ends the user must make fortitude is used this way, the user cannot convert the cost to hit
save (DC 18) or be nauseated for one round. points.
Material Focus – The user's Wato, katana, double Material Focus – The user's Wato, katana, double
katana or hansori. katana or hansori.
WATOJUTSU: SHIKUU TOU SEI (WATOJUTSU – SKY STRIDE WATOJUTSU: SHUUGEKI TOU SEI (WATOJUTSU: KICKING SWORD
SWORD STRIKE) RUSH)
Taijutsu (Strike) (Requires: Chouten Tou Sei (3) and Taijutsu (Strike) [Lost Hijutsu]
Sarutobi no Jutsu (5)) [Lost Hijutsu] Rank: 3, C; Learn DC: 17, 2 successes; Perform: 6 (DC
Rank: 6, B; Learn DC: 25, 3 successes; Perform: 9 (DC 16); Time: 1 attack action; Components: M, F,
21); Time: 1 full-attack action; Components: M, Mas; Range: Melee; Target: One creature; Duration:
F; Range: Melee; Target: One creature; Duration: Instant; Save: None; Cost: 3.
Instant; Save: Fortitude partial; Cost: 6.
The most basic technique of Wato style, Shuugeki Tou
The advanced Wato jumping technique gets his Sei is a simple strike with blade kicked up to increase
strength from the second jump made during the attack. power. The user makes a single melee attack, that if hits
The user makes a jump check counted as if he had deals an additional 1d4 damage per 2 levels of the user
running start to launch himself upwards, and then (maximum 5d4, not multiplied on critical hit).
proceeds to make a second jump at -5 penalty to propel Mastery – With the third step of mastery in this
himself higher and proceeds to make an attack. For every technique the user can use it as a part of a charge, but
10 feet upwards that he jumped he gains additional 1d8 doing so increases Perform DC by 5, and Chakra Cost by
damage (up to 1 die per 2 levels) and additionally the 1. If the technique is used this way, the user cannot
opponent must make a fortitude save with DC increased convert the cost to hit points.
by 1 per 20 feet that user jumped or be knocked prone Material Focus – The user's watou, katana, double
and stunned for one round. katana or hansori.
This technique counts as rank 9 for purposes of
determining how long it takes to learn and master
WATOJUTSU: ZETSUGI - KOFUKU ZETTOUSEI (WATOJUTSU:
Material Focus – The user's Wato, katana, double
ULTIMATE ATTACK - CROUCHING TIGER SEVERING SWORD
katana or hansori.
RUSH)
Taijutsu (Stance) (Requires: Senran Tou Sei (5), 3rd step
WATOJUTSU: SHOUHA TOU SEI (WATOJUTSU: DESTRUCTIVE of mastery in all other Watou Jutsu techniques) [Lost
PALM SWORD RUSH) Hijutsu]
Taijutsu (Strike) (Requires: Watou Jutsu - Shuugeki Tou Rank: 12, S; Learn DC: 38, 7 successes; Perform: 15 (DC
Sei (2)) [Lost Hijutsu] 36); Time: 1 swift action (see text); Components: M, F,
Rank: 6, B; Learn DC: 22, 4 successes; Perform: 9 (DC Mas; Range: Personal; Target: You; Duration: Stance;
21); Time: 1 attack action; Components: M, F, Mas; Save: None; Cost: 18.
Range: Melee; Target: One creature; Duration: Instant;
This Wato technique is actually a stance, allowing the
Save: None; Cost: 10.
user to make the ultimate attack of the style. The user
A technique similar to Shuugeki Tou Sei, Shouha Tou enters a stance with his sword placed along the back of
Sei gets power from a push of the user’s other hand his hand.
increasing the strength of this overhead slash. This The technique can be released as an instant action
technique acts like Shuugeki Tou Sei but the additional anytime the user is targeted by a melee attack. While
damage is 1d6 damage per 3 levels of the user (max 5d6, doing so the user gains +1 dodge bonus to defense and
not multiplied on critical hit). Additionally, the attack reflex saves per 3 levels (up to +6) against the
has its critical multiplier increased by 1 (from x 2 to x3). aforementioned attack, and if said attack misses he can
counter with own attack with bonus equal to that of his
previous dodge bonus. If he hits, he deals triple damage the target on a web with millions of spiders on his body
and the opponent must make a massive damage save biting him, and a larger spider about to kill him).
regardless of damage dealt (if the user scores a critical hit All targets must make a will save every turn the user
he deals 4 times the damage, not 6 times). dances or it's fear will continue to increase. It is unable
This stance is instantly broken if the user performs any to move on a turn it fails it's save, and will slowly climb
technique that has perform time longer time than swift in fear ranks until it leaves the 45 ft. area.
action to perform or moves more than 5 ft. in a round. 1st failed save - Shaken
Mastery – The first, third and fifth step of mastery the 2nd failed save - Dazed
distance the user can move without breaking the stance 3rd failed save - Frightened
by 5 feet. 4th failed save - Panicked
Material Focus – The user's Wato, katana, double 5th failed save - Unconscious (lasts 1 round after the
katana or hansori. dance stops)
While performing this dance, the user counts as if
Y being one Speed Rank higher than it currently is, as its
YARIENEN NO JUTSU (SPEAR OF FIRE TECHNIQUE) moves becomes extremely difficult to interpret (up to a
See Godai Taigeki: Yondan Jutsu technique. max of Rank 5).
Material Focus – To accurately perform this technique,
YOGOSU (DEFILE)
the user needs specially made clothes, usually equipped
Ninjutsu [Evil, Lost Kinjutsu]
with whistles or bells that cause the illusion. These
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 (DC
clothes usually have a Cost DC of 10.
29); Time: Attack action; Components: C, H; Area: 30 ft.
radius; Duration: Concentration (D); Save: Reflex half; YOROZU RANMAN ROUMUSHA (TEN THOUSAND GLORIOUS
Cost: 5. WORKMEN)
Ninjutsu (Requires Kage Bunshin no Jutsu (t))
The souls of the dead surround you, striking out
Rank: 6 (A); Learn DC: 22, 4 successes Perform: 10 (DC
against all that live.
26); Time: 1 full-round action; Components: C (see text),
For as long as the user concentrates solely on this
H, Mas; Range: 50 ft. (see text); Effect: Duplicates the
technique, all living creatures within the technique’s
users; Duration: 1 hour/level; Save:
area take 1d8+1 negative energy damage at the
hour/level; Save: None; Cost: 15.
beginning and end of their turn. The cost of this
technique is paid again each round that he continues to After the performance of this technique, the user
concentrate. creates 1d8+1/level workmen. Unlike the more
If a creature dies while within the area of this advanced Kage Bunshin types, these clones are unable to
technique, the user regains chakra equal to the number execute complex actions such as performing techniques
of Hit Dice that creature had. or attack; they can, however, carry out labor and other
simple actions at the discretion of the user and avoid
YONBAN ODORI: RITSUZEN (FOURTH DANCE: HORRIFY)
attacks. Each workman comes into existence with 1 hit
Genjutsu (Phantasm) (Requires Taijutsu 8 ranks; Meimu
point and 1 chakra point, and their outfits match the user
no Kamae(t)) [Mind-Affecting]
but grant them no Defense bonus. They possess the
Rank: 8 (A); Learn DC: 26, 5 successes; Perform: 12 (DC
user's attributes, skill ranks, and feats but not any
23); Time: 1 attack action; Components: C, F, M, P; Area:
bloodline abilities. Every workman also inherits the
45 Foot Emanation; Duration: Concentration; Save: Will
user's class defense bonus, saves, and special abilities.
Partial; Cost: 8.
The maximum distance a workman can go from the user
This improved version of the Third Dance is much is 1 mile.
more powerful, completely ruining some lesser minds. The user does suffer 1 damage per clone but there is no
This technique can only be used while the user is in the limit to the number of workmen the user can create. If
Meimu no Kamae stance. Instead of targeting and the user should run out of chakra while performing this
tensing the target's body, this technique makes the target technique or reach 0 hit points, the technique produces
hallucinate, his worst fears come to life in ways even the no more workmen.
target's didn't think possible, making every step torture Because this technique has no limitations such as those
(i.e. A fear is amplified, so a fear of spiders would have present in the other Bunshin-related techniques, the
user is unable to move or take any action as he
concentrates to sustain the number of workmen created YOUGAN YOROI NO JUTSU (LAVA ARMOR TECHNIQUE)
if the number of clones is more than 16 per character Ninjutsu (Yoton) [Lava]
level. This means that if the user has more than 16 per Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
character level clones, he must maintain Concentration, 16); Time: 1 attack action; Components: H, F; Range:
and adds that as a component to the technique when Personal; Target: You; Duration: 1 minute/level; Saving
crossing that number, the DC for the Concentration Throws: None; Cost: 5.
check is 10 + 1 for every additional 4 workmen over the
Using this technique, the user creates a layer of molten
user’s limit, the check must be made hourly while the
armor that helps protect them from attacks. For the
number of workmen is higher than the user’s normal
duration of the technique, the user gains +3 natural
limit. Failure to maintain Concentration causes all
armor bonus to defense, and attackers using natural
workmen to vanish. The user may choose to create less
weapons or melee weapons without reach take one point
clones than what was rolled.
of lava damage. This armor weighs 1 pound per size
If the user breaks their concentration to maintain the
category of the user (5 pounds for a medium-sized
workmen for any reason, they remain for 4 rounds
character) or 10 pounds per size category of the user if
before dissipating into nothingness. If the user resumes
the user is of Large size or larger.
their concentration before the 4th round after having
Material Focus – A sufficient mass of earth, sand, rock,
previously broken concentration they can resume
or mud nearby to form the armor.
without losing any workmen.
Mastery – At every even number step of mastery in
this technique, the user increases the number of clones TRAINING TYPES
he creates with this technique by 1d8, in addition to the Training has expanded in this section with the
standard mastering increase; however, the limit of introduction of General types. General types are not
clones he can control while taking other actions does not categorized under the normal descriptors. Any
increase with each step of mastery. techniques that are listed as General allow the user to use
At the third step of mastery the user’s workmen may either Chakra Control, Fuinjutsu, Genjutsu, Ninjutsu or
use Henge no Jutsu upon creation at no cost to Taijutsu as the source of your skill role in determining if
themselves or the user. This only may be used when the you succeed in learning the training technique.
workmen are created.
At fifth step of mastery the maximum distance a clone
SHUUGYOU: AURU BUKIMI NO GOSEI (TRAINING: OWL'S
can go from the user is 2 miles and the user no longer
UNCANNY WISDOM)
Training (Taijutsu)
suffers damage from creating workmen.
Rank: 6 (C); Learn DC: 17, 3 success.
YOUGAN ENKA NO JUTSU (SWALLOWING LAVA TECHNIQUE)
The user gains a +1 inherent bonus to his Wisdom
Ninjutsu (Yoton) [Lava]
score. This bonus is permanent.
Rank: 8 (B); Learn DC: 20, 4 successes; Perform: 10 (DC
Material Focus – Special scrolls. Purchase DC 22
21); Time: 1 attack action; Components: C, H; Range:
Expendable Components – Health drinks and pills.
Medium; Target: One creature; Duration: Instant; Saving
Purchase DC 22
Throws: Reflex negate (see text); CR: Yes; Cost: 1.5 per
size category of the target (rounded down). SHUUGYOU: CHIKARA YOGA (TRAINING: POWER YOGA)
Training (Taijutsu) (Requires Training (f))
To properly perform this technique, there must be at
Rank: 3 (C); Learn DC: 16, 2 success.
least 2 feet of lava below the target if it is Tiny or smaller,
5 if it is Small or Medium size, 10 if it is Large, 20 if it is This long training has the character doing advanced
Huge, 30 if it is Gargantuan and 50 if it is Colossal. The yoga for a long time to increase strength and flexibility.
lava underneath the target will open up and swallow the At the end of this training the character gains a +2 to
target unless it makes a Reflex save to avoid falling in the Balance and Concentration.
technique. A creature so buried is only partially exposed
and cannot move, perform any actions other than a free SHUUGYOU: DOKU MENEKI (TRAINING: POISON IMMUNITY)
action and is immobilized until it can succeed three Training (Medical, Ninjutsu) (Requires Expert Healer
Escape Artist or Dexterity check (DC 18) in a row. A (a))
trapped creature suffers 2d6 point of lava damage per Rank: 6 (A); Learn DC: 19, 3 success.
round.
Each time the user takes this training jutsu he is able As a result of this technique, the user can create
to build immunity to another type of poison granting the convincing false tracks that can throw a tracker off
user a +1 to save DCs against that type if the Fortitude course. The time is reduced by 1 minute (minimum 5
DC of the poison is under 22. Pick from Contact, rounds) for every 3 points the user beats the skill
Ingested, Inhaled, or Injury. threshold and perform DC by.
Mastery – Each odd step of mastery after the first Anyone tracking the user encountering the false tracks
grants a +1 save to DCs of poisons of that kind. must make a Survival DC 15 or make a new Survival
Expendable Components – Poisons and antidotes equal check to track them at a -5. This penalty persists until
to a purchase DC of 20. the tracker successfully makes the check.
If the Survival check fails by 10 or more, they lose the
SHUUGYOU: DORYUU JIKYUU (TRAINING: EARTH DRAGON'S trail and for the next 1 minute take a -10 to checks to
ENDURANCE) track them. After which, they take the aforementioned
Training (Taijutsu) [Earth Dragon Hijutsu]
-5 until they make the check.
Rank: 6 (B); Learn DC: 20, 4 successes.
Mastery – Each step of mastery increases the Survival
This training allows the user to harden his body using DC by 1.
the brutal but enlightening methods of the Earth
SHUUGYOU: HISSORI YARU (TRAINING: SILENT KILL)
Dragons. While the training is similar to other training
Training (Taijutsu) (Requires Training (f)) [Kirigakure
techniques it differs in that it needs no special
Hijutsu]
equipment or special foodstuffs, instead it requires that
Rank: 5 (C); Learn DC: 19, 3 success
all time spent training must be done in mountainous
terrain at an elevation of at least nine-thousand-and-one This training teaches swordsmen in the Hidden Mist
feet. By completing this training, the user's Constitution to move silently and go in for the kill without the target
score is permanently increased by 1. hearing or seeing them. The character trains walking in
different types of terrain to gain a feels for moving
SHUUGYOU: DOUJUTSU TAI (TRAINING: DOUJUTSU COUNTER) silently within each one. At the end of this training the
Ninjutsu (Training) (Requires Training (f)) [Deidara
character gains a +2 bonus to Move Silently and Hide
Hijutsu]
checks.
Rank: 8 (A); Learn DC: 23, 4 success.
SHUUGYOU: HOORISUBERI (TRAINING: ICE SKATING)
After learning this technique, the user must choose
Training (Chakra Control) [Yukigakure]
which of his eyes will develop the resistance against
Rank: 4 (C); Learn DC: 18, 2 success.
Doujutsu. For as long as only that eye is exposed to the
effects of visual attacks, the user may spend an instant This training helps the character to move on ice faster
action and an action point to re-roll any failed saving than he normally would. The character spends all his
throw against visual attacks, in addition to adding the time doing various tasks on an ice field. At the end of
result of the action point to the result of the second this training the character gains a +5 ft. to movement
saving throw. when on ice or snow and a +1 to chakra control checks.
SHUUGYOU: FUKANO SHINKEKKAN (TRAINING: SHUUGYOU: INOSHISHI KICHI KARADA (TRAINING: WILD BOAR'S
INSURMOUNTABLE CARDIO GAUNTLET) HEALTHY BODY)
Taijutsu (Training) (Requires Training (f)) Taijutsu (Training)
Rank: 8 (A); Learn DC: 24, 5 successes; Components: F, Rank: 6 (C); Learn DC: 20, 3 successes; Components: F,
X. X.
The user gains the feat Run and a +5 ft. increase to The user gains a +1 inherent bonus to his Constitution
movement speed. score. This bonus is permanent.
Expendable Components – Health drinks and lots of Material Focus – Sophisticated training equipment
carbs. Purchase DC: 22 (including weight). Purchase DC 20.
Expendable Components – Health drinks and
SHUUGYOU: HEKI ATOWOTSUKERU (TRAINING: FALSE TRACKS) pills. Purchase DC: 22.
Training (Taijutsu) (Requires: Track (f))
Rank: 1 (C); Learn DC: 13, 2 successes; Time: 5 minutes; SHUUGYOU: ISSHI OSHIAGERU (TRAINING: FINGER PUSH-UPS)
Components: Mas. Training (Taijutsu) (Requires Training (f), Taijutsu 9
ranks)
Rank: 6 (B); Learn DC: 20, 3 success. Completing this training technique grants a +1 bonus
to Chakra Control checks made to tap reserves and a +1
You have attained the next level of pushups; you can
bonus to chakra pool and chakra reserves. The user
do pushups with just your finger. Upon completion of
automatically learns the Kinobori technique if he did not
this training the character gains a +2 bonus to Balance
already know it.
and Climb checks.
Mastery – At the first step of mastery in this technique
SHUUGYOU: KATATE OSHIAGERU (TRAINING: ONE-HANDED the user may spend 3 chakra and activate Kinobori as a
PUSH UPS) free action.
Training (Taijutsu) (Requires Training (f), Taijutsu 6 At the third step of mastery in this technique the user
ranks) need only spend 2 chakra.
Rank: 3 (C); Learn DC: 16, 2 success. At the fifth step of mastery in this technique the user
need only spend 1 chakra.
This basic training has the character do one-handed
push-ups to increase balance and strength. At the end
this training the character gains a +2 to Balance checks SHUUGYOU: KITSUNE WARUGASHIKOI NOU (TRAINING: FOX'S
and Climb checks. CUNNING MIND)
Training (Ninjutsu)
SHUUGYOU: KAIYOUHIN CHAKRA TOKU (TRAINING: IMPROVED Rank: 6 (C); Learn DC: 20, 3 successes; Components: F,
CHAKRA CONCEAL) X.
Training (Chakra Control) (Requires Training (f) Chakra
Control 10 ranks) The user gains a +1 inherent bonus to his Intelligence
Rank: 7 (C); Learn DC: 20, 2 success. score. This bonus is permanent.
Expendable Components – Health drinks and pills.
Upon completing this training technique, a user who Purchase DC: 22
is attempting to conceal their chakra to be able to ignore
the concentration requirement of doing so and can SHUUGYOU: KEKKEI GENKAI (TRAINING: BLOODLINE LIMIT)
perform other techniques that have a concentration Training (General)
requirement without issue. Rank: 6 (C); Learn DC: 18, 2 successes.
Either in part or your entirety, you hold the genetic CURSE OF THE FIRST’S CELLS
makeup of the legendary First Hokage, Hashirama Senju. The power of the First Hokage is difficult to control,
This grants you an increased vitality, as well as access to and as such, poses a danger on those without sufficient
the First’s kekkei genkai, the Mokuton release. power to reign in the effects, lest he become consumed
However, this power comes at an unknown cost, not by the power. Whenever your chakra reserves drops to
least of all the dangers should you ever lose control of 10% its maximum or below, you must begin making
the power. Fortitude saves (DC 25), which increases by 1 each
This template comes in 2 types; Artificial or Natural. round. The character must consecutively pass two
The Artificial Template is one typically grafted onto a Fortitude saves before he fails 3 consecutive times. If he
limb of a character, such as an arm, leg, but can be fails 3 consecutive times, the First Hokage’s cells attempt
grafted to anywhere on the body. The limb is selected to consume the characters’ body.
upon gaining this template. Characters that can Sense If the character fails a Reflex save (DC 33), his body
Chakra may get a “odd feeling” about that particular will be completely consumed, and after 1d3 rounds, a
limb, while those that can See Chakra may see a stark tree will be left in place of the now dead character. If he
difference in the chakra flow of that limb (Spot Check: passes the Fortitude saves, the character manages to
DC 15). Characters that can See Through Chakra do not reign in the power, and merely suffers a -5 to all Chakra
need to make a Spot check, and can see that the chakra Control checks until the end of the encounter. Passing
flow there is a bright, forest-green and clearly not the the Reflex save means the character manages to tear off
characters’ own. the part of his body the cells were grafted to, and suffers
The Innate Template is one the character has gained at all the associated penalties for missing a limb. If the part
birth; a kekkei genkai, and can only be taken at first level of his body is necessary for survival (e.g his head or
with the GM’s permission. torso), then the characters acts as though he failed his
Reflex save, and suffers the above fate.
Type: As the base Creature. The tree created occupies a fighting space of a creature
Abilities: +2 Constitution one size category larger than the character, and is
Saves: +2 to all Will saves. centered on the square the character occupies. Any
Special Qualities: Vitality of the First Hokage, Mokuton creature that finds itself within this space while a
Release, Curse of the First’s Cells. character is being consumed must make a Reflex save
Level Adjustment: +2 Artificial, +3 Innate (DC 23) or suffer 1d6 Strength ability damage and
ARTIFICIAL become pinned. A natural 1 means the creature has
VITALITY OF THE FIRST HOKAGE become trapped inside the tree, and takes 3d6 Strength
Hit Points: You gain +1 hit points per Hit Dice. At the damage, make a massive damage save to avoid being
GM’s discretion, this may include all your Hit Dice, even reduced to -1 hit points and dying, and begin holding his
those before you gained the Template “Hashirama’s breath, as per suffocation rules.
Cells” Should the character ever completely deplete his
Chakra: You count as one level higher to determine chakra pool and reserves, he is immediately consumed
the amount of bonus chakra you gain from levels. This and turned into a tree, without getting to make a
does not increase any bonus chakra or reserves gained Fortitude save.
from class levels, only character levels.
Talents: You count as though having selected the
INNATE
As the “Artificial” template, but include the following:
Tough Hero talent “Stamina”, even if you do not meet
the prerequisites. If you already have this talent, then VITALITY OF THE FIRST HOKAGE (INNATE)
this grants no further effects other than those listed. Hit Points: You gain +2 hit points per Hit Dice. At the
Mokuton Affinity: You gain a Mokuton nature GM’s discretion, this may include all your Hit Dice, even
transformation. With your GM’s permission, this may those you gained before you gained the Template
“Hashirama’s Cells”
Chakra: You count as two levels higher to determine 3rd —
the amount of bonus chakra you gain from levels. This 4th —
does not increase any bonus chakra or reserves gained
5th Venom Stores (1 dose)
from class levels, only character levels.
6th —
MOKUTON (INNATE) ELEMENTAL AFFINITY
7th —
You gain a Primary Mokuton affinity, and your
Primary affinity selected at first level is downgraded to 8th —
a secondary nature transformation. You also gain Suiton 9th Serpent Crawl (half-speed)
and Doton as secondary nature transformations. 10th —
In addition, the character is not affected by Curse of
11th —
the First’s Cells, and does not ever risk being consumed
by the cells for completely reducing his chakra pool and 12th Venom Stores (2 doses)
chakra reserves to 0. 13th —
Special: The GM may, at his discretion, allow a 14th —
character who has possessed the “Artificial” version of 15th —
this template for a long time, and with sufficient
16th —
training, upgrade it to an “Innate” template by paying
the additional ECL cost. 17th Serpent Crawl (full-speed)
18th —
HARMONY OF THE FOREST
Prerequisite: Hashirama’s Cells Template (Artificial), 19th —
Chakra Pool 100, Ninjutsu 20 ranks, Chakra Control 20 20th Venom Stores (3 doses)
ranks.
Benefit: Through difficult training of body and spirit
and, you have managed to achieve a mastery over the
NATURAL WEAPON (BITE) (EX)
The creature gains a bite attack at 1st level. This is in
First’s Cells. You gain a +4 bonus to all Fortitude saves
the form of retractable fangs that normally lie dormant,
made when resolving Curse of the First’s Cells, and you
but can be extended as a free action on the creature’s
only need to start making rolls once your chakra pool
turn that does not provoke an attack of opportunity. The
drops to 5% of its total maximum. In addition, once per
bite deals slashing, bludgeoning or piercing damage
encounter you may spend an action point to re-roll any
appropriate to the creature’s size category, which is 1d4
failed Fortitude save made to resolve the Curse of the
for a Medium creature.
First Hokage’s Cells.
SNAKE SENSE (SU)
HEBIHA The creature can activate this as a move action that
does not provoke an attack of opportunity. The creature
Few shinobi have ever been seen in possession of this gains the Temorsense extraordinary ability with a range
strange and rare bloodline. Over the course of the of 30 feet. In addition, the creature gains a +2 bonus to
character’s life, he will gradually gain traits related to listen checks while this ability is active. This ability costs
those of a snake, namely the formation of retractable 1 point of chakra per minute to maintain.
fangs and a poison gland that resides in the character’s
mouth. Albeit a freakish bloodline, there is no doubt that
VENOM STORES (EX)
At 5th level the creature develops glands in the roof of
the Hebiha blood is powerful.
the mouth that can store a single dose of poison. Doing
REQUIREMENTS so is a full-round action that may provoke an attack of
Skills: Escape Artist 3 ranks, Spot 3 ranks opportunity, and costs 3 points of chakra. The poison
Feats: Advanced Bloodline (Hebiha) must be an injury-type poison, and on a successful attack
TABLE: HEBIHA BLOODLINE TRAITS that deals at least one point of damage, the target is
exposed to the poison and suffers its full effects. The
Hebiha glands can hold only 1 dose of poison initially. This
Level Minor ability increases to 2 doses of poison at 12th level, and 3
1st Natural Weapon (bite) doses of poison at 20th level. At the GM’s discretion, this
2nd Snake Sense may have to be the same-type of poison.
SERPENT CRAWL (EX) 7th — Slow Fall (50 ft.)
At 9th level, the creature can opt to move on all fours
8th Hiraishin 2 Blinding Speed 2/day
up to half his maximum land speed. Doing so is a move
action that provokes an attack of opportunity. Whilst on 9th — —
all fours, he suffers the penalties for being prone as 10th — Hiraishin 3
normal, except that he takes no penalty for attacking 11th Slow Fall (50 ft.) Up the Walls (+5 ft.)
with his bite. At 17th level, the creature can move as
12th — —
freely as though he was on two legs, and no longer
13th — Slow Fall (unlimited)
suffers any of the penalties normally associated with
being prone. 14th Hiraishin 3 Hiraishin 4
15th — —
HEBIHA FEATS
16th — Blinding Speed 3/day
IMPROVED NATURAL ATTACK (BITE) 17th Slow Fall (unlimited) Up the Walls (+10 ft.)
Prerequisite: Advanced Bloodline (Hebiha), Natural 18th — —
Attack (Bite).
19th — Hiraishin 5
Benefit: As Improved Natural Attack (page 844), but
only applies to the bite attack gained by this bloodline. 20th Hiraishin 4 Blinding Speed 4/day
Increase the damage die for the creature’s bite attack by
one step. For a Medium creature, this feat would grant a HIRAISHIN (SU)
bite attack of 1d6. You gain the indicated number of Speed Ranks. In
INNATE VENOM addition, you can activate your Speed Rank ability
Prerequisite: Venom Stores, Craft (Chemical) 8 ranks. without paying Chakra for a number of rounds per day
Benefit: By sacrificing the ability to store 1 does of equal to your Hiraishin ability plus your Dexterity
poison in your poison glands, you permanently gain the modifier, which stacks with the free use gained from
use of a chosen injury-type poison. The character can Mastering the Speed Rank Training techniques.
naturally refill the gland with this poison after 1 round BLINDING SPEED (EX)
as a full-round action that costs 3 chakra (see Hebiha). Up to a number of times a day (see table), while his
However, the character may spend double the normal Hiraishin is active, the character may spend 2 chakra
chakra cost to refill the gland as a free action on his next points to move both before and after making an attack,
turn. and give himself a +2 to his attack and damage rolls, for
the duration of the attack. This ability must be declared
before the character does any action besides a free
HIRAISHIN action.
REQUIREMENTS UP THE WALLS (EX)
MINOR While you have Speed Rank 1 or greater active, you
Skills: Balance, Jump or Tumble 2 ranks.
can run up 45-degree surfaces without penalty, and can
Feats: Advanced Bloodline (Hiraishin).
run up vertical surfaces during a move action by making
INTERMEDIATE a Climb or Tumble check (DC 20). If you do not reach a
Skills: Balance, Jump or Tumble 4 ranks. horizontal surface by the end of the movement, you
Feats: Advanced Bloodline (Hiraishin). begin to fall.
TABLE: HIRAISHIN BLOODLINE TRAITS SLOW FALL (EX)
Hiraishin Hiraishin When the character's Hiraishin is active and the
Level Minor Major character is currently falling within 10 feet of a wall or
1st — Hiraishin 1 otherwise solid vertical surface, he may treat his fall as
though it was a shorter distance.
2nd Hiraishin 1 Blinding Speed 1/day
3rd — — HIRAISHIN FEATS
4th — Up the Walls
ORDER OF FUJIN
5th Up the Walls Hiraishin 2 Prerequisite: Hiraishin 1
6th — —
Benefit: The character’s normal speed ranks stack with 12th Resist 3 Resilient 4/- Resist 6
the speed ranks granted by their Hiraishin ability while 13th — — Resilient 10/-
Hiraishin is active. This does not enable the character to
14th Resilient 2/- Resist 5 Resist 7
go past Speed Rank 10.
15th — Molding 2 —
EYES OF THE GODS
16th Resist 4 — Resist 8
Prerequisite: Hiraishin 1
Benefit: The character gains High Speed Sight equal to 17th — Resist 6 Molding 3
their Hiraishin speed rank bonus while their speed ranks 18th Resilient 3/- Resilient 6/- Resist 9
are active. 19th — — Resilient 15/-
AUGMENTED ART
Prerequisite: Monster Summoner II, Ninjutsu 6 ranks, KAZAGURUMA [DOUJUTSU]
Craft (calligraphy) or Craft (visual arts) 6 ranks.
Benefit: Each creature you summon gains a +4 The Kisharin clan’s Kazaguruma is a bloodline that
enhancement bonus to Strength and Constitution for the manifests itself in the eyes and allows the wielder to
duration of they are summoned. amplify their already awesome Genjutsu prowess. Its
name derives from the appearance of the eye when the
EPIC MONSTER SUMMONER
Kazaguruma activates; that of a wheel that constantly
Prerequisite: Monster Summoner IV, Ninjutsu 24
spins while active.
ranks, Craft (calligraphy) or Craft (visual arts) 24 ranks.
Benefit: Your summoned creatures can have more REQUIREMENTS
than 20 HD, up to the user’s level in hit dice. Skills: Genjutsu 4 ranks, Spot 2 ranks.
Normal: Your summoned creatures cannot have more Feats: Advanced Bloodline (Kazaguruma).
than 20 hit dice. TABLE: KAZAGURUMA BLOODLINE TRAITS
Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft.)
M +4 16 15 12 8 13 8 Power Attack - 30, climb 30, swim 30
L +6 24 13 16 9 14 10 Impr Natural Attack (Bite) Swallow Whole 30, climb 30, swim 30
H +8 32 11 20 11 14 11 - - 40, climb 40, swim 40
G +10 40 11 24 12 15 12 - - 50, climb 50, swim 50
C +12 48 11 28 13 15 14 - - 60, climb 60, swim 60
opponent). If it succeeds, it swallows its opponent and requires a ranged attack roll modified by Dexterity or
deals bite damage. Unless noted otherwise, the opponent Constitution, whichever is higher, and deals 1d6 points
can be up to one size category smaller than the of damage per liter spent on the attack if it hits. The
swallowing creature. Blood Companion loses liters from its body
Being swallowed has various consequences depending appropriately when it uses this ability.
on the creature, but a swallowed opponent is considered SKILLS
grappled, while the creature is not. A swallowed Hide +20 (when completely submerged in liquid),
opponent can try to cut its way free with any light receives a species Swim +10 bonus. Blood Companions
piercing or slashing weapon (the amount of cutting favor Escape Artist, Hide, Listen, Move Silently, Spot,
damage required to get free is noted in the creature’s and Swim.
descriptive text), or it can just try to escape the grapple.
If the swallowed opponent chooses the latter course, Blood Companion: Medium magical beast; HD 1d10+1;
success puts it back in the creature’s mouth, where it HP 5; Mas: —; Init +2; Spd 30 ft.;
may be bitten or swallowed again. Defense 16 (+2 Dex, +4 Natural), Touch 12, Flat-Footed
14; BAB +1; Grap +4; Atk +5 melee (1d6+3 bite) or +3
WATER ABSORPTION (EX)
ranged (1d6 water shot); Full Atk +5 melee (1d6+3 bite)
A Blood Companion may, as a full round action, absorb
or +3 ranged (1d6 water shot);
a nearby source of water in order to increase its combat
FS 5 ft. by 5 ft.; Reach 5 ft.;
effectiveness. A Blood Companion can hold up to its
AL Creator;
Constitution modifier times 4 in liters of water at a time.
SV Fort +1, Ref +2, Will +1; CP 2;
For each 4 liters of water, the Blood Companion gains a
Str 16, Dex 15, Con 12, Int 8, Wis 13, Cha 8.
+1 bonus to damage rolls with its Bite and Water Shot
Skills: Spot +5, Listen +5, Hide +10 (when completely
attacks.
submerged in liquid).
Blood Companions lose water at a rate of 1 liter per
Feats: Weapon Focus (Bite)
minute, and a Blood Companion without any water
Abilities: Creator Link (Su), Escape Artist (Su), Earth
inside it falls apart. If a Blood Companion ever has less
Vulnerability (Ex), Improved Grab (Ex), Water
than 1/2 its Constitution modifier in liters of water
Absorption (Su), Water Shot (Ex).
inside its body, then it reduces in size category by 1, once
per minute, to a minimum of Medium. KETSURYUGAN FEATS
A Blood Companion is healed from Water Techniques
equal to half the amount dealt. BLOOD DOCTOR
WATER SHOT (EX) Prerequisite: Reverse Doctor, Expert Healer
A Blood Companion may, as an attack action, shoot Benefit: You can, as a standard action, use your Blood
water out of its body at a target. The Blood Companion Rebellion ability to heal an ally. When you use this
chooses to spray a number of liters up to its HD at a ability, you roll Blood Rebellion damage as if you were 4
target creature. This ability may be used against any levels lower than you actually are. Using this ability in
creature or object within range, the attack is a line attack this way costs 2 chakra per d6 you heal.
with a length of 10 feet per liter spent. This ability Normal: Your Blood Rebellion only deals damage.
EXPLOSIVE BLOB KURAMA
Prerequisite: Blood Companion (Small); Blood
Rebellion (2d6) Born by select members of the secretive Kurama Clan,
Benefit: Any Blood Companion you create gains the this bloodline is renowned for the powerful illusions it
Explosive Surprise ability. can create. Individuals who wield this ability have a
Normal: Your Blood Companions lack the Explosive natural talent for Genjutsu, able to understand the
Surprise ability. subject's intricacies far better than most and able to craft
EXPLOSIVE SURPRISE (EX) illusions that are eerily convincing. However, there may
A Blood Companion may, as a standard action, blow be a reason for this…
itself up in order to deal 1d6 suiton damage per HD it REQUIREMENTS
has. The explosion is a burst centered on the Blob with a Ability Scores: Wisdom 16
radius of 10ft+5ft per 2 HD of the Blood Companion. A Skills: Genjutsu 4 ranks
Reflex save of 10 + 1/2 HD + Con Modifier will halve the Feats: Advanced Bloodline (Kurama)
damage. A Blood Companion reflexively uses this ability
TABLE: KURAMA BLOODLINE TRAITS
as a free action when it is reduced to 0 HP or lower.
Kurama
BATTLE READY (BLOOD COMPANION) Level Major
Prerequisite: Blood Companion (Medium)
1st Reality Manifestation
Benefit: You may create a Blood Companion as a move
action. It is only able to act the round after it is created. 2nd Intuitive Genjutsu +1
Normal: You may only create a Blood Companion as a 3rd Persuasive Illusion +1
standard action. It is only able to act the round after it is 4th Dominating Illusion +1
created.
5th Intuitive Genjutsu +2
6th —
KOIMEIGAN [DOUJUTSU] 7th —
8th Intuitive Genjutsu +3
KOIMEIGAN FEATS 9th Persuasive Illusion +2
INSTANT REFLEXES 10th Artistic Trigger
Prerequisite: Adrenaline Surge 11th Intuitive Genjutsu +4
Benefit: The character is considered to have Improved
12th —
Uncanny Dodge while Adrenaline Surge is used to boost
13th —
a Reflex saving throw, this also grants an additional +1
use of Adrenaline Surge per day. 14th Intuitive Genjutsu +5
15th Persuasive Illusion +3
EPIC KOIMEIGAN [EPIC]
Your ability at maintaining the Koimeigan activated 16th —
for a long time improves further, enabling you to keep 17th Intuitive Genjutsu +6
your Koimeigan activated, to some extent, most of the 18th Dominating Illusion +2
day.
19th —
Prerequisite: Koimeigan Eye +3, Spot 18 ranks
Benefit: You gain the ability to partially activate your 20th —
Koimeigan eye. In this state, the
Koimeigan Eye only grants half its standard bonus, REALITY MANIFESTATION (SU)
rounded down (maximum +5), and you cannot use any This ability has a 5% chance to manifest per level. The
abilities relevant to the Koimeigan eye (such as user automatically ignores the effects of any Genjutsu
Adrenaline Surge or High-Speed Sight). lower than their ECL-5 (maximum rank effected Rank
You may still perform techniques requiring the 7), and can dispel them with a +10 modifier.
Koimeigan to be active and concentrate to See Chakra. Also, at the cost of a 50% increase to the chakra cost
The cost of Epic Koimeigan is paid every 10 minutes (1 (rounded down), the character can make the damage
point of chakra), rather than every two rounds. from any Genjutsu lethal, and able to kill its victim. If
they choose to do so, the perform DC of the technique is
raised by 5 and the skill threshold is increased by 3 the target sees the focus. This is treated as a gaze attack
unless they use a material focus, such as a painting or and the target may attempt to avoid its 'gaze', the gaze
doll. If such a focus is used, the time needed to use the has a range of 30 ft. All other effects of the Genjutsu
technique is increased by 1 step. If the character damages imbued into the art are dependent upon the technique.
someone in this manner, the user take 1d4+1 points of The user can only perform this ability a number of times
temporary Wisdom damage which heals at a rate of 1 equal to their one half their class level + Wisdom
every 20 minutes when outside of combat. modifier per day. Activating Artistic Trigger is done
If the character's Wisdom ever reaches 0, the Iduo immediately upon performing the Genjutsu and the user
Demon takes over. The character's chakra pool becomes deciding to use this ability.
full, and the Demon gains use of all of the user's
techniques and abilities, and may use the above ability KYOME [DOUJUTSU]
without taking any Wisdom damage, though it still must
Known as “Devil Eye”, this little-known bloodline
meet the increased DCs. In addition, the Demon is
from the Ryu clan from the Village Hidden in the Grove
treated as having your permanent Wisdom rather than
aids the user in performing genjutsu by allowing them to
your temporary Wisdom. While possessed by the Iduo
see into their opponent’s mind and see their fears. Some
Demon the character functions as if they were frenzied,
of the most powerful in this clan even unlock greater
except that the Demon may still use any of the
proficiency with it, manifesting the fear without so
character's skills or abilities. The Demon will attack
much as a thought on their part.
whoever is closest, regardless of whether that individual
When not activated the eyes of the user are pure black,
is an ally or an enemy. The GM may choose how the
save for the iris which is white. Upon activating the
Demon attacks and which, if any, techniques are used. If
Kyome the eye changes, the sclera (white part of the eye)
this occurs outside of combat, the GM may take control
and the iris turn completely black, while the pupil turns
of the character and have them perform any action that
white. While gazing into these eyes you feel them
they feel might fit the Demon's malevolence.
searching the deepest part of your mind, finding the very
When the damage has been fully recovered, the
thing you fear the most.
character may attempt a Will Save (DC 20) every other
round (if in combat) or every 20 minutes (if outside of REQUIREMENTS
combat) to regain control from the Iduo Demon. When Skills: Genjutsu 4 ranks.
the user does, their health and chakra pool drop to 1. A Feats: Advanced Bloodline (Kyome).
character afflicted by the Iduo Demon can make a TABLE: KYOME BLOODLINE TRAITS
Wisdom check DC 15 after a possession, in which case
Kyome
they become aware of their condition.
Level Intermediate
INTUITIVE GENJUTSU (EX) 1st —
As the wielder becomes more powerful, they begin to
better understand the intricate art of Genjutsu. This 2nd Kyome +1
bonus is applied to any Genjutsu check as well as any 3rd Kyofu no kōkei (lesser)
check to learn or teach Genjutsu. 4th —
DOMINATING ILLUSION (EX) 5th Genjutsu Resistance +1
The more the wielder practices their illusions, the 6th Kyome +2
better they are able to craft them. The character's
7th Kyofu no kōkei (Moderate)
Genjutsu become more effective, and this bonus is
applied to their Genjutsu Save DCs. 8th —
9th Genjutsu Resistance +2
PERSUASIVE ILLUSION (EX)
The illusions the user performs are more difficult to 10th Kyome +3
dispel. The character’s Genjutsu become harder to 11th Kyofu no kōkei (Greater)
dispel, this bonus is applied to Dispel Checks. 12th —
ARTISTIC TRIGGER (SU) 13th Genjutsu Resistance +3
Members of the Kurama clan who train their talents
14th Kyome +4
eventually gain the ability to plant their Genjutsu inside
15th Kyofu no kōkei (Advanced)
material focuses, effectively delaying its activation until
16th — At 15th level the user may now find a “greater” fear.
17th Genjutsu Resistance +4 The target suffers a -3 penalty instead of -2 or -1 against
Genjutsu involving their “greater” fear.
18th Kyome +5
At 20th level this ability has fully developed, by
19th — spending 15 chakra when discerning one “greater” fear
20th Kyofu no kōkei (Perfect) the user may immediately create an illusion of the
target’s “greater” fear, forcing him/her to make a will
save with the -6 penalty against a DC of 10+ Kyome
KYOME (SU)
bonus*1.5 + the user’s Cha Mod or fall prone trembling
The character activates this ability as an attack action
in fear and unable to take any actions for 1d4+1 rounds.
that does not provoke an attack of opportunity. While
(Note: the target is not helpless).
Kyome is active the character gains an insight bonus to
all Genjutsu checks and checks to dispel Genjutsu. The
character can concentrate for a move-equivalent action GENJUTSU RESISTANCE (EX)
to gain the ability to See Chakra for as long as he Due to their natural skill in Genjutsu, the members of
concentrates, plus 5 rounds. Concentrating this way is the Ryu clan start to develop a natural resistance to
the same as if he was concentrating on a technique. them. The character gains the specified bonus as an
Kyome costs 1 point of chakra per round to maintain. If enhancement bonus to resist any and all Genjutsu; this
the character is blinded, he/she gains none of the ability is only active while their eye is activated.
benefits of Kyome. Deactivating this ability is a free
action.
KYOME FEATS
KYOFU NO KOKEI (SU) BATTLE READY (KYOME) [META-CHAKRA]
This ability is also known as “Fear Sight”, it is the You are quick in activating your Kyome in battle.
signature ability of the Ryu clan. Once per encounter as Prerequisite: Advanced Bloodline (Kyome), Kyome +2.
an attack action that provokes an attack of opportunity Benefit: The character may spend 1 meta-chakra
while Kyome is active the user may probe his/her charge to activate the Kyome ability as a swift action.
enemy’s mind for their fears. The target, if aware, may
attempt to avert their eyes as per the standard rules.
CAPTIVATING EYES
Your eyes captivate everyone around you, whether
Should the target fail to avert their eyes, or is unaware
through fear or awe.
of this attempt and meets the user’s gaze must pass a will
Prerequisite: Advanced Bloodline (Kyome),
save (DC: 10+ (Kyome bonus*1.5)+ the user’s Cha Mod),
Overcharge.
if successful the target pushes the user out of their mind,
Benefit: You may, as a swift action, spend one of your
and is now aware that something is wrong if they
uses of the Overcharge feat to instead grant you a +4
weren’t before. Should they fail the user finds a “minor”
bonus to your charisma score for the remainder of the
fear of the subject, for the next three rounds the target
encounter or 10 minutes, whichever is shorter. This
suffers a -1 to their will save against Genjutsu cast by the
bonus does not stack with multiple uses of this ability.
user of this technique if it involves their minor fear (the
GM decides, and lets the player know what this minor OVERCHARGE
fear is). You can temporarily increase the power of your
At 7th level, the user’s skill grows and may now find Kyome, but at a cost.
an “average” fear. The target suffers a -2 instead of the - Prerequisite: Advanced Bloodline (Kyome), Kyome +3.
1 penalty against Genjutsu involving their “average” Benefit: Once per day per five character levels
fear. (maximum 4/day at level 20) you may spend a move
At 11th level, the user may spend 8 chakra while action to “Overcharge” your Kyome. For 2 rounds the
discerning an “average” fear the user may immediately bonus gained from your Kyome ability and your
create an illusion of the target’s “average” fear, forcing Genjutsu Resistance ability increases by +2.
him/her to make a will save with the -4 penalty against For 2d8 rounds afterward, you are fatigued, and the
a DC of 10+ Kyome bonus*1.5 + Cha Mod or be shaken bonuses from your Kyome and your Genjutsu Resistance
for up to 1 round per level. The target may make another abilities are reduced to +1, or +2 if the user possesses the
save every round to end the cowering early. Kyome +5 ability.
OVERCHARGE PROFICIENCY 5th Weapon Mastery +1
You become more adept at using your overcharge
6th —
ability.
Prerequisite: Advanced Bloodline (Kyome), Kyome +4, 7th —
Overcharge. 8th Medium Weapon Manifestation
Benefit: You gain two more uses of the Overcharge 9th Weapon Transformation 2
ability (not limited by level), in addition you only suffer
10th Weapon Mastery +2
from the drawback for 2d6 rounds afterward, instead of
2d8. 11th —
12th Quickened Manifestation
13th —
KYUUSHOU KOUSEI 14th —
- Improved Grab: The construct must hit with 1 slam chakra enhanced when bypassing damage reduction. If
attack for this ability to work. the weapon he chose is a ranged weapon, it costs 2 points
The chakra cost is 20. of chakra to manifest each projectile, but attacks made
The Fortitude save is now raised by 5. with the weapon gain a Kawarimi Defence of 4, and hits
The user suffers 1 point of Mangekyou Sharingan using the user’s ranged attack bonus. The ranged weapon
Blindness after this technique is ended. has a rate of fire of 1, unless the user has abilities that
Humanoid Susano’o (requires 2nd step of mastery): The may alter this.
users’ Susano’o gains muscle and sinew as well as being The chakra cost increases to 36, and the user will gain
able to form its lower half, giving it full range of motion. 2 points of Mangekyou Sharingan Blindness points when
The Susano’o retains all prior form features, and gains the techniques ends. In addition, the user must make a
the following: Fort Save (DC 18 + 1 per round the technique was active,
- The Susano’o is able to move using the user’s move +1 per failed Fortitude save of Susano’o that encounter)
action. Its move speed is 40 ft. or the user’s whichever is or suffer 1 point of Constitution damage, 1 point of
higher. Manifesting the lower half costs an additional 8 Mangekyou Sharingan Blindness and become exhausted.
chakra. At the end of the encounter, the user must make a
- The user’s Susano’o gains either 1 weapon of Huge Fortitude Save (DC equal to the highest Fortitude Save
size or 2 weapons of Large size, following the normal he made because of Susano’o) or risk half the
penalties of fighting with two weapons. If the user has Constitution damage becoming permanent.
any feats that lessen the penalty, the Susano’o gains Complete Susano’o (requires 5th step of mastery): The
those same benefits. Alternatively, the user may opt for Mastery – Each step of mastery increases the CR he
one of the 2 weapons to be a shield. When the user takes may defend himself using Susano’o ribs by 5.
a defensive action, he gains an additional DR 15/- and Each step of mastery increases the number of times he
ER 10. All weapons ignore 10 hardness of any object and may use Susano’o ribs to avoid an attack, to a maximum
count as chakra enhanced. If the user chooses a ranged of 5 per day.
weapon, it costs 2 chakra per projectile. Each ranged Each step of mastery grants the user a +2 bonus to
attack gains Kawarimi Defense of 4. The ranged weapon Fortitude checks made to avoid taking Constitution
has a rate of fire of 1 unless the user has abilities that damage from using Susano’o
alter this. Upon attaining the 3rd step of mastery, the user need
The chakra cost is 30. only make the Fortitude save every 2 rounds. This
The Fortitude save is now raised by 3. increases to every 3 rounds upon attaining the 5th step
The user suffers 2 point of Mangekyou Sharingan of mastery.
Blindness after this technique is ended. With the 5th step of mastery, the user can increase the
Armoured Susano’o (requires 3rd step of mastery): The size of his Shrouded Susano’o to Gargantuan, increasing
users’ Susano’o gains a shroud of chakra, further its Strength score to 38. The construct’s hit points
increasing its defensive capabilities. The construct gains increase to 100, and it’s energy resistances and damage
the following benefit: reduction all increase by 5, to DR 30/-, and energy
- In addition, the user’s Susano’o gains either 1 weapon resistance 25 to Fire, Earth, Lightning, Water, Wind, Ice,
of Huge size, or two weapons of Large size, following the Acid and Sonic damage. Doing so increases the chakra
normal penalties of fighting with two weapons. The cost by 50%, and increases the size of his weapons by one
Two-Weapon Fighting tree lessens these penalties, as stage (i.e. Huge to Gargantuan, Large to Huge).The user
normal. The user can opt for the weapon to be a shield, must make a Fort save (DC 23; + 1 per round the
which increases the user’s damage reduction against technique was active, +1 per failed Fortitude save of
physical attacks to DR 25/epic when taking a defensive Susano’o that encounter) each round. In addition, the
or total defensive action in the direction the user is Constitution damage for a failed Fortitude save becomes
facing. The weapon deals damage as though Huge sized 2; and the user gains an additional point of Mangekyou
(or Large, if opting for two weapons), and ignores the Sharingan Blindness on a failed Fortitude save.
first 10 points of hardness of any object and counts as
Special: The GM may rule that any character that has After using this technique, the user gains 2 points of
acquired an Eternal Mangekyou Sharingan, in addition Mangekyou Sharingan Blindness. See Mangekyou
to no longer suffering Mangekyou Sharingan Blindness Sharingan for details on blindness.
points from using this technique, may also no longer Empower – By spending an additional 6 chakra, the
need to check to avoid taking Constitution damage or user may increase the number of rounds he is sent back
becoming fatigued/exhausted. by 1. This technique may only be empowered one time.
Working out the Fort save for Susano’o: Mastery – Every odd level of mastery the user gains a
Fort DC = (a+b+c), where: +1 circumstance bonus to attack rolls and saves.
A) Amount stated in text. This will change, depending
on which version of Susano’o is activated.
B) The amount of rounds the technique has been SHIKAWA MYAKU
active for. This “resets” once a user has failed the
This powerful bloodline was possessed by members of
Fortitude save.
a branch family from clan Kaguya. The Kaguya, being a
C) The number of times the user has failed this
warrior people, sought to use the power of the branch in
Fortitude save in the encounter.
their warfare through manipulative and oppressive
TOKUTEN NO SHUNKAN (MOMENT OF REDEMPTION) means.
Ninjutsu (Spacetime) (Requires Mangekyou Sharingan The Kaguya systematically denied the family their
(a)) [Uchiha Kinjutsu] rights as a clan in and of themselves, and at times denied
Rank: 12 (Super S); Learn DC: 29, 8 successes; Perform: the existence of the people altogether. Those that
15 (DC 32); Time: 1 full-round action; Components: S, E, possessed the bloodline refused to fight alongside the
Mas; Range: Personal; Duration: Instant; Save: None; CR: Kaguya as lesser members. They offered a deal to clan
No; Cost: 12. head, they would continue to fight alongside their
brethren, but only as equals. The clan head must
Utilizing the Sharingan’s innate predictive capabilities
acknowledge the branch as its own clan, with full rights.
in conjunction with advance spacetime manipulation,
The Kaguya responded with the wholesale slaughter of
the user of this technique is able to seemingly reverse
every first born male child from the branch. Its
time in order to alter the past.
remaining members scattered themselves to protect
This technique combines the predictive nature of the
their children, and future children from the scorn of the
Sharingan with spacetime properties to alter the past
Kaguya. Seeking asylum in a variety of countries and
with hopes of aiding the user in combat. To use this
villages across the globe, they changed their names,
technique, the user’s Mangekyou Sharingan must be
hiding in plain sight.
active.
Spending a full-round action, the user concentrates on REQUIREMENTS
MINOR
using his eye’s special ability. After performing this
Ability Scores: Con 14
technique, the user will essentially be sent back 1 round
Skills: Concentration 2 ranks
in time. Any creatures on the battlefield, other than the
Feats: Advanced Bloodline (Shikawa Myaku)
user, are placed back where they were before their
respective turns and must take the exact same actions INTERMEDIATE
they took during the previous round. The user, however, Ability Scores: Con 15
may alter his actions how he sees fit. Any damage the Skills: Concentration 3 ranks
user suffered or dealt is nullified, for he has travelled Feats: Advanced Bloodline (Shikawa Myaku)
back in time. Initiative remains the same as it was prior MAJOR
to the use of this technique. Ability Scores: Con 16
Skills: Concentration 4 ranks
Feats: Advanced Bloodline (Shikawa Myaku)
SKIN CONTROL (EX) and damage equal to the users rank in Skin Control. The
This ability allows the user to harden or soften their claws threaten a critical on a natural roll of 20 and do 3
skin as a free action. This ability costs 1 point of chakra times damage. This costs an additional 1 chakra every 2
for every round it is active, depending on if the user rounds.
hardens or softens their skin they get a variety of effects:
Hardened Skin (Ex): When the user activates this
ability, they gain 1 Natural Armor bonus and Damage
Reduction (DR/Dark Iron), as well as a penalty to
SKIN MANIPULATION (EX)
The user makes a melee touch attack, against a target
Dexterity Skill checks, and Speed Ranks equal to the
that provokes an attack of opportunity. If the attack is
rank of this ability. Cannot be active while Softened Skin
successful the target must succeed a Fort save (DC 10 +
is active.
half HD + Con mod). If the save is failed the user can
Softened Skin (Ex): When the user Activates this
bestow the penalties, from one of the Skin Control
ability they gain two points of Damage Reduction
abilities upon the target for 1d4 minutes.
(DR/Slashing) per rank in this ability. As well as gaining
one point per rank in all dex based skill checks, Energy SHIKAWA MYAKU FEATS
Resistance (Force) but takes a penalty to strength based
skill checks, and Strength Ranks equal to the rank of this RENDING CLAW
ability. Cannot be active while Hardened Skin is active. You know how to hit where it hurts with your claws.
RAPID REGEN (EX) Prerequisite: +4 base attack bonus, Advanced
While the Skin Control ability is active the user Bloodline (Shikawa Myaku), Claw Manifestation
becomes able to change its form where wounds appear, Ability.
creating smooth skin where once were wounds. The user Benefit: If you hit with both of your claw attacks in a
gains fast healing equal to the rank in this ability. If it round, you deal extra damage equal to your base Claw
spends a full-round action and succeeds on a Manifestation damage+1/2 your Str modifier.
Concentration check (DC equal to the total damage it HEALING FACTOR
has sustained), it heals 10 points of damage for 5 chakra. Prerequisite: Constitution 14, Advanced Bloodline
CLAW (EX) (Shikawa Myaku), Rapid Regeneration Ability.
As a move action the user can turn his fingers into Benefit: When you deactivate the Skin Control
claw like appendages that deal damage as stated Ability, you immediately heal a number of hit points
parenthetically above. These claws get a bonus to attack equal to your character level. This benefit does not occur
if you die (at -10 hit points) before the period of the SWIFT CLAW
ability ends. This Ability is usable a number of times per Prerequisite: +6 base attack bonus, Advanced
day equal to the user’s Constitution modifier, and can Bloodline (Shikawa Myaku), Claw Manifestation
only be used twice per encounter. Ability, Rending Claw.
Benefit: When you make a charge attack, you can
ADVANCED SKIN CONTROL make two claw attacks at the end of the charge. Both
Prerequisite: Advanced Bloodline (Shikawa Myaku), attacks are at your highest attack bonus, and both receive
Constitution 16, Skin Control 3 ability. the +2 bonus for charging.
Benefit: Upon taking this feat the character must select
either Hardened Skin, or the Softened Skin ability. Once
selected the character loses the other ability, and the SHIKOTSUMYAKU
chosen ability get replaced by one of the following:
This strange bloodline carried by the Kaguya clan
allows them to manipulate the growth and hardness of
CLOAK OF THE JUGGERNAUT
their skeletal structure, and more potent versions even
When the user activates this ability, they gain a point
allow their bearer to heal quickly and regenerate limbs.
of natural armor and Damage reduction (DR/-) equal to
the users Rank in Skin Control. The user also gains a +2 REQUIREMENTS
to Strength and Constitution, but a -4 to Dexterity. MINOR
While this ability is active the user does not benefit from Feats: Toughness
Speed Ranks. INTERMEDIATE
Skills: Concentration or Intimidation 2 ranks.
CLOAK OF THE GREMLIN Feat: Toughness
When the user activates this ability the gain a dodge MAJOR
bonus to ac, and Damage Reduction (DR/slashing) equal Base Fortitude Save: +1
to their rank in skin control. The user also gains +4 to Skills: Concentration or Intimidation 4 ranks.
Dexterity, but a -2 to Strength and Constitution. While Feat: Toughness
this ability is active the user does not benefit from
Strength Ranks.
BONE WEAPON (EX) You add an amount of years to all of your maximum
As a move-equivalent action that does not provoke age and to the limits of all age categories for your race,
attacks of opportunity, can extract a Bone Weapon of though you cannot be set back from the age category you
certain sizes from one of their limbs. If the weapon is are currently in.
Diminutive or Tiny, they are usable and do not render a
limb disabled. If the user creates a Small, Medium or
SHIKOTSUMYAKU (EX)
Your Bone Weapons gain an enhancement bonus to
Large Bone Weapon, the limb becomes unusable for 10
attack and damage rolls. While your Bone Armor DR
rounds - 1 per level (minimum 1). An unusable arm
gains a bonus equal to the level of Shikotsumyaku.
cannot be used to make skill checks, hand seals or wield
weapons, and incurs a -2 penalty to Strength and DEATHLESS (EX)
Grapple checks. An unusable leg halves your movement You gain a bonus to Fortitude saves against massive
speed and makes you unable to run, incurring a -1 AC damage, and become capable of regenerating limbs you
penalty and a -4 penalty to opposed Bull Rush, Trip or have lost. Tiny body parts like fingers and toes take
Overrun checks. Furthermore, an unusable limb cannot 1d4+2 days to regrow, large parts like hands and feet take
form a Bone Weapon. 3d4+6 days to regrow, and large limbs like an arm or leg
takes 4d6 weeks. You are fatigued while the
TABLE: WEAPON DAMAGE
regeneration takes place, and cannot relieve or ignore
Hardness/ the fatigue by any means.
Weapon Damage Example
HP In addition, you recover from Strength, Dexterity and
Diminutive 1 10/2 Needle Constitution damage twice as fast while resting.
Tiny 1d4 10/4 Kunai
Small 1d8 10/6 Ninja-to SHIKOTSUMYAKU FEATS
Medium 1d10 10/8 Katana
DENSE BONE
Prerequisite: Shikotsumyaku +1
Large Benefit: The user’s weapons count as Chakra Enhanced
Large 2d6 10/10
Katana
as well as Dark Iron for the purpose of bypassing Damage
The user may create an unlimited number of Reduction, granting their weapons a hardness of 15, HP
Diminutive and Tiny Bone Weapons at no cost, while remains the same for the weapons. When the user gains
creating larger Bone Weapons costs 1, 2, or 3 Chakra Shikotsumyaku +3 the user is treated as though their
respectively for Small, Medium or Large. weapons are made from Heavy Dark Iron for the purpose
A Bone Weapon lasts for 6 hours before turning to of bypassing Damage Reduction, granting their weapons
dust. The user is considered proficient with all their a hardness of 20 and increasing the HP of each weapon
Bone Weapons. If you have Exotic Melee Weapon size by +4 as well as a critical strike multiplier increase
Proficiency, you can wield a Large Bone Weapon in one of +1. This does not affect the weight or handling
hand. (whether a weapon is light, one-handed or two handed)
Characters without this bloodline cannot become of their weapons.
proficient in this weapon. If the user is a different size
than Medium, adjust the weapon's sizes, damage and hit IMPROVED BONES
Prerequisite: Bone Armor
points appropriately.
Benefit: The character gains a +4 Natural Armor bonus
BONE ARMOR (EX) to AC while Bone Armor is active. In addition, the user
As an instant action, you can spend up to 5 Chakra to
counts as having the Quick Draw feat for their bone
gain DR X/Dark Iron for a number of rounds equal to 1
weapons only.
+ their Con modifier, where X is the amount of Chakra
spent. LIFE EVERLASTING
Prerequisite: Deathless +1
EXTENDED LIFE (EX) Benefit: The character regains Con damage twice as
fast as normal, as well as cutting time to regrow any
missing limbs or appendages in half the normal amount to ravage the body of the target once each day for
of time (after they’re rolled). another 1d6 Con damage until the victim successfully
makes a saving throw. Each time the victim fails bone
RAPID REGROWTH
Prerequisite: Bone Weapon (Medium) spurs jut out of their skin abruptly and painfully.
This disease can be removed by a properly trained
Benefit: The character can regrow bones instantly the
Medical Ninja of at least 5th level or higher by making a
same round that are used for Bone Weapon if the
Treat Injury (DC 25) check.
weapon created was one size category smaller than the
Mastery – Every odd step adds an additional +1 to the
user’s largest size, enabling the character to continue
Con damage each time it is incurred. At the 5th step of
using that limb as normal. All Bone Weapons also cost 1
mastery the DC for the saving throw increases by +1 and
less Chakra to create, to a minimum of 0.
the Treat Injury check increases by 5.
SHIKOTSUMYAKU TECHNIQUES KAMARATSU NO MAI (DANCE OF THE LARCH)
Taijutsu (Enhancement) (Requires Bone Weapon (a))
HIJUTSU TECHNIQUES [Kaguya Clan Hijutsu]
HARI KINKOTSU (BONE NEEDLES) Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11 (DC
Taijutsu (Strike; Requires Bone Weapon (a)) [Strike,
25); Time: 1 full-round action; Components: Mas, P;
Kaguya Clan Hijutsu]
Range: Personal; Target: You; Duration: 1 round/level
Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 2 (DC
(D); Saving Throws: None; Cost: 10.
15); Time: 1 attack action; Components: E, Mas; Range:
Close; Target: Target(s); Duration: Instant; Save: None; Using this technique, the user uses her bloodline to
Cost: 1 per bone needle. extract her bones to a greater degree than with any of
the previous dances. Out of everywhere on her body,
By forming a piece of thin very sharp bone in the user’s
forearm, hands, ribs, back, shoulders, and even her legs,
mouth they are able to then fire the needle shaped bone
the bones stick out in a protective and lethal armor.
fragment utilizing some Chakra. Every bone needle
She gains a +3 natural armor bonus to defense, and all
deals the base damage for a standard needle, and benefits
attacks made against her with a hand-held weapon of
from anything that would increase using needles or bone
Small or smaller size or unarmed attacks deal 1d4 points
weapons. Each needle can be fired as an attack action at
of piercing damage to the attacker in return. In addition,
your highest attack bonus (or multiple based upon your
once every 3 rounds, she may give up all her attacks for
BAB).
the round in order to spin wildly and make an attack at
Empower – Spend 1 Chakra to fire an additional
her highest attack bonus against all adjacent opponents,
needle, up to 1 per level (max 5).
as per the Whirlwind Attack feat.
Mastery – Every odd step increases the damage done
All unarmed attacks made in this state deal damage as
by the needle by +1 (+4 max).
a medium Bone Weapon.
ISHIZUKURIJIN SHIKKAN (STONEMAN DISEASE) Mastery – The second and fourth steps of mastery
Taijutsu (Strike; Requires Bone Weapon (a) Togeyomi increase the user’s Natural Armor bonus by +1.
no Jutsu) [Kaguya Clan Hijutsu] The first and third steps of mastery reduce the time
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 (DC between Whirlwind Attacks by 1 round.
27); Time: 1 attack action; Components: Mas, P; Range:
KOKKAKUHOUYOU (SKELETAL EMBRACE)
10 feet; Target: 1 Target; Duration: Instant; Save:
Taijutsu (Grapple; Requires Bone Weapon (a)) [Kaguya
Fortitude negates; Cost: 3.
Clan Hijutsu]
This deadly technique infuses the victim with a bit of Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 4 (DC
the user's own DNA which forces the victim's own bones 17); Time: 1 attack action; Components: E, Mas, P; Range:
to reproduce uncontrollably. This often proves to be Personal; Target: Grappled Target(s); Duration: 1r/level;
fatal for those of poor Constitution. Save: None; Cost: 3.
The user strikes the target, if the attack deals damage
This power functions whether the user has a free hand
the target immediately makes a Fortitude save to resist
to grapple or not, unlike most Grapple techniques.
the disease. If the target fails their saving throw they
During a grappling challenge the user summons spikes
take 1d6 Con damage. After 1 minute the target must
from all over their body and makes an attack roll, if
make another saving throw at the same DC, failure
successful those involved in the grapple with the user
incurs another 2d6 Con damage. This disease continues
take 1d6 points of damage for each turn anyone is SASHITOUSU (IMPALING STRIKE)
grappling the user. This attack may also be used on any Taijutsu (Strike) (Requires Bone Weapon (a)) [Kaguya
physical bonds that give the user the entangled, Clan Hijutsu, Armed]
grappled, or immobilized conditions. Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
Empower – Spend 1 Chakra to produce additional 25); Time: 1 attack action; Components: M, F, Mas;
spikes, each adds an additional 1d6, up to 1 per 2 levels Range: Melee Attack; Target: One creature; Duration:
(max 4d6). Instant (see text); Saving Throws: Fortitude partial; Cost:
Mastery – Every odd step increases the damage for 8.
each set of spikes by +1 (+3 max).
The user makes a single attack with her held weapon
KOTSUYARI (BONE LANCE) against a single creature. If it hits, the
Ninjutsu (Requires Teshi Sengan (t)) [Kaguya Clan attack deals normal damage and ignores any damage
Hijutsu] reduction or hardness, and causes the target
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC to bleed for 1d6 points of damage each round for 1d4+2
21); Time: 1 attack action; Components: S, E; Range: rounds afterwards. The bleeding can
Long; Target: One creature; Duration: Instant; Saving only be stopped by healing the subject for 1 or more hit
Throws: None; CR: None; Cost: 3. points with a Ninjutsu technique of the
Medical subtype, or with a successful Treat Injury check
The user makes a ranged attack with their bone
(DC is equal to the attack roll).
weapon and gains a +2 bonus to the attack roll.
Mastery – The first, third and fifth steps of mastery
The attack gains Kawarimi Defense 2, ignores all
increase the bleed duration by 1 round.
hardness and up to 5 points of damage reduction. If it
The second step of mastery increases the bleed damage
hits, the attack deals 2d8 points of piercing damage.
to 1d8 (requires ECL 10).
The attack cannot score a critical hit but deals an
The fourth step of mastery increases the bleed damage
additional 2 damage die on a natural roll of 20.
to 2d6 (requires ECL 12).
The attack deals double damage to unattended objects.
Material Focus – The user's bone weapon.
Empower – The user can pay 1 chakra to increase the
damage by one die, up to her level or 10d8. TATE KINKOTSU (BONE BUCKLER)
The user gains a +1 bonus to the attack roll for every 2 Taijutsu (Enhancement; Requires Bone Armor (a))
chakra spent. [Kaguya Clan Hijutsu]
The user can pay 5 chakra to change the range to 60 Rank: 2 (C); Learn DC: 16, 3 successes; Perform: 3 (DC
feet and target all creatures in 5-ft. wide line. 13); Time: 1 attack action; Components: C, X (see text);
The first target struck takes full damage, but any Range: Close; Target: Target(s); Duration: 2r/level; Save:
creature afterwards takes only half damage. Use the first None; Cost: 2.
attack roll against all targets in the line. When using this technique, the user forms a small
buckler from their bones, on their forearm. This buckler
KUMU KINKOTSU (FOOT PIN BONE SPIKE) provides a +1 AC shield bonus. The user is considered
Taijutsu (Requires Bone Weapon (a)) [Kaguya Clan
proficient with it.
Hijutsu]
Mastery – Every odd step increases the AC shield
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 3 (DC
bonus +1.
16); Time: 1 attack action; Components: C, X (see text);
Range: Close; Target: Target(s); Duration: Instant; Save: TETSUKI NO MAI (DANCE OF THE IRONWOOD)
None; Cost: 1 per bone needle. Taijutsu (Enhancement) (Requires Bone Armor (a),
The user when employing this technique may send a Kamaratsu no Mai (4)) [Kaguya Clan Hijutsu]
bone spike from below their own body to shoot upward Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
below their target to impale the user’s foot. The user 25); Time: 1 full-round action; Components: C, P, E;
makes an attack roll, if successful the attack deals 1d6 Range: Personal; Target: You; Duration: 1 round / level
damage and the target reduces their movement speed by (D); Saving Throws: Fortitude partial (see text); Cost: 10.
20 ft. until the wound is treated properly (Treat Injury
For the duration of the technique, the user gains a +5
15, or the damage it caused is healed).
Natural Armor bonus to AC and DR 5 / dark iron and
Mastery – Every step increases the damage done by the
chakra. Additionally, the user’s unarmed attacks are
spike by +1 (+5 max).
treated as large Bone Weapons and deal bludgeoning Duration: 1 minute/level (D); Saving Throws: None; Cost:
damage. 3 (base; see text).
Empower – The user can spend 1 chakra to increase
This technique allows the user to remove some of her
the damage reduction by 1 (max 10).
bones and grow them into copies of herself. Creating a
TSUBAKI NO MAI (DANCE OF THE CAMELLIA) Kotsu Bunshin not only costs Chakra, but also divides
Taijutsu (Strike) [Kaguya Clan Hijutsu] the user's physical energy, which is why this technique
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9 (DC is forbidden in the first place. For this reason, the user
22); Time: 1 full-attack action; Components: M, E; Range: suffers 1d4 points of damage per clone created.
Personal; Target: You; Duration: Instant plus 1 round The user cannot control any other type of clone
(see text); Saving Throws: None; Cost: 7. (including simple Bunshin) while using this technique.
A Kotsu Bunshin can be created in any square it could
The user makes a full-attack action with her bone
normally occupy within the technique’s range, but may
weapon against any single creature, gaining an
not stray further than 1 mile from the user, and may be
additional attack at her highest attack bonus with a -5
created in any location that can hold it within 50 feet.
penalty as well as a +5 bonus on attack rolls made to
Once a clone reaches 0 hit points, strays too far from the
confirm critical hits. The user gains a +1 bonus to Reflex
user, or the duration expires, it disappears in a puff of
saves and +1 Dodge bonus to AC for 1 round afterwards.
smoke. The clones count as though their Chakra Pool
Empower – For 2 points of chakra, the user can
was half of the user’s current Chakra Pool for purposes
increase the dodge bonus to Reflex saves and
of Sense Chakra.
Defense by 1 (max. 2)
While the user can replace destroyed clones by
YANAGI NO MAI (DANCE OF THE WILLOW) performing this technique multiple times, she cannot
Taijutsu (Enhancement) (Requires Bone Weapon (a)) control more than 1 Kotsu Bunshin per level; any
[Kaguya Clan Hijutsu] attempts to create additional clones beyond this limit
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC automatically fail. The user can dismiss any number of
21); Time: 1 attack action; Components: C, Mas; Range: clones of her choice instead of simply dismissing them
Personal; Target: Self; Duration: 1 round/level all.
(D); Cost: 7. Although a Kotsu Bunshin is not capable of
independent, sentient thought, it does share a one way
Using this technique, the user immediately creates two mental bond with the user, and thus obeys the mental
bone weapons, one for each hand, that he can retract and commands of the original to the letter.
extend in his body freely as a move-equivalent action. A Kotsu Bunshin is its own person and if caught in a
The weapons cannot be dropped and are part of his body, Genjutsu, only the replica will be affected; not the user
therefore attacking them will harm the user, and can be and/or the whole group of clones. Anything experienced
used for two-weapon fighting. In addition to the by the clone will be remembered by the user when the
aforementioned effects, the technique also improves the technique expires, but does not confer any extra
user's skill at bone manipulation. experience or other similar benefits upon the user.
Once per round when he is struck in melee with a The clone is genuine flesh-and-blood and carries the
hand-held weapon of Small size or smaller or unarmed same equipment as the user, except chakra dependent
attack, he may spend 1 points of chakra to extend part of items, poisons, and other chemicals. Any mastercraft
his bone structure and deal 1d6+1 points of piercing bonuses are not carried over to the clone's equipment.
damage to the attacker, whether the attack hit or not. Any items carried by the Kotsu Bunshin have only half
When the technique ends, the bone weapon return to the hit points of the original and 0 hardness, and
the user's body. disappear along with the clone when it is dismissed or
KINJUTSU TECHNIQUES destroyed. A Kotsu Bunshin has 1 hit point per 2 levels
KOTSU BUNSHIN NO JUTSU (BONE CLONE TECHNIQUE) of the user, and shares the user’s Defense at a -4 penalty,
Ninjutsu (Requires; Bone Armor (a)) [Kaguya Clan the user’s saving throws at a -2 penalty, and the user’s
Kinjutsu] attack bonus at a -3 penalty, although no clone can
Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8 (DC attack more than three times per round. The clone also
21); Time: 1 full-round action; Components: C, S, E; shares all the user’s skills, feats, talents, and special
Range: 50 feet (see text); Effect: Duplicate(s) of the user; abilities. However, the clone does not gain any of the
user’s templates, and they do not gain any bloodline
abilities beyond Bone Weapon and Bone Armor. A manner, the user must make a Fortitude save (DC 15) or
clone does not benefit from any temporary bonuses the become paralyzed for 1 minute and fatigued for 1 hour
user may currently have (such as Speed Ranks or afterwards. After using this technique, the character
Tadayou). cannot pull out his spine in the same manner for 24
A Kotsu Bunshin can perform any technique known hours.
by the user of Rank 4 or lower, using the same skill Flower: By concentrating all of his power into either
modifier and skill threshold as the user. However, the one of his arm, he is able to extract the thickest and most
clone cannot spend its own chakra on the technique and dense bone in his body. The weapon extracted counts as
must borrow from the user’s chakra pool to pay the cost. a Colossal bone weapon that threatens a critical hit on a
Any drawbacks from a technique performed by a clone natural roll of 18, 19 or 20. If the user was of Large size
affect both the clone performing it and the user. If a when using this technique, it deals 5d6 points of piercing
clone uses a technique to create additional Kotsu damage instead of 4d6. The "flower" lasts for 1 round per
Bunshin, the additional clones are controlled by the user level and, once it fades, will leave the arm it was used on
and count against the user’s limit on the number of crushed and unusable for 1 hour (see Shikotsumyaku for
clones she can control. Although a clone can use details).
techniques, it cannot perform any activities requiring Mastery – Each even step of mastery adds an additional
particular attention, such as Sense Chakra, detonating an 5 ft. when using Vine.
Exploding Tag, or carrying a serious conversation. Each odd step of mastery lessens the Fortitude save by
Empower – The user can create additional clones for 3 1.
additional chakra per clone (max 1/level). The fifth step mastery treats the user as Large size
Mastery – Each odd step reduces a clone’s penalty to when using Flower.
Defense by 1. At the 5th step the a clone may use up to a The fifth step of mastery the user is no longer treated
rank 6 technique. as fatigued when failing the Fortitude save.
SPECIAL INFORMATION
A character that possesses this bloodline is unable to SONIC
learn or perform techniques with an elemental REQUIREMENTS
descriptor because he inherently lacks an elemental Elemental Affinity: Wind
affinity. In addition, the character has no defined chakra Ability Scores: Wisdom 16
coil system and thus cannot suffer chakra coil or Skills: Listen 4 ranks, Search or Spot 2 ranks
tenketsu damage. However, he must make a Chakra Feats: Advanced Bloodline (Sonic)
Control check equal to the perform DC of any Chakra
Control, Genjutsu, or Ninjutsu technique in order to TABLE: SONIC BLOODLINE TRAITS
gather the chakra to perform it. Taijutsu techniques do Sonic
not require this check. Anyone who can See Chakra can Level Intermediate
make a Spot check (DC 15) to see the character’s inner
1st Enhanced Hearing, Blindsight (5 ft.)
chakra source. It appears as a center mass of swirling
2nd Sound Affinity
energy that resides in the stomach area. Finally, the
character gains the following bloodline traits. 3rd —
(None), Search (Int), Speak Language (None), Taijutsu Tough Skin: The character receives a Natural Armor
(Str). bonus of +1. This ability can be taken a second time,
Skill Points: 3 + Int modifier. increasing the bonus to +2.
CLASS FEATURES Advanced Armor Proficiency: Choose a type of armor
on which the character is proficient (Light, Medium,
AKIMICHI SECRET
etc.). From now on, the armor penalty for wearing that
The character can choose one ability from that list
kind of armor is reduced by 1, and the maximum
every time he gains this ability. The ability can't be
dexterity bonus of that kind of armor is increased by 1.
chosen twice unless specified. This ability is gained on
1st and 3rd level of Akimichi Master. BONUS FEAT
Akimichi Fortitude: The Akimichi gains a bonus of +1 At 2th level, the Akimichi Master gets a bonus feat.
in all fortitude saves, and an extra bonus of +2 to resist The bonus feat must be selected from the following list,
again the side effects of Akimichi Food Pills and and the Akimichi Master must meet all the prerequisites
Akimichi Hijutsu. of the feat to select it. Armor Proficiency, Genin,
Akimichi Resilience: The Akimichi gains Damage Chuunin, Jounin, Power Attack, Toughness, Archaic
Reduction 2/- while under the effects of any Akimichi Weapon Proficiency, Technique Focus (Akimichi
Hijutsu that increases size (Such as Baika no Jutsu). Said Hijutsu only).
Damage Reduction stacks with other sources of Damage
Reduction
BULWARK
Greater Akimichi Toughness (Require any other ability The Bulwark hones his bloodline to perfection,
from the list): The Akimichi receives a bonus of +1 hit showing almost no weak points to his enemy at all.
point for each HD he currently has, and one more for REQUIREMENTS
each level he gains.
Base Attack Bonus: +3
Hijutsu Mastery: The character receives a bonus of +1
Skills: Taijutsu 8 ranks, Ninjutsu 8 ranks
to learn, and +2 to perform and convert Akimichi
Hijutsu (Such as Baika no Jutsu to hit points).
Feats: Advanced Bloodline (Fortify), Harm's Way, Great condition that he has failed to save before, adding the
Fortitude or Empowered Resilience result of the action point as a bonus to the roll. If
CLASS INFORMATION someone from the user's first two allegiance groups are
in serious danger (at GM's discretion), the action point
Hit Die: d12 bonus doubles.
Action Points: 6 + ½ character level, rounded down.
BEST DEFENSE
CLASS SKILLS The Bulwark gains his Constitution to his damage,
The Bulwark's class skills are Climb (Str), Concentration with a cap of +2 per Bulwark level.
(Con), Craft (mechanical, structural) (Int), Drive (Dex), BONUS FEAT
Intimidate (Cha), Knowledge (current events, popular Choose a feat from among the following, for which
culture, streetwise) (Int), Profession (Wis), Read/Write you must meet any prerequisites: Advanced Combat
Language (none), Ride (Dex), Speak Language (none), Martial Arts, Alertness, Athletic, Brawl, Confident,
Spot (Wis), and Survival (Wis) Defensive Martial Arts, Dodge, Empowered Resilience,
Skill Points: 3 + Int modifier. Endurance, Genin, Great Fortitude, Improved Brawl,
CLASS FEATURES Improved Bull Rush, Improved Chakra Pool, Improved
INDOMITABLE Combat Martial Arts, Improved Feint, Knockout Punch,
The Bulwark can spend an action point to reroll a Nin Weapons Proficiency, Power Attack, Retrieval
saving throw against any ongoing jutsu, effect or Expert, Streetfighting, Taijutsu Adept, Talented Shinobi,
Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently Animal Companion Bonus Feat: The animal
(Dex), Ninjutsu (Int), Spot (Wis), Survival (Wis), companion gets a bonus feat. The bonus fat must be
Taijutsu (Str), Tumble (Dex). selected from the following list, and the animal
Skill Points: 3 + Int modifier. companion must meet all the prerequisites of the feat to
CLASS FEATURES select it. Improved Natural Armor, Improved Natural
Attack, Dodge, Toughness, Power Attack, Improved Bull
ANIMAL STUNT
Rush. Bonus Feat
Choose one of the following Talents. A Talent cannot
Choose a feat from among the following, for which
be chosen twice unless specified.
you must meet any prerequisites: Animal Bond, Armor
Improved Flank: The bonus to attack rolls when the
Proficiency, Blood Pact (Dog only), Genin, Improved
character flanks an enemy with his animal companion is
Chakra Pool, Chuunin, Jounin, Technique Focus
increased by +1 (Total of +3).
(Inuzuka Hijutsu only).
Animal Sneak Attack: The animal companion gains the
Sneak Attack ability (+1d6). This ability can be chosen KAGUYA MARAUDER
twice. It's effects stack.
Before being wiped out by the Mist, the Kaguya clan
Inuzuka Technique Focus: The animal companion
had some of the most bloodthirsty and battle lover
gains a bonus of +2 in Ninjutsu and Taijutsu checks to
warriors of the five great countries. The sight of a group
perform any Inuzuka Hijutsu, and the DC of said
of Kaguya Marauders in the horizon always brings the
techniques is increased by +1.
promise of battle and carnage… and fear.
Animal Swiftness: The animal companion receives a
bonus of +2 to its dexterity score. REQUIREMENTS
Animal Brutality: The animal companion receives a Base Attack Bonus: +3
bonus of +2 to its strength score. Skills: Taijutsu 6 ranks, Intimidate 3 ranks.
Tough Hide: The animal companion receives a bonus Feats: Advanced Bloodline (Shikotsumyaku).
of +2 to its natural armor. This ability can be taken twice. Special: Must be a member of the Kaguya Clan.
Its effects stack.
CLASS INFORMATION
Hit Die: d10 Weapons: All Bone Weapons deal additional damage
Action Points: 6 + ½ character level, rounded down. equal to their Kaguya Marauder level, as well as have a
CLASS SKILLS critical threat range of 18-20/x2. The user gains Weapon
Focus which applies to all their Bone Weapons.
The Kaguya Marauder's class skills are Balance (Dex), Armor: As a full round action the user may also create
Chakra Control (Wis), Climb, Intimidate (Cha), Jump bone armor that functions as normal armor of its type.
(Str), Knowledge (ninja lore, tactics) (Int), Listen (Wis), When the user can create Small Bone weapons they may
Ninjutsu (Int), Profession (Wis), Spot (Wis), Survival make bone armor that grants them +2 Natural Armor, at
(Wis), Swim (Str), Taijutsu (Str), Tumble (Dex). Medium Bone weapons the user may create bone armor
Skill Points: 3 + Int modifier. that grants +4 Natural Armor, and at Large Bone
CLASS FEATURES weapons the user can create bone armor that grants +6
BONE ARMORY Natural Armor. This ability costs 4 chakra for each
The character may now use their Bone Weapon and category and lasts for the same amount of time as a Bone
Bone Armor abilities to create a wider variety of Weapon.
weapons and protection.
FLAWLESS SIGHT The Ravager's class skills are Balance (Dex), Climb (Str),
Starting at 3rd level, the Seer’s Katsugan can see what Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int),
average eyes cannot. A Piercing Seer can see invisible Listen (Wis), Read/Write Language (none), Speak
creatures and objects, and has a +5 to saving throws Language (none), Spot (Wis), Survival (Wis), Swim (Str),
against all techniques that cause him blindness. Also, Taijutsu (Str), Treat Injury (Wis), Tumble (Dex).
Seer's are more likely to see through Genjutsu Skill Points: 3 + Int modifier.
techniques, they receive a +10 bonus to detect Genjutsu.
CLASS FEATURES
RAVAGER DREADFUL RAGE
The Ravager is a Yato born warrior who delights in the A Ravager owes his combat ability to the brutish
destruction he sows across the battlefield. Like an strength that runs through his veins. There is however,
unshackled beast, the Ravager shatters enemy lines and a kind of unrefined grace in the terrible power that he
human bodies alike, elating himself in the slaughter with brings to bear. At 1st level, whenever the Ravager strikes
a manic glee. a target as a standard action or deals enough damage to
REQUIREMENTS make it drop (typically by dropping it to below 0 hit
points or killing it), he gets an immediate, extra melee
Base Attack Bonus: +3 attack against another creature within reach. The
Skills: Taijutsu 6 ranks. Ravager can use this ability once per round.
Feats: Advanced Bloodline (Chi no Bousou), Taijutsu
Adept.
Special: Riot of the Blood ability.
MONSTROUS RAGE
A true Yato embraces the monster lurking within his
CLASS INFORMATION human personage and learns to revel in the blood he
Hit Die: d12 sheds. At 3rd level, the Ravager is no longer limited to
Action Points: 6 + ½ character level, rounded down. using his Dreadful Talent class feature once per round.
Bug Toughness: Every swarm under control of this Swarm Size Bonus Damage
character gains +4 to its Constitution score, this applies Diminutive 1d3
to any Hive Mother (requires any other ability of
Tiny 1d4
Advanced Symbiote Control list).
Extra Swarm: The Symbiote Bugmaster gains one extra Small 1d6
swarm of bugs inside his body (requires any other ability Medium 1d8
of Advanced Symbiote Control list). Large 2d6
Improved Bug Reserve: The Bug Reserve ability of the Huge 3d6
Symbiote bloodline is improved. The character is now
Gargantuan 4d6
able to leave behind up to 1 swarm per 2 levels, 2 weeks
per level. Colossal 6d6
Improved Bug CR: The resistance to elements
INTENSE BREEDING
The Symbiote Bugmaster’s ability to breed insects has
possessed by swarms is increased by 5, the value can
become legendary, swarms that reside within his body
exceed the maximum possible Energy Resistance ability
are unique and can only exist within him. Any swarm
of Symbiote swarms.
the Symbiote Bugmaster creates possess two
Improved Chakra Drain: The amount of chakra
extraordinary abilities of any of the swarms he normally
drained by the swarms is increased by 2.
has. For example, the character could give a kikaichuu
Increased Speed: The land, climb, swim, burrow and
swarm Scent Marker (Ex) on top of the kikaichuu’s
flying speed of all swarms is increased by 10 ft.
Chakra Leech (Ex), as long as he also has the tracking
Motherly Senses: Hive Mother’s improve their Sense
swarm type.
Chakra ability to 40 ft. while within their host.
Once two species have been bred together they cannot
Savage Feast: All swarms deal additional damage, see
be separated, and will always share those traits. The
the chart below.
species that breeds into another is lost, in the above
TABLE: SAVAGE FEAST DAMAGE example the Symbiote’s tracking swarm would be no
more and he would have room for one more new type of REQUIREMENTS
swarm. If the Symbiote has a minor bloodline, the user Skills: Genjutsu 6 ranks, Knowledge (Tactics or Ninja
may select one swarm type to merge with his only Lore) 3 ranks, Ninjutsu 6 ranks, Spot 3 Ranks.
current swarm type.
This ability can only be applied once between two Feats: Advanced Bloodline (Sharingan Eye).
types of swarms. Special: Must be a member of the Uchiha Clan.
BONUS FEAT CLASS INFORMATION
Choose a feat from among the following, for which
Hit Die: d8
you must meet any prerequisites: Ability Focus
Action Points: 6 + ½ character level, rounded down.
(Symbiote Chakra Drain), Armor Proficiency, Black
Death, Bug Host, Chakra Restoration, Chuunin, CLASS SKILLS
Destruction Bugs, Genin, Greater Hivemind, Hivemind, The Uchiha Elite's class skills are Balance (Dex), Chakra
Jounin, Rapid Reproduction, Skilled Swarm. Control (Wis), Concentration (Con), Genjutsu (Cha),
Hide (Dex), Jump (Str), Knowledge (ninja lore) (Int),
UCHIHA ELITE Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Read
Uchiha Clan used to be a fearsome clan before being Language (None), Search (Int), Sleight of Hand (Dex),
wiped out by the missing nin Uchiha Itachi. Their ability Speak Language (None), Spot (Wis), Taijutsu (Str),
to copy and counter ninjutsu is unrivalled due to their Tumble (Dex).
fantastic doujutsu, the Sharingan. Skill Points: 5 + Int modifier.
Rank Size Def Str Dex Con Int Wis Cha Bonus Feat Special Speed
Soldier S +1 9 18 10 11 11 15 Weapon Finesse — 40 ft.
Protector S +3 9 18 12 11 11 15 Track Darkvision 60 ft. 40 ft.
Guardian M +6 13 16 14 12 12 16 Improved Initiative — 40 ft.
Noble L +9 21 16 18 13 14 17 Alertness Hide in Plain Sight 40 ft.
Champion H +13 30 14 21 15 15 18 — — 50 ft.
Celestial H +20 31 16 22 18 16 20 — DR 10/Epic 60 ft.