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Introduction

Updated 02/19/2018

Welcome to the Community Compendium. I’m Credits


RinVindor the main compiler, and this is my effort to For the sake of keeping things organized I’d like to
bring together some of the best stuff the community of thank everyone here in advance so that the rest of this
the NarutoD20 forums has created over the years. Many can be just about the content. If it wasn’t for all of these
of the items included here are reworks of old content contributors this wouldn’t be here! If you’ve submitted
players have offered up, some as old as 8-10 years old. something or I’ve used something of yours and you’re
I’ve spent months editing these and reworking them and not on this list, I’m sorry and I suck but let me know and
updating them to get them up to the current format of I’ll be sure to add you to it. Just for the sake of things link
the game. me to what I borrowed and reference the page on this
Needless to say, I couldn’t do this without all the pdf for me. I’m super reasonable and love to give credit
players and fans, and of course Frankto and most of all where it is due!
Masashi Kishimoto the author himself for creating a
world that was so interesting that we all have a desire to Frankto CallosDeTerran
have our own adventures and explore the setting even Athildur user1453
further. Nexumorphic QuebranFortalezo88
Thanks to everyone who has supported my efforts and rtc143 Prize85
made this possible! Please keep in mind I’ve tried to The Unborne Jensik
balance a lot of this but it’s basically impossible for me ZeroNumerous Hito Hyuga
to do this on my own at this point. I’ll update this Keldon_Draconian Mizuno Kaitsu
compendium as time goes on with player requests and Viladin Dragon0478
suggestions for improvement. So, at this point you the Whitefire Trodon
fans and community members will have a say as to what Master Pelle Ms. Maxwell
gets added or cleaned and fixed up. I do have more kp91 Prize85
content not added yet and as I fix those up I’ll add those blueskies05 Nersxe
into this as well. Naruto20D20 NinjaCP
Hastur TheTrulyAvaricious
ZeronosVega
TABLE OF CONTENTS Hemeralopia ....................................................... 14
High Metabolism ................................................. 14
Hot-Blooded ........................................................ 14
INTRODUCTION .................................................... 2 Honest ................................................................. 14
TABLE OF CONTENTS....................................... 3 Honourable Fighter ............................................. 14
CHAPTER 1: VARIANT RULES ......................... 10 Hunted ................................................................ 14
Affinities and Alternate Bonuses .............................10 Hypochondriasis.................................................. 14
Alternate Learn Check .............................................10 Impatient ............................................................ 14
Alternate Massive Damage .....................................10 Inattentive........................................................... 15
Archetypes ..............................................................10 Incompetent ....................................................... 15
Assassin ...............................................................11 Informal Training................................................. 15
Chemist ...............................................................11 Loud .................................................................... 15
Deathdealer .........................................................11 Love of Nature .................................................... 15
Detective .............................................................11 Lustful ................................................................. 15
Elementalist .........................................................11 Meager Fortitude ................................................ 15
Genjutsu Expert ...................................................11 Merciful ............................................................... 15
Medic...................................................................11 Motion Sickness .................................................. 15
Ninjutsu Expert ....................................................11 Music Lover ......................................................... 15
Seal Expert ...........................................................11 Mute ................................................................... 15
Sensor ..................................................................11 Murky-Eyed ......................................................... 15
Spy .......................................................................11 Narcissistic .......................................................... 15
Taijutsu Expert.....................................................11 Narcolepsy .......................................................... 16
Tanker..................................................................11 Near Sighted ....................................................... 16
Techie ..................................................................12 Night Blindness ................................................... 16
Tracker.................................................................12 Noncombatant .................................................... 16
Warrior ................................................................12 Nyctalopia ........................................................... 16
Bloodline Variant .....................................................12 Obese .................................................................. 16
Bonus Feats and Class Features ..............................12 Pathetic ............................................................... 16
Flaws........................................................................12 Petit Mal Seizures ............................................... 16
Amputee ..............................................................12 Phobia ................................................................. 16
Anxious ................................................................12 Poor Reflexes ...................................................... 17
Asthmatic ............................................................12 Shaky ................................................................... 17
Blind ....................................................................12 Stiff ...................................................................... 17
Blind, Partially .....................................................12 Substance Addiction ........................................... 17
Brittle Bones ........................................................12 Slow..................................................................... 17
Callous .................................................................13 Terrible Tumbler ................................................. 17
Chakra Corrupting Touch ....................................13 Tourette Syndrome ............................................. 17
Chivalrous ............................................................13 Trap Lover ........................................................... 17
Clumsiness ...........................................................13 Uncontrollable Chakra Resistance ...................... 17
Cold-Blooded .......................................................13 Unfocused ........................................................... 17
Compulsive Liar ...................................................13 Unlucky ............................................................... 18
Corruptible ..........................................................13 Urbanite .............................................................. 18
Coward ................................................................13 Unreactive ........................................................... 18
Deaf .....................................................................13 Vulnerable ........................................................... 18
Deep Scar ............................................................13 Free Feats ................................................................ 18
Ditzy.....................................................................13 Level-Progressive Feats ........................................... 18
Dyslexia ...............................................................13 Acrobatic, Agile, Alertness, Animal Affinity,
Fearless................................................................14 Athletic, Deceitful, Builder, Deft Hands, Diligent,
Feeble ..................................................................14 Investigator, Magical Aptitude, Negotiator, Nimble
Frail ......................................................................14 Fingers, Persuasive, Self-Sufficient, Stealthy .......... 18
Gullible ................................................................14 Great Fortitude, Iron Will, Lightning Reflexes ..... 18
Hemophilia ..........................................................14
Improved Disarm, Improved Grapple, Improved Modified Arms .................................................... 24
Bull Rush, Improved Overrun, Improved Sunder ....18 Poison Injection System ..................................... 24
Improved Trip ......................................................18 Quick Recharge ................................................... 24
Dodge, Point Blank Shot, Two-Weapon Defense 19 Rocket Punch ...................................................... 24
Toughness ...........................................................19 Missions During Downtime ..................................... 24
Lost Limbs & Puppet Prosthetics .............................19 New Action Point Uses ............................................ 27
Sundering a Prosthetic ........................................19 Special Actions .................................................... 27
Craft (Mechanical) (Int) [New Use] .........................19 Improving Feats .................................................. 28
Installing a Component .......................................20 One Less Feat Requirement .................................... 28
Using a Puppet Prosthetic .......................................20 Reputation .............................................................. 28
Puppet Prosthetic Components ..........................21 Retroactive Skill Points............................................ 30
Puppet Prosthetic Capacities ..............................21 Summons Revised ................................................... 31
Components ........................................................21 Variant Criticals ....................................................... 31
Blades ..................................................................21 Working Gives Experience ...................................... 33
Blades, Hollow ....................................................21
Bomb ...................................................................21 CHAPTER 2: RACES......................................... 35
Cannon ................................................................22
Detachable Limb .................................................22 Human/Demon ....................................................... 35
Elemental Cannon...............................................22 Human/Draconic ..................................................... 35
Elemental Cannon, Superior ...............................22 Human/Grass .......................................................... 35
Elemental Cannon Holster ..................................22 Human/Iron ............................................................ 36
Enhanced Machinery ..........................................22 Human/Snow .......................................................... 36
Enhanced Machinery Mark II .............................22 Human/Whirlpool ................................................... 36
Extendable Limb .................................................22
Extendable Limb, Quick ......................................22
CHAPTER 3: OCCUPATIONS ........................... 37
Force Shield .........................................................23
Force Shield, Superior .........................................23 Clan Occupations ..................................................... 37
Force Shield, Minor.............................................23 Akimichi Clan ........................................................... 37
Improved Servos .................................................23 Hitosashi Clan.......................................................... 37
Inconspicuous (Human or Animal Puppets only) Inuzuka Clan ............................................................ 37
................................................................................23 Kuiarasu Clan .......................................................... 37
Kunai Shower ......................................................23 Myugan Clan ........................................................... 38
Kunai Shower Mark II .........................................23 Nara Clan................................................................. 38
Locking Gauntlet .................................................23 Sarutobi Clan ........................................................... 38
Porcupine Trap....................................................23 Senju Clan ............................................................... 39
Shields .................................................................23 Uzumaki Clan .......................................................... 39
Whip ....................................................................23 Yamanaka Clan ........................................................ 39
Wire .....................................................................23 Yomi no Koujin Clan ................................................ 39
Additional Components......................................23
Adaptation Core..................................................24 Samurai Clan Occupations ....................................... 40
Chainsaw .............................................................24 Crab Clan ................................................................. 40
Electrified Kunai Shower ....................................24 Crane Clan ............................................................... 40
Elemental Cannon, Epic ......................................24 Dragon Clan............................................................. 40
Elemental Canon, Greater ..................................24 Lion Clan.................................................................. 41
Flawless Servos ...................................................24 Mantis Clan ............................................................. 41
Force Barrier .......................................................24 Phoenix Clan ........................................................... 41
Force Shield, Epic ................................................24 Scorpion Clan .......................................................... 42
Hypermobile Joints .............................................24 Unicorn Clan............................................................ 42
Impact Infrastructure .........................................24
Impact Infrastructure, Greater ...........................24 Standard Occupations ............................................. 42
Kunai Shower Mark IV ........................................24 Kirigakure Swordsman ............................................ 42
Kunai Shower Mark V .........................................24 Sunagakure Puppeteer ........................................... 43
Wandering Ninja .....................................................43 Calling Card ......................................................... 52
Charismatic Plus .................................................. 53
CHAPTER 4: SKILLS ........................................ 44 Chau Murky ......................................................... 53
Class Plus ............................................................. 53
Craft (Cooking) .........................................................44 Chakra Regeneration .......................................... 53
Rare Dishes Made from Monsters...........................44 Chakra Void ......................................................... 53
Advanced Cooking ...................................................44 Cleaving Charge .................................................. 53
Combat Awareness ............................................. 53
Endurance (Con) .......................................................44 Combat Instincts ................................................. 54
Iaijutsu Focus (Cha) ..................................................45 Concealed Weapon ............................................. 54
Darkstalker .......................................................... 54
CHAPTER 1: FEATS......................................... 48 Dead Eye ............................................................. 54
Dedicated Plus .................................................... 54
Advanced Nature Feats ............................................48 Defensive Strike .................................................. 54
Bakuton ...................................................................48 Deflect Arrows .................................................... 54
Futton ......................................................................49 Discerning ........................................................... 54
Hyouton ...................................................................49 Donate Chakra .................................................... 54
Jiton .........................................................................49 Dual Strike ........................................................... 54
Mokuton ..................................................................49 Dynamic Entrance ............................................... 55
Ranton .....................................................................49 Enhanced Athletics ............................................. 55
Shakuton .................................................................49 Expert Advice ...................................................... 55
Yoton .......................................................................49 Fast Plus .............................................................. 55
Favored Terrain (type) ........................................ 55
Empowered Nature Feats .........................................49 Fearsome Stare ................................................... 55
Enton .......................................................................50 Fleet of Foot ........................................................ 55
Purazumaton ...........................................................50 Fleeting Foot [Tactical]........................................ 55
Koton .......................................................................50 Flick of the Wrist ................................................. 56
Namiton...................................................................50 Greater Dodge .................................................... 56
Taiton ......................................................................50 Greater Two Weapon Defense ........................... 56
Headstrong ......................................................... 56
Feats ........................................................................50 Heat Endurance .................................................. 56
Action Boost ........................................................50 Heft ..................................................................... 56
Advanced Combat Martial Arts ...........................50 Hyper Fighting ..................................................... 56
Action Point Recovery .........................................50 Iaijutsu Master .................................................... 56
Action Point Regeneration ..................................51 Improved Action Boost ....................................... 56
Advanced Dodge .................................................51 Improved Combat Expertise ............................... 56
Agile Riposte ........................................................51 Improved Critical ................................................. 56
All or Nothing ......................................................51 Improved Deflect Arrows .................................... 57
Ambassador.........................................................51 Improved Dodge ................................................. 57
Ambush ...............................................................51 Improved Grapple ............................................... 57
Armor Focus ........................................................51 Improved Heat Endurance .................................. 57
Arterial Strike ......................................................51 Improved Natural Healing ................................... 57
Assessment..........................................................52 Improved Overrun .............................................. 57
Augment Summoning ..........................................52 Improved Power Critical ..................................... 57
Assassin Strike .....................................................52 Improved Precise Shot ........................................ 57
Balls of your Feet .................................................52 Improved Sunder ................................................ 57
Battle-Scarred......................................................52 Improved Two-Weapon Defense ........................ 58
Blindsight .............................................................52 Increased Speed .................................................. 58
Blooded ...............................................................52 Infamy ................................................................. 58
Bloodline’s Chosen ..............................................52 Influence ............................................................. 58
Bowl Over ............................................................52 Inspire ................................................................. 58
Bureaucratic Flair ................................................52 Inventor .............................................................. 58
Investigator .........................................................58 Epic Feats ................................................................ 67
Jack of All Trades .................................................58 Epic Leadership ................................................... 67
Leadership ...........................................................58 Improved Iaijutsu Focus [Epic] ............................ 67
Master Demolitions .............................................59
Meditate ..............................................................59 CHAPTER 5: EQUIPMENT ............................... 68
Meditation Discipline ..........................................59
Minions................................................................60 General Equipment ................................................. 68
Mirror Arts ...........................................................60 Armors .................................................................... 68
Neck Hairs Raised ................................................60 Weapons ................................................................. 68
Nerve Pinch .........................................................60 Exotic Weapons .................................................. 68
Open Minded ......................................................60
Persuasive ...........................................................60 Shinobi Drugs .......................................................... 69
Power Attack-Iaijutsu ..........................................61 Sealed Items ............................................................ 69
Precise Strike .......................................................61
Pushing the Attack ..............................................61 CHAPTER 6: ADVANCED & PRESTIGE CLASSES71
Raven's Pick .........................................................61
Roof Walker [Tactical] .........................................61 Akatsuki Spy ............................................................ 72
Route ...................................................................61 Battle Maiden ......................................................... 73
Secret Identity .....................................................61 Beast Tamer ............................................................ 75
Sex Appeal ...........................................................61 Chakra Fighter ......................................................... 77
Sharp-Eyed ..........................................................61 Chemist ................................................................... 78
Shifting Fist ..........................................................61 Clansman................................................................. 79
Side Kick ..............................................................62 Dao Shi Monk .......................................................... 81
Signature Weapon ...............................................62 Deft Skirmisher ....................................................... 81
Silent Running .....................................................62 Dervish Dancer ........................................................ 83
Skip Shot ..............................................................62 Elemental Master .................................................... 85
Skill Emphasis ......................................................62 Hitokiri .................................................................... 86
Smart Combatant ................................................62 Holy/Unholy Warrior ............................................... 87
Smart Defense .....................................................63 Iaijutsu Master ........................................................ 88
Smart Plus............................................................63 Master Thrower ...................................................... 90
Speed over Power ...............................................63 Ninja Crafter ............................................................ 92
Stance Specialization ...........................................63 Ryukyu Swordsman ................................................. 93
Steely Gaze ..........................................................63 Sannin ..................................................................... 94
Strong Plus...........................................................63 Sensory Shinobi ....................................................... 95
Supernatural Strike..............................................63 Shadow Adept ......................................................... 96
Throw Anything ...................................................63 Shinobi Scribe .......................................................... 98
Tough Plus ...........................................................63 Shinobi Squad Leader .............................................100
Ultra-Immune System .........................................64 Shunjutsu Master ...................................................101
Vile Leadership ....................................................64 Space-Time Specialist .............................................102
Windup ................................................................65 Specialist Summoner ..............................................103
Sword Saint ............................................................104
Heritage Feats ..........................................................65 Tora Oshiego ..........................................................106
Eye of Foresight [Heritage] ..................................65
Jinchuuriki’s Descendant [Heritage] ....................65
CHAPTER 7: TECHNIQUES ............................ 109
Sharingan Eye [Heritage] .....................................65
A ........................................................................ 109
True Origin [Heritage] .........................................66
B ........................................................................ 109
Meta-Chakra Feats ...................................................66 C ........................................................................ 110
Artistic Illusions [Meta-Chakra] ...........................66 D ........................................................................ 115
Demolition Expert [Meta-Chakra] .......................66 F ........................................................................ 116
Monstrous Feats......................................................66 G ........................................................................ 116
Iron Stomach [Monstrous] ..................................66 H ........................................................................ 121
I..........................................................................125 Doukagan [Doujutsu] .............................................194
J .........................................................................126 Doukagan Feats..................................................... 195
K.........................................................................127 Battle Ready (Doukagan) [Meta-Chakra] .......... 195
M .......................................................................140 Enhanced Doukagan ......................................... 195
N ........................................................................146 Greater Osmosis [Meta-Chakra] ....................... 195
R ........................................................................148 Master of Eyes .................................................. 195
S .........................................................................151 See the Unseen ................................................. 195
T .........................................................................166 Epic Doukagan [Epic]......................................... 195
W .......................................................................168
Y .........................................................................171 Euryale Clan (Template) .........................................195
Training Types ...................................................172 Flame Keeper .........................................................197
Fortify ....................................................................199
Fortify Feats .......................................................... 199
CHAPTER 8: BLOODLINES & TEMPLATES ..... 178
Enhanced Stone Skin ......................................... 199
Ajna Bindu [Doujutsu] ............................................178 Improved Stone Skin ......................................... 199
Requirements ........................................................178 Power from Mother Earth ................................ 199
Ajna Bindu Feats ....................................................179
Genshigan [Doujutsu] .............................................199
Battle Ready (Third Eye) [Meta-Chakra]............179
Genshigan Feats .................................................... 200
Akekochuu .............................................................179 Battle-Ready (Genshigan) [Meta-Chakra] ......... 200
Aoi .........................................................................180 Trace Fire Mastery ............................................ 200
Bearer of the Kappa (Template) .............................181 Advanced Genshi Eye ........................................ 200
Byakugan [Doujutsu] ..............................................182
Ghastly Inheritance (Template) ..............................200
Byakugan Feats......................................................182
Gumoshin ...............................................................201
Enduring Eye......................................................182
Gumoshin Feats .................................................... 201
Epic Byakugan [Epic]..........................................182
Extra Kumonosu ................................................ 201
Chakra Resonance ..................................................183 Spider's Fangs ................................................... 201
Child of the Wild ....................................................184 Spider's Touch ................................................... 201
Child of the Wild Feats ..........................................184 Eyes of the Spider ............................................. 201
Animal Bond ......................................................184 Gumoshin Techniques .......................................... 201
Bloodhound .......................................................184
Hakeru Inochiryoku (Template) ..............................202
One with Nature ................................................184
Hashirama’s Cells (Template) .................................203
Chi no Bousou ........................................................184 Harmony of the Forest ...................................... 204
Clay Artist (Template) ............................................185
Hebiha ....................................................................204
Clay Artist Techniques ...........................................187
Hebiha Feats ......................................................... 205
Crystal Style ...........................................................189 Improved Natural Attack (Bite) ......................... 205
Cursed Seal Level 3 (Template) ...............................190
Hiraishin .................................................................205
Dairiki.....................................................................192
Hiraishin Feats....................................................... 205
Dairiki Feats ...........................................................192
Order of Fujin .................................................... 205
Earth Mover ......................................................192
Eyes of the Gods ............................................... 206
Mountain Man ..................................................192
One with the Earth ............................................192
Hozuki ....................................................................206
Power of the Earth ............................................192
Hyouma ..................................................................207
Hyouma Feats ....................................................... 207
Demonic Arm (Template) .......................................192
Advanced Hyouma ............................................ 207
DNA Transfusion (Template) ..................................193
Improved Arctic Tracking .................................. 207
DNA Transfusion Feats ..........................................193
Bloodline Monstrosity [Meta-Chakra] ...............193
Jiang Shi (Template) ...............................................207
Kamitora ................................................................208
Kamitora Feats ......................................................208 Medusa Eye [Doujutsu] ..........................................220
Augmented Art ..................................................208 Medusa Eye Feats ................................................. 220
Epic Monster Summoner ...................................208 Improved Earth Control [Meta Chakra] ............ 220
Resilient Art .......................................................208
Visions of Art .....................................................208 Motteyochi.............................................................220
Motteyochi Feats .................................................. 222
Katsugan [Doujutsu] ...............................................208 Battle Ready (Motteyochi) [Meta-Chakra]........ 222
Katsugan Feats ......................................................208 Earthen Satellites .............................................. 222
Daylight Adaptation ..........................................208 Extended Tremorsense ..................................... 222
Eyes of the Predator ..........................................208 Extreme Tremorsense (Epic) ............................. 222

Kazaguruma [Doujutsu] ..........................................208 Oukokoi..................................................................222


Kazaguruma Feats .................................................209 Raijisatsu ................................................................223
Battle Ready (Kazaguruma) [Meta-Chakra] .......209 Reikyou ..................................................................224
Reikyou Feats ........................................................ 224
Kaze [Doujutsu] ......................................................209 Font of Power [Meta Chakra] ........................... 224
Kaze Feats ..............................................................210 Unlocked Potential ............................................ 224
Battle Ready (Purple Eyes) [Meta-Chakra] ........210
True Purple Eyes ................................................210 Sakon and Ukon (Template) ...................................224
Seiseigan [Doujutsu]...............................................225
Keirigan [Doujutsu] ................................................210 Senju (Template) ....................................................226
Keirigan Feats ........................................................210 Sharingan [Doujutsu]..............................................226
Disregard Density ..............................................210 Sharingan Feats ..................................................... 226
Incredible Density..............................................210 Enduring Sharingan ........................................... 226
Epic Keirigan [Epic] ............................................210 Epic Sharingan [Epic] ......................................... 226
Sharingan Techniques ........................................... 226
Kesshuu ..................................................................211
Ketsueki .................................................................212 Shikawa Myaku ......................................................234
Ketsuryugan [Doujutsu] .........................................213 Shikawa Myaku Feats ............................................ 235
Ketsuryugan Feats .................................................215 Rending Claw .................................................... 235
Blood Doctor .....................................................215 Healing Factor ................................................... 235
Explosive Blob ...................................................216 Advanced Skin Control ...................................... 236
Battle Ready (Blood Companion) ......................216 Swift Claw ......................................................... 236

Koimeigan [Doujutsu] ............................................216 Shikotsumyaku .......................................................236


Koimeigan Feats ....................................................216 SHIKOTSUMYAKU FEATS..................................................... 237
Instant Reflexes .................................................216 Dense Bone ....................................................... 237
Epic Koimeigan [Epic] ........................................216 Improved Bones ................................................ 237
Life Everlasting .................................................. 237
Kurama ..................................................................216 Rapid Regrowth ................................................ 238
Kyome [Doujutsu] ..................................................217 SHIKOTSUMYAKU TECHNIQUES .............................................. 238
Kyome Feats ..........................................................218 Hijutsu Techniques..Error! Bookmark not defined.
Battle Ready (Kyome) [Meta-Chakra] ...............218 Training Techniques .......................................... 241
Captivating Eyes ................................................218
Overcharge ........................................................218 Shitatchi .................................................................241
Overcharge Proficiency .....................................219 Sonic ......................................................................242
Soul Eater ...............................................................243
Kyuushou Kousei ....................................................219 Soul Eater Feats .................................................... 244
Kyuushou Kousei Feats ..........................................219 Enhanced Leech Life ......................................... 244
Revitalized Limbs ...............................................219 Demonic Reach ................................................. 244
Back from the Brink ...........................................219
Symbiote ................................................................245
Living Weapon .......................................................219 Symbiote Feats...................................................... 245
Rapid Reproduction ...........................................245
Skilled Swarm ....................................................245

Tokeidome .............................................................245
Toushigan [Doujutsu] .............................................246
Toushigan Feats .....................................................246
Battle-Ready (Toushigan) [Meta-Chakra] ..........246
Dead Man's Eye .................................................246
Legacy of Shukaku .............................................246

Uirusu Kabu (Template) .........................................247


Uzumaki (Template) ...............................................247
Weapon Technician (Template) ..............................247
Yomi no Koujin .......................................................248
Yomi no Koujin Feats .............................................250
Underworld Manifestation ................................250

Bloodline and Template Classes .............................250


Akimichi Master ....................................................250
Bulwark..................................................................250
Clairvoyant Assassin ..............................................251
Inuzuka Beastmaster .............................................252
Kaguya Marauder ..................................................252
Nara Shadowmaster ..............................................254
Piercing Seer ..........................................................254
Ravager ..................................................................255
Symbiote Bugmaster .............................................256
Uchiha Elite ...........................................................257
Uzumaki Warrior ...................................................257
Waterbender .........................................................258
Wind Walker..........................................................259
Yamanaka Spymaster ............................................260

CHAPTER 9: SUMMONS............................... 261

Blood Pacts ............................................................261


Fox (Kitsune) ..........................................................261

New Summon Feats ...............................................262


Shapeshifter [Summon].....................................262
Kitsune-bi [Summon] .........................................262

Sage Summons .......................................................262


CHAPTER 1: VARIANT RULES
All the rules presented here are designed to expand and ALTERNATE LEARN CHECK
improve the world in which we play in.
This system is designed to build upon the original
AFFINITIES AND ALTERNATE BONUSES Learn system and is intended to better represent having
a high level of skill in an area, and then trying to learn
A player may choose to forego a secondary elemental
very low level technique proportion to the person’s skill
affinity for one of the following bonus talents, each time
level. Characters that exemplify this are those like the
you gain a second affinity you may choose another
Third Hokage who was said to know over a 1,000 jutsu.
talent, a talent cannot be selected more than once unless
stated otherwise: TABLE 1-1: ALTERNATE LEARN CHECK
Tough Hide: Surviving hardship and physical Learning Check Result Time
punishment for so long has made you slightly more Success by more than 25** -90% (rounded down)
resistant than the average person. The character gains Success by more than 20 -75% (rounded down)
DR 2/-. You may take this talent multiple times.
Success by more than 15 -50% (rounded down)
Brawler: Fighting has become a core of your being, so
Success by more than 10 -25% (rounded down)
much so that you bleed adrenaline. The character gains
a +1 insight bonus to attack rolls with melee weapons Success by less than 5 -
and melee natural attack rolls. You may take this talent Failure by less than 5 -
multiple times. Failure by more than 5 +50% (rounded up)
Marksman: Your eye is as accurate as any device and *Minimum Train Time 4 hours
plenty more reliable. The character gains a +1 insight **If user is 5 levels higher than the rank of the technique,
bonus to ranged attacks rolls and ranged natural attack minimum train time is 1 hour***
rolls. You may take this talent multiple times. ***If the user possesses Genius Ninja they need only be 4 levels
Knowledge is Power: Your mind is much keener than higher than the rank of the technique they wish to learn.
your sword. You defeat your opponents through proper
planning and good old-fashioned investigative work.
Whenever the user successfully identifies an opponent ALTERNATE MASSIVE DAMAGE
with a Reputation or skill check, they gain a total of 10 If you ever sustain damage so massive that a single
bonus points that can be distributed between allies’ attack deals 50 + the target’s Constitution modifier (if
attack rolls, skill checks and saves. No character can gain undead use Charisma modifier) points of damage or
more than a +3 bonus in a single area from this talent more and it doesn’t kill you outright, you must make a
and it only affects allies within 20 ft. at the time the DC 15 Fortitude save. If this saving throw fails, you die
successful check was made. regardless of your current hit points. This amount of
Never-ending Health: Your body just keeps going damage represents a single trauma so major that it has a
when most would have run out of steam. The character chance to kill even the toughest creature. If you take 50
gains an additional +1 Hit Points / level permanently. points of damage or more from multiple attacks, no one
You may take this talent multiple times. of which dealt 50 or more points of damage itself, the
Spiritual Prodigy: Through some ties in your genetics, massive damage rule does not apply.
the ability to contain and harvest spiritual energy is
greater within you than your peers. The character gains
an additional +1 Chakra Pool / level permanently. You
may take this talent multiple times.
ARCHETYPES
Swift: You have an early understanding that speed Archetypes are a method of defining characters, they
often wins over power. The character gains a +1 to help amplify what the player wants that character to do,
initiative checks and a +5 ft. increase to movement. You during character creation the player picks and archetype
may take this talent multiple times. and that is added onto their character sheet, doing
whatever is stated for the archetype. The player may add
another to this archetype, if the GM feels there is a valid
reason they may permit a character to change their
archetype though this is most typically under great Knowledge (earth and life science) and Treat Injury
change in personality from the character. every level, plus 3 more at first level.
Feats: Medical Expert.
ASSASSIN
Special: A Medic can learn Medical techniques without
Skills: Hide and Move Silently always a class skill. The
penalties. The Harmony and Surgery feats are always
Assassin gains 1 rank in Hide and Move Silently every
part of the character's bonus feat list.
level, plus 3 more at first level.
Special: The character gains the Suppress Chakra ability. NINJUTSU EXPERT
The Light Sleeper and Stealthy feats are always part of Skills: Ninjutsu is always a class skill. The Ninjutsu
the character's bonus feat list. Expert gains 1 rank in Ninjutsu every level, plus 3 more
at first level.
CHEMIST
Feats: Ninjutsu Adept.
Skills: Craft (chemical) and Craft (pharmaceutical)
Special: The character gains 1 bonus chakra every level.
always a class skill. The Chemist gains 1 rank in Craft
The Combat Tactics and Training (Ninjutsu) feats are
(chemical) and Craft (pharmaceutical) every level, plus
always part of the character's bonus feat list.
3 more at first level.
Feats: Builder (Chemical and Pharmaceutical). SEAL EXPERT
Special: Craft Poisons and Craft Shinobi Drugs feats are Skills: Craft (calligraphy) is always a class skill. The Seal
always part of the character's bonus feat list. Expert gains 1 rank in Craft (calligraphy) every level,
plus 3 more at first level.
DEATHDEALER
Feats: Craft Sealed Item.
Attack: +1 bonus to attack rolls.
Special: The character is able to learn Sealing ninjutsu
Damage: +1 bonus to weapon damage rolls.
techniques without penalties.
Special: The Skillful Assault feat is always part of the
The Craft Armor Seals and Craft Weapon Seals feats are
character's bonus feat list.
always part of the character's bonus feat list.
DETECTIVE
Skills: Investigate and Sense Motive always a class skill.
SENSOR
Skills: Listen and Spot always a class skill. The Sensor
The Detective gains 1 rank in Investigate and Sense
gains 1 rank in Listen and Spot every level, plus 3 more
Motive every level, plus 3 more at first level.
at first level.
Feats: Attentive.
Special: The character gains the Sense Chakra ability and
Special: Once per day, the Detective may attempt a Will
the Remote Sensing ability at 9th level.
save (DC 15) to gain a hunch that everything is alright,
The Alertness and Keen Senses feats are always part of
or that he gets a bad feeling about a specific situation.
the character's bonus feat list.
This ability can be used twice a day at 6th level, three
times per day at 12th level, and four times per day at 18th SPY
level. Skills: Bluff and Gather Information always a class skill.
The Spy gains 1 rank in Bluff and Gather Information
ELEMENTALIST
every level, plus 3 more at first level.
Feats: Elemental Specialization (any).
Feats: Deceptive.
Special: The character gains 1 bonus chakra every level.
Special: Attentive and Trustworthy feats are always part
Combat Tactics and Insightful Reflexes feats are always
of the character's bonus feat list.
part of the character's bonus feat list.

GENJUTSU EXPERT TAIJUTSU EXPERT


Skills: Taijutsu is always a class skill. The Taijutsu Expert
Skills: Genjutsu is always a class skill. The Genjutsu
gains 1 rank in Taijutsu every level, plus 3 more at first
Expert gains 1 rank in Genjutsu every level, plus 3 more
level.
at first level.
Feats: Taijutsu Adept.
Feats: Genjutsu Adept.
Special: The character gains 1 bonus chakra every level.
Special: The character gains 1 bonus chakra every level.
The Flawless Form and Training (Taijutsu) feats are
The Combat Tactics and Training (Genjutsu) feats are
always part of the character's bonus feat list.
always part of the character's bonus feat list.

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.

CHAKRA CORRUPTING TOUCH COWARD


You are susceptible to fear.
You corrupt sealed items that you use.
Prerequisite: Must not be immune to fear.
Effect: A sealed item that you wear or otherwise utilize
Effect: You have a -6 penalty on all saves against fear
for the first time has a 25% chance of becoming cursed.
effects. Even if you succeed on such a save, you are still
This roll is made in secret by the DM. If the item is
shaken for 1 round.
cursed, the type of curse is chosen at random or selected
Special: If the effect would normally leave you shaken
by the DM. If the item was cursed prior to you touching
on a successful save, then you become frightened,
it, that's too bad, it has two curses now.
instead. If the effect would normally leave you
CHIVALROUS frightened on a successful save, you become panicked.
Whether due to a vow or natural inclination, you do This flaw overrides any class features, should they come
not fight women. into conflict.
Effect: You may not attack (or aid another in
attacking) a female of your race. Furthermore, you take
DEAF
You cannot hear.
a -2 penalty to attacks against female humanoids of any
Prerequisite: Your race must have functional ears or
sort.
equivalent organs
CLUMSINESS Effect: You are considered to be permanently
You have terrible coordination between your eyes and deafened.
limbs.
Prerequisite: Your race must have functional eyes and
DEEP SCAR
You have suffered a deep wound somewhere on your
limbs.
body that prohibits you from partaking in greatly
Effect: You take a -4 competence penalty to all
strenuous activities.
Perform checks requiring use of hand seals or half seals.
Effect: Whenever the character fails a strength check
COLD-BLOODED by 4 or more, they aggravate the old wound and are
You were raised in the arctic and cannot tolerate heat. shaken for 1d4 rounds. Furthermore, they take a -2
Effect: You take a -6 to fortitude penalty saves made to penalty to all Fortitude and Reflex saves.
overcome the effects of high temperatures. Fire-based
effects deal an additional 2 points of fire damage to you,
DITZY
You demonstrate a measure of air headedness that can
per die of damage if applicable.
make even saints lose patience.
COMPULSIVE LIAR Effect: You take a -4 penalty to all Concentration,
You're addicted to the thrill that deceiving others Disguise, Gather Information, Knowledge checks.
gives you
Effect: When someone asks you a question that you
DYSLEXIA
Although you learned to read and write, reading can
know the answer to, roll a 1d3. If you get a 1, you must
be difficult, and writing is commonly misspelled. This
attempt to lie and misdirect the person questioning you,
has affected you throughout your life.
your Bluff against their Sense Motive. You must not ever
Prerequisite: You must be literate.
hint to the truth about the question if this happens. If
Effect: You take a -4 penalty on all Craft (calligraphy),
affected by anything that would otherwise force you to
Craft (writing), Decipher Script, Forgery, and Fuinjutsu
tell the truth, you must cower until the effect is passed.
checks. Learning a new language via the speak language
CORRUPTIBLE skill requires double the amount of skill points invested.
The character is easily led astray, even to the
potentially fatal detriment of other party members.
FEARLESS Hot-Blooded
Your courage and overconfidence are extreme to the You were raised in the desert and cannot tolerate cold.
point of foolhardiness. Effect: You take a -6 to Fortitude penalty saves made
Effect: You cannot use the fighting defensively, to overcome the effects of low temperatures. Cold-based
withdraw, perform techniques defensively or total effects deal an additional 2 points of cold damage to you,
defense actions. per die of damage if applicable.

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.

TABLE 1-3: PROSTHETIC CRAFT AND PURCHASE DC


LOST LIMBS & PUPPET PROSTHETICS Prosthetic Craft DC Purchase DC
Eventually for one reason or another a character may Limbs
lose a limb, whether it be from disease or combat or they
Calf or forearm 13 18
were born without a limb, a character is at a significant
disadvantage when they’re missing a limb. To get the Entire limb 13 18
most out of this supplement, we recommend you have a Components
copy of the Naruto D20 Core Rulebook and purchase a Normal quality Varies Varies
copy of the Playwright’s Primer. Advanced quality1 Varies Varies
Thanks to the medical breakthroughs from the 1 This item carries an XP cost. See description for details.
combined efforts of shinobi medics and shinobi
puppeteers, those who have a missing limb or multiple Limbs: These prosthetic limbs are standard
missing limbs can get a prosthetic, the replacement limbs replacements for shinobi who’ve lost a limb. A newly
are created by a puppeteer, they design them for the
built prosthetic limb begins play with 2 weapon points,
purpose of a shinobi using the limb, these advanced 2 utility points or 1 weapon and 1 utility point only.
limbs even enable a user to once again form hand seals, Prosthetic Components: There are several grades of
and as an added bonus the wearer can also use
puppet prosthetic components, as seen below.
components within the limb just as though they were a Normal Quality: A prosthetic component with no
natural part of their own body. difficulty, or a difficulty of D to A has a Craft difficulty
The person crafting puppet prosthetics must have the
equal to its purchase DC plus 5 and a material cost equal
feat Craft Puppets [Item Creation]. Just as well the to its purchase DC minus 2. Crafting the component
person attaching the prosthetic will need the Surgery takes 1 hour per 5 points of the material cost. See epic
feat.
uses of the Craft (mechanical) skill to craft S
SUNDERING A PROSTHETIC components.
A prosthetic limb may be sundered; the limb’s Defense Mastercraft Component: A character with the
is the targets Defense +1. Mastercraft feat as well as the Craft Puppets can create
mastercraft components, as any other objects. The
When sundering a limb, the attacker must beat the mastercraft quality can improve almost any aspect of a
target’s Defense first, at which point the weapon
component, including the save difficulty of any direct
connects with the prosthetic, at this point the sundering effect or bonus to attack rolls or damage if the
proceeds as normal with the attacker dealing damage component is a weapon; however, it cannot improve a
that affects Hardness first and then affects the HP of the
bonus or penalty to ability scores. This does not include
prosthetic directly. If this is enough to reduce the the save difficulty of poisons applied to a component
prosthetic to 0 then it is destroyed.
such as the Kunai Shower component, however.
CRAFT (MECHANICAL) (INT) [NEW USE] Advanced Quality: An advanced component is rare
and difficult to come by, and even more difficult to craft.
Trained Only The Craft check difficulty of an Advanced component
Requires: Craft Puppets Feat
increases by 15, the purchase DC to craft it increases by
10 (this increase is counted after determining the Craft • Weapon: The puppet prosthetic’s Weapon points
check difficulty and does not affect it; however, an capacity increase by 2, but its Utility points
added mastercraft component does increase the base
capacity decrease by 1.
cost, and thus the Craft check difficulty) and takes 4
times as long to create. Undo Modification: A successful check removes the
An advanced component costs 1 less point to install in effect of a single modification that can be undone. The
a puppet (minimum 1); for example, to create a modification can be reapplied later by making another
component with a cost of 3 weapon points would be check.
improved to 2 weapon point, while a component with a Upgrade Core: The puppet prosthetic gains a free
cost of 1 utility point would be unaffected (likewise, an point, utility point or weapon point on a successful
advanced caltrops trap component with a cost of 2 check, up to a certain maximum based on what type of
weapon points and 1 utility point would be improved to puppet prosthetic is upgraded (see below for details on
either 2 weapon points and 0 utility point or 1 weapon puppet prosthetic capacity and limitations). A puppet
point and 1 utility point, not 1 weapon point and 0 utility prosthetic can receive this modification multiple times,
point). and it cannot be undone.
CHECK (MODIFY PROSTHETIC) Special: A character without a puppet crafter's kit
Requires Craft Puppet feat. A skilled craftsman will suffers a -4 penalty on Craft checks to build and modify
often customize his puppet prosthetic so as to both a puppet prosthetic.
improve its functionality as well as personalize it. Regardless of size, a prosthetic can only contain a set
number of components, as shown below:
TABLE 1-3: MODIFICATIONS
TABLE 1-4: PROSTHETIC SIZE
Craft Purchase
Modifications Time Prosthetic Size HP Hardness Slots
DC DC
Improve hardness1 20 25 8 hr. Small 5 5 2
Improve resilience1 20 25 8 hr. Medium 10 5 3
Modify capacity1 Large 20 5 3
Utility 25 30 24 hr. Huge 30 5 3
Weapon 25 30 24 hr.
1 Size: The size category of the character wearing the
Undo modification 5 20 1 hr.
prosthetic.
Upgrade prosthetic1
HP: This entry indicates the limb’s HP.
Free point 20 25 4 hr. Hardness: This entry indicates the limb’s Hardness.
Utility point 10 15 2 hr. Slots: The number indicated here is the maximum
Weapon point 10 15 2 hr. number of components a character can add to a
1 See item description for details. prosthetic’s limb.

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%

Mission Success: Succeeding in a mission results in B 70%


being rewarded with experience, in addition to the A 85%
wealth reward. The player(s) roll a Profession check as S 100%
though they were levelling up, plus any bonuses granted
from completing a mission of that rank (Cs add +1, Bs The average level threshold also affects the chance of
add +2 and As add +3). receiving a drawback from failing a mission in the same
The amount of experience awarded depends on the way as it does the DC of succeeding the mission itself,
PCs’ level, as well as what was rolled for the CR of the decreasing the chance by 5. Should a character try to
encounter. The players will receive an amount of complete a mission higher than their average level
experience points equal to as much as they would threshold, they will receive a drawback, regardless of
normally get from an encounter with that CR. D and C whether they were successful. If the mission rank was at
missions have certain reductions to this calculation, in least two thresholds above what they’re able to normally
addition to the following modifiers. complete, they will roll two drawbacks.
If a PC completes a mission alone, they gain one-half Every rank a character has in Profession lowers the
the amount of XP they would normally get from an chance of receiving a drawback by an additional 1%.
encounter with the corresponding CR, rounded down. If Any N/PC that aided the main PC will also suffer from a
multiple N/PCs complete the mission, the XP is instead drawback. Each character will roll for the type of
divided by how many N/PCs were on the mission, drawback individually. Only certain rank missions can
rounded down. The maximum CR of the encounter is 3, cause certain drawbacks. If a player rolls something that
plus the main PC’s level. would be unavailable for a certain rank, take the result
of the die and divide it by 2. If the result is still too high to roll a percentage die. Each average level threshold the
for a lower mission to grant a drawback, divide it by 2 character passes reduces the chance of death by 5%.
again. Example: A 4th level character attempting to complete
Should a PC attempt to complete a mission that is an A mission has a 90% chance of death, while a 10th
above the average level threshold and fail, there is a level character would reduce the percentage of death of
chance that they could die during said mission (see an A mission down to 80%, B to 60% and so on. Each
below). additional character also reduces the base chance of
Physically Taxed: The dice pools are rolled twice. The dying by 1%, however, they will also run the risk of
first determines how much lethal damage a character dying should the main PC fail. Skill ranks in Profession
takes and the second determines the amount of damage have no effect on this roll in this circumstance.
a character takes to their chakra pool. A character’s
TABLE 1-11: CHANCE OF DEATH
reserves take half as much damage as their chakra pool.
Mission Rank Chance of Death
Loss of Wealth: A character is not able to pick how
much wealth they have on their person. Add 10 to the C 50%
amount rolled and treat it as a Purchase DC of the same B 70%
number. A 90%
Loss of Equipment: The PC loses a certain number of S 100%
items and they are not able to pick and choose what
equipment to take with them on a mission. When an If a character rolls this result from receiving a
item is selected, the character loses all multiples of that drawback only that character is affected. The character
item, as well. The item that is selected is chosen is also able to add their level to the roll, in addition to
randomly by the GM. gaining the other benefits of bypassing average level
Puppets are unaffected by this, however, should a thresholds, as mentioned previously. Every two ranks in
character roll this result during a B or A mission, they the character’s Profession skill will further reduce the
would risk losing the puppet’s components. The base Chance of Death by 1%. Should the character
components are only targeted when the PC runs out of succeed their Chance of Death roll, they will roll for a
equipment. Should the puppet run out of components, different drawback.
the puppet will be taken. If the PC doesn’t have any Ability Damage/Drain & Losing Limbs: If character
equipment, reroll. rolled ability damage/drain, or loss of a body part, they
Death: A player that fails to complete a mission that is would need to roll a 1d6 to determine what ability score
above their average level threshold will likely face or body part is affected.
death. Before rolling for their drawback, they will need

TABLE 1-12: DRAWBACKS

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.

TABLE 1-15: MISSION FAME / INFAMY POINTS GAINED SITUATIONS


Mission Rank Fame / Infamy Gained Points Certain events that take place that are not missions
may qualify for an adjustment to one’s Fame/Infamy.
D 0
Below is a table denoting various instances both minor
C 0
and major that may increase or decrease a person’s
B 0.01 Reputation. Note that all Fame Modifiers are scaled as
A 0.025 points, not whole amounts for Reputation. For example,
S 0.05 if a character were to own a legendary item or artifact,
Using the Reputation Bonus they would get +1 to Reputation and +5 points towards
Whenever the GM decides that a character’s their Fame/Infamy of their choice.
reputation can be a factor in an encounter, the GM
TABLE 1-16: REPUTATION SITUATIONS
Event Fame Modifier
Positive Events
Acquire a noteworthy treasure from a worthy foe1 +1
Confirm two successive critical hits in a CR-appropriate encounter +1
Craft a powerful magic item +10
Locate and disarm three or more CR-appropriate traps in a row +1
3
Make a noteworthy historical, scientific, or magical discovery +1
Own a legendary item or artifact +15
Receive a medal or similar honor from a public figure +1
Return a significant magic item or relic to its owner +1
Sack the stronghold of a powerful noble +1
Single-handedly defeat an opponent with a CR higher than your level +15
Win a combat encounter with a CR of your ECL +3 or more +1
Defeat in combat a person who publicly defamed you +2
6
Succeed at a DC 30 or higher Craft check to create a work of art or masterwork item +2
6
Succeed at a DC 30 or higher public Diplomacy or Intimidate check +2
6
Succeed at a DC 30 or higher public Perform check +2
Earn a formal title (lady, lord, knight, and so on) +3
Defeat a key rival in combat +5
Negative Events
Be convicted of a petty crime -1
Keep company with someone of disreputable character -10
Be convicted of a serious nonviolent crime -2
Publicly flee an encounter of a CR lower than your ECL -3
Attack innocent people -5
Be convicted of a serious violent crime -5
Publicly lose an encounter of a CR equal to or lower than your ECL -5
Be convicted of murder -8
Be convicted of treason -10
Abandon your village -20
1 This includes claiming a treasure from a defeated monster or rival. a villainous character may include stealing such an item instead.
2 Per 40,000 ryo of the item's price.
3 Such as finding the ruins of a lost city, recovering forgotten lore, or creating a useful new jutsu.
4 Per 40,000 ryo of the item's price. Artifacts with no price count as 200,000 ryo for this purpose.
5 Per CR the opponent is above your level.
6 You may increase your Fame in this way no more than once per month.
7 Approximately the length of a Pathfinder Module or Pathfinder Adventure Path adventure.
Per week of close association.
increase they earn into Intelligence. This gives them 11
skill points, (4 they would have had from level 1 and 7
RETROACTIVE SKILL POINTS from the other 7 levels) to spend where they please based
Whenever your intelligence modifier increases on the last level of class they took or if they choose may
permanently (through levels, wishes, templates, Class save them and spend them on the next class they take.
Features, etc.), you gain skill points retroactively. This applies to any permanent effect that increases the
Example: A 7th level character with a 13 Intelligence, character’s Intelligence modifier.
reaches 8th level and decides to put the Ability Score
SUMMONS REVISED Currently, a critical hit simply multiplies the damage
This is a variant on how Summons function aimed at dealt. In real life, it isn't that simple. It doesn't matter
improving their usage across the board by addressing how many "hit points" you have, an arrow through the
several issues one of which is how feats are distributed. heart is still an arrow through the heart.
I found it odd that a non-Elite or Paragon summon could Rules
be weaker than its non-Summon counterpart because Each time a critical hit against a humanoid is
these summons do not earn Feats at all. confirmed, roll a d% and implement an effect according
to the table below.
FEATS
This alternative uses each type’s original feat gaining TABLE 1-17: VARIANT CRITICALS

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.

TABLE 4-1: COOKING RESULTS


Goodberry
Cooking skill creates… DC
By gathering a handful of freshly picked berries and
A basic meal 10 preparing them properly you create 2d4 goodberries.
A delicious meal, +2 social skill 20 You (as well as any other cook who can succeed in this
checks involving food check) can immediately discern which berries are
Rare dishes made from monsters Varies affected. Each berry provides nourishment as if it were a
Identify ingested poison or disease Equal to normal meal for a Medium creature. The berry also cures
swallowed. Poison/Disease 1 point of damage when eaten, subject to a maximum of
DC 8 points of such curing in any 24-hour period.
As Doku Hakken no Jutsu in food Equal to Poison
without tasting a potent amount DC + 10 Heroes’ Feast
Detect Disease in food without Equal to Disease You cook a feast fit for the gods. The feast takes 1 hour
tasting a potent amount DC + 10 to consume, and the beneficial effects do not set in until
Reflavor food (cosmetic) 15 this hour is over. The feast supplies a number of
creatures equal to the cook’s character level. Every
Reflavor food to hide taste of poison Equal to Poison
DC creature partaking of the feast is cured of all diseases,
sickness, and nausea; becomes immune to poison for 12
RARE DISHES MADE FROM MONSTERS hours; and gains 1d8 temporary hit points +1 point per
two character levels (maximum +10) after imbibing the
Rare dishes can be crafted from the monsters you
nectar-like beverage that is part of the feast. The
defeat, with a base DC of 20. Depending on the monster
ambrosial food that is consumed grants each creature
(DM fiat) certain may be more or less difficult to prepare.
that partakes a +1 morale bonus on attack rolls and Will
However, such rare dishes can fetch high prices or grant
saves and immunity to fear effects for 12 hours.
circumstance bonuses to various cooking related tasks.
Rare dishes are also generally the means of using ENDURANCE (CON)
Advanced Cooking (see below).

TABLE 4-2: COOKING RESULTS


Armor Check Penalty
Task DC You can push yourself beyond your normal physical
Advanced Cooking Varies limits.
Goodberry 25 Force March: Each hour of walking after 8 hours
Heroes’ Feast 80 requires you to attempt a DC 10 Endurance check (+2
per hour after the first). If you fail, you become fatigued.
ADVANCED COOKING You can only remove this persistent condition by resting
for 8 hours.
Certain recipes such as that for Displacer Steak
possesses advanced cooking methods which mimic
Hold Breath: You can hold your breath for a number
spells. You may only benefit from these cooking based
of rounds equal to your Constitution score. After this
spell effects a number of times per day equal to 1, plus 1
period of time, you must succeed on a DC 10 Endurance
for every 2 skill ranks spent by the cook in his craft:
check in order to continue holding your breath. The DC
increases by +2 per additional round. If you fail, you cumulative penalty to your Swim checks. You can only
must breathe or you begin to drown. If you still fail to remove this persistent condition by resting (not
breathe you fall unconscious. If you are still unable to swimming or treading water) for the same length of time
breathe on your next turn after falling unconscious, you that you were swimming. Each consecutive hour of
die. swimming increases the DC by +2. If you are only
treading water, reduce the DC by 5.
Ignore Hunger: You can go without food for a number
of days equal to your Constitution modifier (minimum 1 IAIJUTSU FOCUS (CHA)
day). After this time, you must succeed on an Endurance
Trained Only
check each day or become fatigued. You can only
Armor Check Penalty
remove this persistent condition by eating a nutritious
Use this skill to gather your personal energy (ki) in an
meal. The DC is 10 on the first day and increases by +2
iaijutsu duel.
each day thereafter.
Classes: These classes receive Iaijutsu Focus as a skill
Ignore Thirst: You can go without water for a number they may take ranks in; Charismatic Hero, Dedicated
of hours equal to three times your Constitution score. Hero, Fast Hero, Smart Hero, Strong Hero, Samurai,
After this time, you must succeed on an Endurance Shinobi Swordsman, Sword Savant, and Weaponmaster.
check each hour or become fatigued. You may only Check: If you attack a flat-footed opponent
remove this persistent condition by drinking at least 1 immediately after drawing a melee weapon, you can deal
liter of water; for creatures that are not Medium size, extra damage, based on the result of an Iaijutsu Focus
multiply the water required by 10 for every size category check which is not multiplied on critical hits. In
above Medium or divide it by 10 for every size category addition, if you and your opponent both agree to
below Medium. The DC is 10 on the first day and participate in a formal iaijutsu duel, your Iaijutsu Focus
increases by +2 each day thereafter. check replaces your initiative check for the ensuing
combat. In an iaijutsu duel, you and your opponent make
Run: You can run as a full-round action. When you opposed Iaijutsu Focus checks, and the winner
run, you can move up to four times your speed in a accumulates extra damage dice according to the
straight line (or three times your speed in a straight line accompanying table. You can also use Iaijutsu Focus in
if you are wearing heavy armor or carrying a heavy preparation for striking an inanimate object, assuming
load). You lose any Dexterity bonus to your Reflex no distractions. This is the technique martial artists use
Defense while you're running, since you can't actively to shatter objects.
avoid attacks. You can run for a number of rounds equal
TABLE 4-3: EXTRA DICE
to your Constitution score without any trouble. If you
want to continue running after that, you must succeed Check Result Extra Damage
on a DC 10 Endurance check. You must check again each 10-14 + 1d6
round in which you 15-19 + 2d6
continue to run, and the DC of the Endurance check 20-24 + 3d6
increases by 1 for each previous check you made. When 25-29 + 4d6
you fail a check, you become fatigued. You can only
30-34 + 5d6
remove this persistent condition by resting for the same
35-39 + 6d6
length of time that you were running. During this rest
period, you can only move your speed. 40-44 + 7d6
45-49 + 8d6
Sleep in Armor: You can sleep while wearing armor by 50+ + 9d6 (max)
succeeding at an Endurance check (DC 10 for light
armor, DC 15 for medium armor, and DC 20 for heavy Iaijutsu Duels
armor). If you fail, you don't sleep and are fatigued. You Samurai believe the greatest honor and the truest
can only remove this persistent condition by sleeping for expression of their training is their expertise with the
8 hours. katana. The pinnacle of this armed martial art is the
iaijutsu (“fast-draw”) duel: a dramatic face-to-face
Swim/Tread Water: Each hour that you swim, you confrontation in which each samurai focuses his ki, then
must succeed on a DC 15 Endurance check or suffer a -1
attempts to strike his opponent while drawing his blade Check Information Gleaned
in a single, smooth motion. The process of conducting an Result
iaijutsu duel is highly formalized. Since iaijutsu duels are 15 or Opponent’s character level
often fatal to one or even both duelists, they are never higher
provoked by minor insults or passing arguments. When 20 or Opponent’s ranks in Iaijutsu Focus
a samurai has been deeply wronged and decides to higher
challenge his enemy to an iaijutsu duel, he must first get 25 or Opponent’s total attack and damage with
his lord’s permission to issue the challenge. Since his life higher their primary weapon
and body belong to his lord, the lord must consent to a
duel that could mean the loss of this property. If his lord Focus: Both duellists make an Iaijutsu Focus check. If
agrees, the samurai seeks out his enemy and formally you do not have ranks in the Iaijutsu Focus skill, you can
requests a duel, stating the reason for the challenge and attempt to use the skill untrained by making a Charisma
precisely naming the terms of victory. If the second check (and you shouldn’t be in an iaijutsu duel).
samurai is willing to fight the duel, he must ask his lord’s
permission to accept. The challenged samurai may Strike: After both duellists attempt Iaijutsu Focus
himself refuse to accept the duel, though this is not a checks, they draw their katanas and strike. The result of
particularly honorable course of action. His lord may the skill check replaces each character’s normal
refuse permission, or may name another samurai to initiative roll unless the character’s normal initiative
accept the duel in place of the challenged samurai. modifier (Dexterity modifier plus feat bonuses) is better
Assuming permission is granted, the challenged samurai than his Iaijutsu Focus check modifier (ranks in Iaijutsu
has the right to name the place where the duel will occur Focus plus Charisma modifier), in which case he makes
(always a public place, with witnesses from both sides), a normal initiative check. The first round of an iaijutsu
as well as the time (no more than one year in the future). duel’s strike phase is essentially a surprise round: Each
If circumstances prevent one samurai from appearing at combatant can take only a partial action (usually a single
the appointed time for the duel, his lord may name a attack) in addition to drawing the weapon (a free action,
samurai to fight in his place. Once this formal process assuming each duellist has the Quick Draw feat). With a
has been followed, the actual duel can occur. An iaijutsu successful hit, a duellist deals the bonus damage
duel has three phases: stance, focus, and strike. During achieved through his Iaijutsu Focus check in addition to
the stance, the duellists face each other and study each normal (or critical) weapon damage. The initiative
other’s stance to assess their opponent’s skill. During the winner strikes first, naturally. The initiative loser, if he
focus, the samurai gather their energies and prepare for survives, must attack on his action as well—he cannot
the strike. During the strike, one samurai draws first and hold back the ki he has focused. Note that since the loser
the other loses the duel. In order to participate is not attacking a flat-footed foe, he does not get the
meaningfully in an iaijutsu duel, both samurai must have opportunity to strike with his bonus damage dice from
the Quick Draw feat. Spending a move equivalent action Iaijutsu Focus. If the initiative check is a tie, the attacks
to draw a katana in the strike phase of a duel would actually occur simultaneously, with both samurai
almost certainly be fatal. Specialized duellists master the considered to be flat-footed.
Iaijutsu Focus skill as well. On rare occasions, two samurai have been known to
strike each other down in the same instant in what is
Stance: In the first round of an iaijutsu duel, the two called a karmic strike. After the initial round of the duel,
samurai stand a few steps apart and appraise each other, the two samurai can continue fighting in normal
looking for signs of their opponent’s skill, training, and combat, if both survive. They no longer receive any
reflex in the samurai’s ready posture. Many duels go no bonus damage dice to their attack rolls unless the
further: One samurai concedes victory to the other, circumstances under which Iaijutsu Focus checks may
recognizing a clearly superior opponent. Such duels are be attempted somehow arise again in the course of the
the only bloodless iaijutsu duels. Conceding in this fight (the combat ends and one or the other returns his
manner is not dishonorable. When the duellists assume weapon to its sheath).
their stance, they each make a Sense Motive check. The
check result determines how much information they Example: Hida Tamoro faces the Iaijutsu Master Kakita
discern about the other samurai: Kudako in an iaijutsu duel. Both samurai assume their
TABLE 4-4: INFORMATION GLEANED stance and size each other up. Tamoro rolls an 18 on his
Sense Motive check—enough to discern only that he is Master and adds her Charisma modifier to each bonus
12th level, the same as she is. Without more die. She rolls a miserable 6, adds her attack bonus of +20,
information, the proud warrior is not about to yield. and hits Tamoro with a 26. Her damage is 1d10+5 (her
Kudako rolls a 33, and notes that she is the same level as normal damage with a katana) plus 4d6+8. She rolls 30,
he is, that he has 15 ranks in Iaijutsu Focus, and that his bringing Tamoro down to 71 hit points. Tamoro strikes
total attack and damage is +19/+14/+9 melee (1d10+8, when it’s his turn with his initiative of 24. Since Kudako
katana). Weighing what she has learned, Kudako feels is not flat-footed, Tamoro gets no bonus damage dice. He
confident that she will get the first strike. The duel rolls even more pathetically than Kudako: a 5, plus his
begins, and the samurai begin focusing their ki. Kudako attack bonus of +19 for a 24. His damage is 1d10+8. He
gets a check result of 28 and gets +4d6 to her damage. rolls a 13, bringing Kudako to 69 hit points. If the
Tamoro’s result was only a 24, gaining him +3d6 to his combatants agreed on a duel to first blood, the duel is
damage. Kudako’s initiative becomes 28 and she goes over and Kudako has won. If this is a duel to the death,
first. Kudako strikes, her blade springing from its combat continues as normal, with Kudako holding her
scabbard like lightning toward the man. lead in initiative. After the critical first round, Kudako
Kudako’s damage, assuming she hits, is increased by loses much of her advantage against the opponent.
+4d6, with an additional +8 because she is an Iaijutsu
CHAPTER 1: FEATS

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.

MOKUTON EMPOWERED NATURE FEATS


This advanced nature is also known as Wood Release.
A special group of natures that are the pinnacle of their
Prerequisite: Primary elemental affinity Earth or
source natures, empowered natures are the raw fury of
Water, can only be taken at 1st level.
their respective element. The five primary elements
Benefit: You gain an elemental affinity to Wood as
provide the source of power for empowered natures.
well as Earth or Water (whichever you didn't select as
your primary elemental affinity). Your Wood affinity
Obtaining an Empower Nature Prerequisite: Primary elemental affinity Earth, can
Typically, a character is born with this or is granted it only be taken at 1st level.
via a bloodline it possesses and the user either obtains it Benefit: The character gains access to the Empowered
naturally or must do something to trigger it. There may Nature Koton.
yet be undocumented methods of obtaining these
abilities.
Benefits of Empowered Natures NAMITON
Having an empowered nature grants the user several This advanced nature is also known as Wave Release.
advantages over their primary nature. As noted below Prerequisite: Primary elemental affinity Water, can
each of these now applies to the user’s Empowered only be taken at 1st level.
Nature. The character must pay per instance of using Benefit: The character gains access to the Empowered
these benefits. Nature Namiton.
The user’s techniques that deal damage now deal True
Damage which mitigates the source nature’s elemental
resistance and immunity, for example a Enton (Blaze) TAITON
technique would bypass all fire resistance and fire This advanced nature is also known as Typhoon
immunity. The technique's perform requirements Release.
increase by 3. The chakra cost is increased by 2 plus 1 Prerequisite: Primary elemental affinity Wind, can
every 3 ranks (round up). only be taken at 1st level.
The user’s techniques which deal damage ignore Benefit: The character gains access to the Empowered
hardness, unless the technique is used against another Nature Taiton.
Empower Nature technique that creates something with
a hardness value. Then the role of Nature Weakness
plays a role, if the user’s nature is strong against the FEATS
target’s technique that has hardness it ignores half, if it
All feat presented here are drawn from sources all over
is weak, treat the hardness as double, if it is neither the
the place either custom ones I designed or others that I
attack functions normally and hardness subtracts from
found online or have from other sources like D&D 3.5
the total damage.
that fit with this setting well. Some have been altered
Descriptors
and changed to fit the setting while others didn’t need
The descriptors for Empowered Nature techniques are
any adjustments.
as (Enton) [Fire], (Purazumaton) [Lightning], (Koton)
[Earth], (Namiton) [Water], and (Taiton) [Wind]. ACTION BOOST
You have the ability to alter your luck drastically in
dire circumstances.
ENTON Benefit: When you spend an action point, you roll d8s
This advanced nature is also known as Blaze Release. instead of d6s for the action result.
Prerequisite: Primary elemental affinity Fire, can only
ADVANCED COMBAT MARTIAL ARTS
be taken at 1st level.
Prerequisite: Combat Martial Arts, Improved Combat
Benefit: The character gains access to the Empowered
Martial Arts, base attack bonus +8.
Nature Enton.
Benefit: When the character scores a critical hit on an
opponent with an unarmed strike, the character deals
PURAZUMATON triple damage.
Normal: An unarmed strike critical hit deals double
This advanced nature is also known as Plasma Release.
damage.
Prerequisite: Primary elemental affinity Lightning,
can only be taken at 1st level. ACTION POINT RECOVERY
Benefit: The character gains access to the Empowered Benefit: At the end of an encounter, you automatically
Nature Purazumaton. recover 1 Action Point spent during the encounter. This
feat does not work outside of combat.
Special: You may select this feat multiple times, its
KOTON effects stack.
This advanced nature is also known as Steel Release.
ACTION POINT REGENERATION Benefit: Whenever you make a full attack, you can
Benefit: You now regenerate Action Points at a slow make it an all or nothing attack. You receive an
pace. You regenerate 1 Action Point once a week additional melee strike at your highest base attack bonus.
whenever you fall below your maximum which is the However, you lose one full action on your next initiative
amount of Action Points you gained from the most turn, and suffer a -4 circumstance penalty to Defense
recent level. For example, if your last level you would until you are able to perform another action.
have received 6 + one-half your level and your level was
4, you would have a pool of 8. The maximum is 15 AMBASSADOR
(regardless of how many you have above that from You fight through words rather than deeds,
saving Action Points) and if you spend one and one week considering physical combat to be the last option when
passes by, you may add one more Action Point, up to it comes to reconciling differences.
your maximum. If you level within that week, you do Benefit: You gain a +2 competence bonus to all
not receive that Action Point back as you’ve now gained Diplomacy and Sense Motive checks.
more back. Each level your pool readjusts to the new AMBUSH
proper amount based on the rules above. You know how to set ambushes for greatest effect.
ADVANCED DODGE Prerequisite: base attack bonus +4, Wis 13.
You have become unbelievably skilled at avoiding Benefit: When setting an ambush, you receive a +4
harm in battle. circumstance bonus to your Initiative check, and also in
Prerequisite: Dodge, Improved Dodge, Dex 17 determining awareness to see if the enemy perceives
Benefit: You may apply the effects of the Dodge feat to you. The bonus applies to Hide or Move Silently rolls, or
a number of targets equal to your dexterity modifier +1 whatever the DM deems appropriate to the situation.
(minimum of 2). You may also apply the effects twice ARMOR FOCUS
(stacking) to a given target. Doing so counts as applying Trained with one type of armor until you are an
dodge's effects to two different targets. You may not expert, even in combat conditions—where it counts the
apply the effects of dodge to a single target more than most.
twice. Prerequisite: Armor Proficiency (light or medium).
A target that you have applied dodge to twice is still Benefit: Choose one type of armor that you are
counted as having only one application for the purposes proficient with (battle armor, assault vest, etc.). While
of feats and abilities such as Agile Riposte. wearing that type of armor, your speed is reduced by 5
This feat replaces the Improved Dodge feat. ft. less than usual (a speed penalty of -10 ft. becomes -5
Normal: A character with the Improved Dodge feat ft., a speed penalty of -5 ft. is negated, etc.). Further, your
may apply the effects of dodge to a single target twice, or armor check penalty while wearing the chosen type of
to two different targets separately. armor is reduced to –1.
AGILE RIPOSTE Special: This feat may be taken multiple times. Each
You know how to strike when your opponent is most time it is taken, you must specify a new type of armor.
vulnerable. ARTERIAL STRIKE
Prerequisite: Dex 13, Dodge Your sneak attacks leave wounds that cause massive
Benefit: Once per round, if the opponent you have blood loss.
designated as your dodge target makes a melee attack or Prerequisite: base attack bonus +4, sneak attack ability.
melee touch attack against you and misses, you may Benefit: If you hit with a sneak attack, you may choose
make an attack of opportunity against that opponent. to forgo +1d6 of extra sneak attack damage to deliver a
Resolve and apply the effects from both attacks wound that won’t stop bleeding. Each wound caused in
simultaneously. this manner saps an extra point of damage per round
Even with Combat Reflexes, Agile Riposte can’t be used from the victim, until the victim receives the benefit of
more than once per round. It does not grant more attacks a DC 15 Treat Injury check.
of opportunity than the character is normally allowed in Wounds from multiple arterial strikes result in
a round. cumulative bleeding loss (two successful arterial strikes
ALL OR NOTHING cause an extra 2 points of damage per round until
You are willing to sacrifice your own safety, and throw healed). You may deliver only one bleeding wound per
yourself into an all-out, last ditch melee attack. successful sneak attack.
Prerequisite: base attack bonus +4.
ASSESSMENT BLINDSIGHT
You’re trained to size up someone’s combat You can sense nearby opponents even in total
capabilities. darkness.
Benefit: As a move action, choose a target you can Prerequisite: base attack bonus +4, Wis 13, Blind-
accurately perceive and make a Sense Motive check Fight.
opposed by the target’s Bluff check result. If you succeed, Benefit: When attacking an opponent with an
the GM tells you the target’s attack and defense bonus unarmed or melee attack, ignore concealment bonuses
relative to yours (lower, higher, or equal). You don’t to your target’s Defense within 10 ft.
know the target’s exact bonus unless it equals your own,
BLOODED
only a rough estimate of relative ability. In cases or a 5-
You know what it means to fight for your life, and
point or greater difference, the GM may choose to tell
value quick wits and quicker reactions. Enemies find it
you the target’s bonus is considerably greater (or less)
difficult to catch you off guard.
than your own. If you lose the opposed roll, the GM
Benefit: You get a +2 bonus on Initiative and a +2
should over- or under-estimate the target’s bonus.
bonus on all Spot checks.
AUGMENT SUMMONING BLOODLINE’S CHOSEN
Prerequisite: Blood Pact
Prerequisite: Can only be taken at the 1st level,
Benefit: Upon taking this feat you select one Blood
Advanced Bloodline.
Pact which you have, each creature you summon from
Benefits: There is a level that not even a genius can
that Blood Pact gains a +4 enhancement to Strength and
reach and that is being chosen by fate. Upon selecting
Constitution for the duration of their summoning.
this feat, the potency of the chosen bloodline is
ASSASSIN STRIKE decreased by one category. In example, a Major
Prerequisite: Sneak Attack 1d6, BAB +5, Intimidate 9 bloodline becomes an intermediate bloodline for the
ranks. sake of determining the number of levels that must be
Benefit: You are exceptionally skilled at delivering taken to advance the bloodline.
your sneak attack in a manner so flashy, that others are
BOWL OVER
forced to fear the chance that they might be next. By
Prerequisite: Str 15+, Heft, Rout, Windup.
spending one action point upon delivering a successful
Benefit: Whenever you deal 10 or more points of
sneak attack, all opponents within 30 ft. who could see
damage to an opponent with a thrown weapon, you may
the attack, must make a save versus Demoralize with the
immediately make a trip attack as a free action against
sneak attack damage added to the DC for 1 round. The
that target. When you make a trip attack in this manner,
DC is 10 + Charisma Modifier + Sneak Attack Damage.
you cannot be tripped in turn. The benefit of this ability
Note: Demoralized characters receive a -1 penalty to
does not stack with the benefit of the Improved Trip
attacks rolls, saves and skill checks.
feat.
BALLS OF YOUR FEET BUREAUCRATIC FLAIR
Your skill at always being ready has saved you
You have a talent for divining the workings and
countless times.
intricacies of bureaucracy in all its forms. You are adept
Prerequisite: Uncanny Dodge 1.
at manipulating a bureaucracy’s institutions and
Benefit: You cannot be caught flat-footed unless the
members to your benefit.
attacker is 4 levels higher than you, you have lost your
Benefit: You gain a +2 aptitude bonus on all Diplomacy
Dexterity modifier, are unconscious or otherwise
checks and a +2 aptitude bonus on all Knowledge
immobilized.
(bureaucracy) checks.
BATTLE-SCARRED CALLING CARD
You have seen bloodshed in battle—both your
Prerequisite: Mastery in at least one technique, HD 8
enemy’s and your own. You know your limits—and how
or higher, Technique Focus.
to push them. Enemies find it difficult to Intimidate you
Benefit: This feat confers a few abilities. First, the ninja
or scare you with mere physical pain.
gains a +2 to Reputation. Secondly, the character chooses
Benefit: You get a +2 bonus on all Fortitude saves and
a technique that they have selected with technique focus
Sense Motive checks in combat.
and have at least 1 level of mastery in. Once per
encounter, the character may choose to perform this
technique, dealing 2 additional die of damage if it deals
damage and increasing the perform check by 5 and the CHAKRA REGENERATION
chakra cost by 1, this bonus damage is separate from Your chakra fuels your body’s healing.
Empower if the technique can be empowered. A Benefit: Your body uses chakra to heal itself. When
technique that doesn’t deal damage has its DC increased resting to regain hit points, you may heal double your
by 1 and duration increased by 50%. Every time an hit points but your chakra pool and chakra reserve
opponent is defeated with the calling card technique or recovers only half (round down) their normal amount.
the calling card technique is active (in the case of non- Normal: You heal your hit points at a rate of character
damaging), the character gains a +1 to reputation. level + Con modifier per whole night of rest and
recovery your entire chakra pool with a night’s rest.
CHARISMATIC PLUS Special: If you possess Light Sleeper feat and use it, you
Advancements in science coupled with your drive to may recover a normal full night’s rest but only recover
excel enable you to progress faster toward becoming a one quarter (rounded down) of your chakra pool and
truly charismatic hero. chakra reserve.
Benefit: You gain two talents from the Charismatic
hero’s talent trees. The talents must be selected from the CHAKRA VOID
following list, you cannot select more than one talent Prerequisite: Energy Resistance Talent, Chakra
from a single talent tree, and you must meet all the Affinity.
prerequisites of a talent to select it. Favor, Captivate, Benefit: Whenever the character would reduce the
Dazzle, Taunt, Inspiration, Greater Inspiration. damage taken from a technique by means of the Energy
Special: You may select this feat multiple times. Each Resistance ability, they gain an equal amount of
time you select this feat, you must choose a different pair temporary chakra. This temporary chakra lasts until the
of talents. end of the next round.

CHAU MURKY CHAMPURU


You are skilled in the subtle measures used to dispose Champuru consists of highly unorthodox swordplay
of rivals and enemies, and have few qualms against using and a fighting style based on breakdancing. This form
hired killers and assassins. takes bits and pieces from all schools of martial arts and
Prerequisite: Poison Use. relies on the user to fill up the rest as he fights his
Benefit: You gain a +2 competence bonus on Craft opponents, showing an opponent movements that
checks to prepare and identify poisons, and a +2 contradict their expectations.
competence bonus to Treat Injury checks to treat poison. Prerequisite: Taijutsu and Tumble 4 ranks.
Additionally, if you are ever poisoned because of a Benefit: You can learn Champuru techniques without
botched roll, you may spend an action point to re-roll penalties to your learn check. In addition, the character
the failure. is able to trip opponents with any medium weapon and
does not provoke attacks of opportunity when tripping
CLASS PLUS while unarmed.
Your skills in a particular class are unmatched. Normal: A character trying to learn a technique with
Benefit: You gain two talents from an advanced or the Champuru style in it takes a -4 penalty to his Learn
prestige class in which you have levels already in. For check if he has not taken this feat, and normal rules for
example classes that offer a reoccurring same named tripping apply (see Basics chapter for details).
benefit with different options qualify, such as the
Exarch’s Exarch Arcana or Genjutsu Master’s Genjutsu CLEAVING CHARGE
Mastery. You must still qualify for the abilities you select You can wade through your opponents.
as normal in all forms. The restrictions for those classes Prerequisite: BAB +6, Str 15, Great Cleave.
still apply (i.e. if the class says you can only take it once Benefit: As Great Cleave, except that you may move
this feat does not remove that limitation. If a feature can one 5 ft. square before each extra attack. You may not
be taken twice you may use both uses of this feat to gain exceed half your speed during the action.
it twice). COMBAT AWARENESS
Special: This does not apply to bloodline classes. Your battle sense helps minimize the threat of
Talents that grant bonus feat instead of a special ability flanking attacks.
cannot be selected. Prerequisite: Wis 13, base attack bonus +1 or higher.
You may select this feat multiple times. Benefit: Attackers do not gain the usual +2 bonus on
their attack rolls when flanking you. This feat grants no
effect when you are denied your Dexterity modifier to from a single talent tree, and you must meet all the
Defense, such as when you are flat-footed. You may still prerequisites of a talent to select it. Improved Aid
be sneak attacked when flanked. Another, Intuition, Healing Touch 1, Healing Touch 2,
Aware, Faith, Cool Under Pressure.
COMBAT INSTINCTS
Special: You may select this feat multiple times. Each
You react instinctively when an opportunity presents
time you select this feat, you must choose a different pair
itself in combat.
of talents.
Benefit: If you are not flat-footed when an adjacent
opponent’s melee attack roll misses you by more than 5, DEFENSIVE STRIKE
you may immediately make a single attack at your You can turn a strong defense into a powerful offense.
highest attack bonus as a free action against that Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge
opponent. You may use this feat a number of times per Benefit: If an opponent attacks you and misses while
round equal to your Dexterity modifier. you are using the total defense action, you can attack
that opponent on your next turn with a +4 bonus on your
CONCEALED WEAPON
attack roll. You gain no bonus against an opponent that
You are never without a weapon, even if you’ve been
does not attack you or against an opponent that attacks
searched or patted down by the best.
and hits you.
Prerequisite: Sleight of Hand 4 ranks.
Benefit: Whenever you are searched, you gain a +10 DEFLECT ARROWS
competence bonus to your Sleight of Hand checks to You can deflect incoming arrows, as well as crossbow
conceal one small item or weapon (e.g. a knife, or a bolts, spears, and other projectile or thrown weapons.
wallet). Prerequisite: Dex 13, Combat Martial Arts.
Benefit: You must have at least one hand free (holding
DARKSTALKER
nothing) to use this feat. Once per round when you
Benefit: When you hide, creatures with Blindsense,
would normally be hit with a ranged weapon, you may
Blindsight, Scent, or Tremorsense must make a Listen
deflect it so that you take no damage from it. You must
check or a Spot check (whichever DC is higher) to notice
be aware of the attack and not flat-footed. Attempting to
you, just as sighted creatures would make Spot checks to
deflect a ranged weapon doesn’t count as an action.
detect you. You cannot hide in plain sight unless you
Unusually massive ranged weapons, such as boulders
have that ability as a class feature. In addition, you can
hurled by giants, and ranged attacks generated by jutsu
flank creatures that have the all-around vision special
effects that create something that could not typically be
quality.
deflected, do not count.
Normal: Creatures with these senses do not need to
make Spot or Listen checks to notice other creatures DISCERNING
within range. Creatures with all-around vision can’t be Some people have such analytical minds that they can
flanked. quickly analyze statements for falsehoods, using
calculations rather than keen observation or "feel".
DEAD EYE
Prerequisite: Int 13
Prerequisite: Dex 13, base attack bonus +1, Point Blank
Benefit: The hero may choose Sense Motive as a class
Shot, Weapon Focus (any ranged weapon)
skill. The skill is now modified by Intelligence.
Benefit: You may add your Dexterity bonus to all
damage rolls made with ranged weapons for which you DONATE CHAKRA
have the Weapon Focus feat, so long as the target is Your skill as a medic is incredible and you’ve learned
within 30 feet. how to bestow your chakra to others.
Special: Dead Eye does not increase the damage dealt Prerequisite: Treat Injury 9 ranks, Harmony, Medical
to creatures that are immune to critical hits. Expert
Benefit: As a move action you are able to give up to
DEDICATED PLUS
your Wisdom modifier per round in chakra to another
Advancements in science coupled with your drive to
creature. This does not counteract chakra depletion.
excel enable you to progress faster toward becoming a
truly dedicated hero. DUAL STRIKE
Benefit: You gain two talents from the Dedicated Your combat teamwork makes you a more dangerous
hero’s talent trees. The talents must be selected from the foe.
following list, you cannot select more than one talent Prerequisite: base attack bonus +3, Combat Reflexes
Benefit: If you and an ally both flank an opponent, you Benefit: Choose one type of terrain from the following
gain a +4 bonus on your attack roll. list: arctic, desert, forest, jungle, mountain, or swamp.
Normal: The standard flanking attack roll bonus is +2. When in this terrain, you gain a +3 competence bonus
on Hide, Move Silently, and Survival checks and any
DYNAMIC ENTRANCE
cover bonuses to Defense you gain are increased by +1.
Prerequisite: Taijutsu 6 ranks, Taijutsu Adept
Special: You may take this feat multiple times. Each
Benefits: During this character’s first round of combat,
time you take this feat, it applies to a different terrain.
any opponent who is target of this character’s melee
attack or Taijutsu technique is considered to be Flat- FEARSOME STARE
footed. If the user was undetected, the bonuses Prerequisite: Genjutsu Adept, Intimidate 6 ranks
conferred by Invisible Attacker are doubled for this Benefit: Whenever the character succeeds on
round. Intimidating an opponent in combat, the user’s next use
of a Genjutsu with the Doujutsu descriptor against that
ENHANCED ATHLETICS
same opponent has its DC raised by 1.
You are so proficient with your chakra control that
you can enhance physical activities. FLEET OF FOOT
Prerequisite: Harmony You can turn corners without losing momentum.
Benefit: You may add a bonus equal to one half your Prerequisite: Run.
level to all Balance, Climb, Jump, Swim, and Tumble Benefit: When running or charging, you can make a
checks by spending 2 chakra. single direction change of 90 degrees or less. You cannot
use this feat while wearing medium or heavy armor, or
EXPERT ADVICE
if you’re carrying a medium or heavy load.
You are widely recognized as an authority in an
Normal: Without this feat, you can run or charge only
activity or area of knowledge. Choose a single skill for
in a straight line.
this feat to affect; you may not choose Profession,
Read/Write Language, or Speak Language. FLEETING FOOT [TACTICAL]
Prerequisite: At least 1 rank in the skill selected. Trying to land a blow against you can be a maddening
Benefit: When making checks with the selected skill, experience.
you may use your Reputation bonus instead of the usual Prerequisite: Dodge, base attack bonus +6.
ability modifier. Benefit: The Fleeting Foot feat enables the use of three
Special: You may gain this feat multiple times, its tactical maneuvers:
effects do not stack. Each time you take it, you select a Negate Power Attack: To use this maneuver, you must
different skill. designate a specific foe to be affected by your Dodge feat.
If that foe uses the Power Attack feat against you, the foe
FAST PLUS
gains no bonus on the damage roll but still takes the
Advancements in science coupled with your drive to
corresponding penalty on the attack roll.
excel enable you to progress faster toward becoming a
Diverting Defense: To use this maneuver, you must be
truly dexterous hero.
flanked and you must designate one of the flanking
Benefit: You gain two talents from the Fast hero’s
attackers to be affected by your Dodge feat. The first
talent trees. The talents must be selected from the
attack of the round from the designated attacker
following list, you cannot select more than one talent
automatically misses you and may strike the other
from a single talent tree, and you must meet all the
flanking foe instead; the attacking creature makes an
prerequisites of a talent to select it. Uncanny Dodge 1,
attack roll normally, and its ally is considered flatfooted.
Uncanny Dodge 2, Defensive Roll, Opportunist,
If the designated attacker is making a full attack against
Improved Increased Speed, Advanced Increased Speed.
you, its second and subsequent attacks function
Special: You may select this feat multiple times. Each
normally.
time you select this feat, you must choose a different pair
Cause Overreach: To use this maneuver, you must
of talents.
provoke an attack of opportunity from a foe by moving
FAVORED TERRAIN (TYPE) out of a threatened square. If the foe misses you, you can
Through experience or special training, you favor one make a free trip attempt against this foe, and the foe does
type of terrain. not get a chance to trip you if your attempt fails.
Prerequisite: Survival 4 ranks.
FLICK OF THE WRIST HYPER FIGHTING
With a single motion, you can draw a light weapon Prerequisites: Advanced Combat Martial Arts,
and make a devastating attack. Weapon Focus, Unarmed, Combat Expertise
Prerequisite: Dex 16, Sleight of Hand 5 ranks, Quick Benefit: You are a blur of punches and kicks! Every
Draw strike is so fast that opponents soon lose the ability to
Benefit: If you draw a light weapon and make an attack keep up. At the cost of an Action Point, all unarmed
with it in the same round, you catch your opponent flat- attacks made by the user for 1 round will have a 50%
footed (for the purpose of this attack only). You may use chance to deny the target their dexterity to defense. In
this feat only once per round and once per opponent addition, when using the full attack action, the user may
during any single combat encounter. make an additional attack at their highest attack bonus.
All attacks made during this round suffer a -4 penalty.
GREATER DODGE
Your skill at dodging attacks is preternatural. IAIJUTSU MASTER
Prerequisite: Dex 13, Dodge, Improved Dodge. You are not only descended from the greatest duellists
Benefit: Your skill with the Dodge feat is such that you ever to have lived, but you share a karmic tie to their
receive a +3 dodge bonus to Defense against attacks from spirits.
your chosen opponent. Benefit: Once per day, you can make any one attack
roll, saving throw, or skill check using your Iaijutsu
GREATER TWO WEAPON DEFENSE
Focus skill modifier in place of all other modifiers. For
When fighting with two weapons, your defenses are
example, you can roll a melee attack roll using only your
extraordinarily strong.
Iaijutsu Focus skill modifier instead of your total attack
Prerequisite: Dex 19, Improved Two-Weapon
bonus (including Strength modifier, weapon
Defense, Two-Weapon Defense, Two-Weapon Fighting,
enhancement bonus, Weapon Focus bonus, size
base attack bonus +11.
modifier, and all other bonuses to your attack roll). You
Benefit: When wielding two weapons (not including
give up all your other modifiers and use your skill
natural weapons or unarmed strikes), you gain a +3
modifier instead.
shield bonus to your AC. When you are fighting
defensively or using the total defense action, this shield IMPROVED ACTION BOOST
bonus increases to +6. You have the ability to alter your luck drastically in
dire circumstances.
HEADSTRONG
Prerequisite: Action Boost
You are obstinate and often unwilling to yield.
Benefit: When you spend an action point, you roll
Benefit: You get a +1 bonus on all Will saving throws
d10s instead of d8s for the action result.
and +2 synergy bonus on all Intimidate checks.

HEAT ENDURANCE IMPROVED COMBAT EXPERTISE


You have mastered the art of defense in combat.
Either as a result of growing up in the waste, or by
Prerequisite: Int 13, Combat Expertise, base attack
training your mind and body to ignore the effects of
bonus +6.
searing heat, you can exist with ease in high-
Benefit: When you use Combat Expertise to improve
temperature environments.
your Defense, the number you subtract from your attack
Prerequisite: Base Fortitude save +2.
roll and add to your Defense can be any number that
Benefit: You gain a +2 bonus on saving throws against
does not exceed your base attack bonus.
fire effects. You can exist comfortably in temperatures
up to 120° F without having to make Fortitude saves (see IMPROVED CRITICAL
Heat Dangers). Your protection against heat is level 1 Choose one type of weapon with which you are
(see Protection against Heat). proficient.
Prerequisite: base attack bonus +8, Proficient with
HEFT
weapon.
Prerequisite: Str 15, Windup
Benefit: When using the weapon you selected, the
Benefit: You may add 150% of your Strength bonus to
weapon’s normal threat range is doubled.
all damage rolls for thrown weapons instead of the
Special: You can gain Improved Critical multiple
strength bonus you would normally add. If you are using
times. The effects do not stack. Each time you take the
weapons in both hands, this feat applies only to weapons
feat, it applies to a new type of weapon.
thrown with your primary hand.
IMPROVED DEFLECT ARROWS Normal: Normal natural healing is 1 hit point per
You further improve your ability to deflect incoming character level for 8 hours rest, or 2 hit points per
arrows, as well as crossbow bolts, spears, and other character level per day for complete bed rest. Ability
projectile or thrown weapons. damage returns at 1 point for 8 hours rest, or 2 points per
Prerequisite: Dex 16, Combat Martial Arts, Deflect day with complete bed rest.
Arrows
Benefit: You may now deflect a number of attacks per IMPROVED OVERRUN
round equal to your Dexterity Modifier. You are skilled at knocking down opponents.
Prerequisite: Power Attack, Strength 13.
IMPROVED DODGE Benefit: When you attempt to overrun an opponent,
You have become more accustomed to evading the the target may not choose to avoid you. You also gain a
attacks of your enemies. +4 competence bonus on the Strength check to knock
Prerequisite: Dodge, Dex 15 down your opponent.
Benefit: You may apply the effects of the dodge feat to Normal: Without this feat, the target of an overrun can
two targets simultaneously, or apply its effects to a single choose to avoid you or to block you.
target twice (the effects stack).
A target that you have applied dodge to twice is still IMPROVED POWER CRITICAL
counted as having only one application for the purposes You may threaten a critical hit if you succeed in
of feats and abilities such as Agile Riposte. hitting an opponent.
Normal: A character with the dodge feat can gain a +1 Prerequisite: Base attack bonus +10, proficiency with
dodge bonus to defense against a single enemy. weapon.
Benefit: You may spend an action point before making
IMPROVED GRAPPLE an attack with a weapon with which you are proficient.
You are adept at grapple attacks. If the attack hits, it automatically threatens a critical hit
Prerequisite: Brawl, Dex 13 (regardless of whether the attack roll falls within the
Benefit: You do not provoke an attack of opportunity weapon’s actual threat range). You must roll to confirm
when you make a touch attack to start a grapple. You the critical hit, as normal. This is a supernatural ability.
also gain a +4 bonus on all grapple checks, regardless of Normal: You must roll in the threat range of a weapon,
whether you started the grapple. then confirm that threat to score a critical hit.
Normal: Without this feat, you provoke an attack of
opportunity when you make a touch attack to start a IMPROVED PRECISE SHOT
grapple. You have a knack for timing and aiming ranged
attacks.
IMPROVED HEAT ENDURANCE Prerequisite: base attack bonus +11, Dex 19, Point
You can survive even in the most extreme natural heat Blank Shot, Precise Shot
conditions. Benefit: Your ranged attacks ignore the Defense bonus
Prerequisite: Base Fortitude save +6, Heat Endurance granted to targets by anything less than total cover, and
Benefit: You gain fire resistance 5. If you already have the miss chance granted to targets by anything less than
fire resistance, it increases by 5. You can exist total concealment.
comfortably in high temperatures without having to Total cover and total concealment provide their
make Fortitude saves (see Heat Dangers). Your normal benefits against your ranged attacks.
protection against heat is level 3 (see Protection against In addition, when you shoot or throw ranged weapons
Heat). at a grappling opponent, you automatically strike at the
IMPROVED NATURAL HEALING opponent you have chosen.
You recover from wounds and injury faster than Normal: See the normal rules on the effects of cover
normal. and concealment. Without this feat, a character who
Prerequisite: Base Fortitude save bonus +5. shoots or throws a ranged weapon at a target involved in
Benefit: You recover 2 hit points per character level a grapple must roll randomly to see which grappling
per rest period (8 hours of sleep). If you undergo combatant the attack strikes.
complete bed rest (doing nothing for the entire day), you IMPROVED SUNDER
recover 4 hit points per character level per day. Ability You are adept at attacking an opponents’ weapon.
damage returns at 2 points for resting 8 hours, or 4 points Prerequisite: Str 13, Power Attack, Sunder
per day with complete bed rest.
Benefit: When you strike at an object held or carried Prerequisite: Master crafter.
by an opponent (such as a weapon or shield), you do not Benefit: When using the master crafter feat, you are
provoke an attack of opportunity. You also gain a +4 only required to pay 1/3 the ordinary item’s cost in XP.
bonus on any attack roll made to attack an object held or Normal: A character without this feat must pay 1/2 the
carried by another character. ordinary item’s cost in XP to make the mastercraft item.

IMPROVED TWO-WEAPON DEFENSE INVESTIGATOR


You gain a defensive advantage while fighting with You have a knack for investigation and searching out
two weapons. clues.
Prerequisite: base attack bonus +6, Dex 17, Two- Benefit: You get a +2 bonus on all Gather Information
Weapon Defense, Two-Weapon Fighting and Search checks.
Benefit: When wielding two weapons (not including
JACK OF ALL TRADES
natural weapons or unarmed strikes), you gain a +2
You’ve picked up a smattering of even the most
shield bonus to your Defense. When you are fighting
obscure skills.
defensively or using the total defense action, this shield
Prerequisite: Character level 8th.
bonus increases to +4.
Benefit: You can use any skill untrained, even those
INCREASED SPEED that normally require training and those that are
You move faster than normal. exclusive to classes you don’t have. You cannot,
Prerequisite: Run however, gain ranks in a skill unless you are allowed to
Benefit: Your base speed is increased by 10 feet. select it.

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.

POWER ATTACK-IAIJUTSU ROUTE


Your ancestors were renowned duellists whose Prerequisite: Str 13, Windup
strength were legendary. Benefit: Any attack you make with a thrown weapon
Benefit: You add an extra 1d6 points of damage to the weighing at least 2 pounds also affects your opponent as
damage from your Iaijutsu Focus checks. if you had performed a bull rush. You don’t actually
move or provoke attacks of opportunity, nor can you
PRECISE STRIKE
push your target back more than 5 feet or move along
Your strikes against an opponent are treated as touch
with the defender.
attacks.
Prerequisite: Base attack bonus +5. SECRET IDENTITY
Benefit: Before making an attack on your turn, choose You have two identities.
a single opponent and spend an action point. Until the Benefit: You have two Reputation scores, one for each
beginning of your next turn, any attacks you make identity. One identity (you choose which one) takes the
against that opponent use that opponent’s touch Defense Reputation score you’ve earned subsequent to taking
instead of the opponent’s normal Defense. this feat. The other identity has a Reputation score of 0.
Most people won’t connect your two identities unless
PUSHING THE ATTACK
confronted with incontrovertible evidence that you’re
Prerequisite: Base Attack Bonus +4
one person with two personae. If you perform actions
Benefits: Whenever the user successfully deals damage
while under the identity of the second one (the one with
to an opponent that is under the effect of the Staggered
the score of 0) you will assume any Reputation gain or
condition, the duration of Staggered is increased by 1
loss due to you based on your actions. The same applies
round. This ability can be used once per day for every 4
to your primary identity.
hit die of the user and its use must be declared before the
Special: If your public persona adopts a distinctive
attack roll is made.
style of dress or moniker, increase your Reputation score
RAVEN'S PICK by 2. You only get the Reputation increase once, even if
Your superior insight allows you to strike objects with you change your public persona’s costume or nickname.
impressive force.
Prerequisite: Wis 13, Improved Sunder, Brawl.
SEX APPEAL
You are strikingly attractive, which garners you a lot
Benefit: When you make an unarmed strike against an
of amorous attention.
object, you may add your Wisdom bonus to the damage
Benefit: You receive a +3 bonus to Diplomacy and
dealt to the object.
Bluff checks made to influence NPCs who would
ROOF WALKER [TACTICAL] normally be attracted to your gender.
You are adept at moving and fighting on rooftops and
ledges.
SHARP-EYED
You have an eye for detail.
Prerequisite: Balance 5 ranks, Jump 5 ranks, Dodge,
Benefit: You get a +2 bonus on all Search checks and
Mobility.
Sense Motive checks.
Benefit: The Roof Walker feat enables the use of three
tactical maneuvers. SHIFTING FIST
Fleet of Feet: You can walk across a precarious surface You employ a variety of unarmed fighting styles,
more quickly than normal. You can move at your full allowing you to alter the type of damage your attacks
speed without taking a -5 penalty on your Balance deal.
check. Prerequisite: Brawl, Improved Brawl.
Graceful Drop: If you intentionally jump from a Benefit: As a swift action, you can opt for your
height, you take less damage than you would if you fell. unarmed strikes to deal your choice of bludgeoning,
If you succeed on a Jump check when jumping down, piercing, or slashing damage. Once you make this
you take falling damage as if you had dropped 20 fewer choice, your unarmed strikes continue to deal the
feet than you actually did. chosen damage type until you use another swift action
Master of the Roof: You know how to use the slopes to to change it.
your advantage. You gain a +1 dodge bonus to Defense
SIDE KICK SIGNATURE WEAPON
You have an individual follower of some ability. You are so adept at using a particular model of a
Prerequisite: 6th level. weapon that it's almost a part of you.
Benefit: Just as with the Minion feat, above, you use Prerequisite: Weapon Focus, Weapon Specialization
your Leadership score to determine the exact benefit of Benefit: Choose a specific model of weapon like a
this feat. But rather than receiving a group of low-level weapon made of a unique material. When you're
NPCs, you receive a single higher-level NPC. Your wielding that weapon, you gain a +2 bonus to attack and
sidekick must always be at least one level lower than you a +1 bonus to damage. This stacks with Weapon Focus
are, however. and Weapon Specialization for the same weapons.

TABLE 5-7: SIDE KICK SILENT RUNNING


Leadership Score Sidekick Level This feat lets you run silently with ease.
1-8 1st Prerequisite: Character level 6th, Dexterity 12, Move
Silently 10 ranks, Hide 10 ranks, Stealthy
9 2nd
Benefit: You suffer no penalty for moving at your base
10 3rd
speed when making Move Silently skill checks. In
11 4th addition, you suffer only a -10 penalty for running or
12 5th charging when making Move Silently skill checks
13 6th Normal: You incur a -20 penalty for running and
14 7th charging. You incur a -5 penalty for moving at your base
15 8th speed.
Special: Attacking while moving silently still incurs a
16 9th
-20 penalty.
17 10th
18 11th SKIP SHOT
Prerequisite: Point Blank Shot, Precise Shot
19 12th
Benefit: If you have a solid, relatively smooth surface
20 13th
on which to skip a one handed projectile (kunai, senbon,
21 14th and shuriken), such as a concrete wall, and a target
22 15th within 10 ft. of that surface, you may ignore cover
23 16th between you and the target. However, you suffer a -2
24 17th penalty to your attack, and your attack deals -1 die of
25+ 18th damage or in the case of a 1 die attack it does half damage
(minimum of 1). Each time it ricochets it takes another -
Leadership Score: Your leadership score is equal to the 2 to the attack roll and half again damage. If the damage
sum of your character level, your Reputation score, and was 1 on the last attack, the projectile cannot ricochet
your Charisma modifier, modified by the factors listed any further.
below: Special: The surface does not have to be perfectly
smooth and level, a brick wall or an asphalt road can be
TABLE 5-8: LEADER’S SIDE KICK BONUSES/PENALTIES used, the target must be at least partially visible or you
Leader Attribute Modifier must have some other method of perceiving them.
Considered fair and generous +1
SKILL EMPHASIS
Displays special power +1 Choose a skill, such as Bluff. You have a special knack
Has had well-publicized failure -1 with that skill.
Considered aloof or cruel -1 Benefit: You get a +3 bonus on all skill checks with that
Has a secret base +2 skill.
Moves around a lot -1 Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take this feat, it
Just like minions, sidekicks are considered loyal, and
applies to a different skill.
they might even sacrifice themselves for their leader if
asked. It takes about three months to recruit a new SMART COMBATANT
sidekick if the old one dies or leaves. You have studied the art of combat thoroughly. Using
your brain and expertise with a combination of good
reflex, you are able to deal deadly blows to an enemy STEELY GAZE
without having to be as strong as an ape. Just looking into your eyes can be a frightening
Prerequisite: Int 16, Dex 16, Base Attack Bonus +6 experience.
Benefit: The character with this feat may use his Int Benefit: You get a +2 bonus on Intimidate checks, and
bonus rather than Str bonus for a melee attack and their you can Intimidate as a move-equivalent action.
Dex bonus in their damage step of an unarmed attack. Normal: Attempts to intimidate are generally full-
Normal: The character usually uses Str bonus for round actions.
attack and damage. STRONG PLUS
Special: If taken a second time the effect applies to all Advancements in science coupled with your drive to
melee attacks. excel enable you to progress faster toward becoming a
SMART DEFENSE truly strong hero.
The mind has been trained to forecast and avoid any Benefit: You gain two talents from the Strong hero’s
impending danger. talent trees. The talents must be selected from the
Prerequisite: Intelligence 18, Dexterity 16 following list, you cannot select more than one talent
Benefit: Add half your Intelligence modifier (rounded from a single talent tree, and you must meet all the
down) to your Defense. prerequisites of a talent to select it. Improved Extreme
Normal: Only Dexterity modifier is added. Effort, Advanced Extreme Effort, Improved Ignore
Hardness, Advanced Ignore Hardness, Improved Melee
SMART PLUS Smash, Advanced Melee Smash.
Advancements in science coupled with your drive to Special: You may select this feat multiple times. Each
excel enable you to progress faster toward becoming a time you select this feat, you must choose a different pair
truly intelligent hero. of talents.
Benefit: You gain two talents from the Smart hero’s
talent trees. The talents must be selected from the SUPERNATURAL STRIKE
following list, you cannot select more than one talent You may score critical hits against creatures that are
from a single talent tree, and you must meet all the normally unaffected by critical hits.
prerequisites of a talent to select it. Savant, Linguist, Prerequisite: Base attack bonus +2 or better.
Exploit Weakness, Plan, Trick. Benefit: When you roll a threat against a creature
Special: You may select this feat multiple times. Each normally unaffected by critical hits (such as a construct,
time you select this feat, you must choose a different pair ooze, or undead), you may check for a critical hit and
of talents. The exception is the savant talent, which you deal the increased damage if the threat is confirmed.
can select multiple times. However, each time you select Creatures unaffected by massive damage are still
the savant talent, you must choose a different skill (see unaffected by massive damage resulting from a critical
the savant talent’s description). hit. This is a supernatural ability.

SPEED OVER POWER THROW ANYTHING


Prerequisites: Taijutsu Adept Prerequisite: Dex 15, base attack bonus +2.
Benefit: The character may use his or her Dexterity Benefit: You can throw a melee weapon you are
modifier instead of the Strength modifier when proficient with as if it were a ranged weapon. The range
performing Taijutsu techniques. This change affects increment of weapons used in conjunction with this feat
attack rolls, perform checks and identify checks but not is 10 feet.
the damage dealt by Taijutsu techniques. Normal: You can’t throw a melee weapon without
taking a -4 penalty unless it has a range increment (such
STANCE SPECIALIZATION as a hand axe or a dagger).
Prerequisite: Technique Focus in a Taijutsu Stance
technique, 5th step of mastery in the same technique. TOUGH PLUS
Benefit: While in the chosen stance, the character gains Advancements in science coupled with your drive to
either a +2 competence bonus to melee damage rolls or a excel enable you to progress faster toward becoming a
+2 insight bonus to attack rolls. This bonus can be truly tough hero.
switched once per round as a free action. Benefit: You gain two talents from the Tough hero’s
talent trees. The talents must be selected from the
following list, you cannot select more than one talent
from a single talent tree, and you must meet all the
prerequisites of a talent to select it. Damage Reduction TABLE 5-9: VILE LEADERSHIP
2/—, Damage Reduction 3/—, Energy Resistance Leader Cohort Number of Followers by level
(choose one energy type), Remain Conscious, Second Score Level 1st 2nd 3rd 4th 5th 6th
Wind, Stamina. 1 — — — — — — —
Special: You may select this feat multiple times. Each
2-9 1st — — — — — —
time you select this feat, you must choose a different pair
10 2nd 5 — — — — —
of talents.
11 3rd 6 — — — — —
ULTRA-IMMUNE SYSTEM 12 4th 8 — — — — —
You are less susceptible to the ravages of poison,
13 5th 10 1 — — — —
disease, and radiation poisoning.
Prerequisite: Constitution 13. 14 6th 15 1 — — — —
Benefit: You gain a +2 bonus on Fortitude saving 15 7th 20 2 1 — — —
throws to resist poisons, diseases, and radiation sickness. 16 8th 25 2 1 — — —
Furthermore, any permanent ability drain inflicted upon 17 9th 30 3 1 1 — —
you is treated as temporary ability damage instead. 18 10th 35 3 1 1 — —
VILE LEADERSHIP 19 11th 40 4 2 1 1 —
You rule over your own cabal of followers with a 20 12th 50 5 3 2 1 —
villainous cohort as your lieutenant. 21 13th 60 6 3 2 1 1
Prerequisite: Character level 7th
22 14th 75 7 4 2 2 1
Benefit: You can attract a loyal cohort and a number
23 15th 90 9 5 3 2 1
of cowed followers to assist you in your journeys. This
feat is similar to Leadership, except Vile Leadership 24 16th 110 11 6 3 2 1
rewards— rather than hinders—leaders who have cruel 25+ 17th 135 13 7 4 2 2
reputations or who cause the deaths of their followers.
Once you take this feat, you cannot take the
Leader Score: Your leader score is equal to the sum of
Leadership feat without retraining your feat selection).
your character level, your Reputation, and your
In order to benefit from this feat, you must belong to
Charisma modifier, modified by the factors listed below
one of the evil organizations listed in this section and
and any others your GM wishes to apply:
TABLE 5-11: LEADER’S REPUTATION BONUSES / PENALTIES
Leader’s Reputation Modifier
Ruthless +2 Vile Leadership Score: Your leadership score is equal
Rewards loyalty/success +1 to the sum of your character level, your Reputation
Possesses a special power +1 score, and your Charisma modifier, modified by the
Indecisive -1 factors listed below:
Other modifiers may apply when you try to attract a
Tolerant of failure -1
cohort with this feat, as listed below.
Merciful -2
also be in good standing with that organization. TABLE 5-12:
5-10: LEADER’S COHORT BONUSES/PENALTIES
BONUSES/PENALTIES
Numerous factors can affect your Vile Leadership Leader’s Attributes for Cohorts
Leader Attribute Modifier
Modifier
score (which acts as a Leadership score for the purpose Gainedrenown
Great power by eliminating a superior +1
+2
of feats and abilities that rely on a Leadership score, Fails to punish
Considered fairorand
killgenerous
followers who make -21
+1
other than Leadership itself); work with your GM and costly mistakes
Displays special power +1
use the tables below to adjust your Vile Leadership score. Recruits a cohort of a different
Has had well-publicized failurealignment -1
-1
The NPCs you attract will be affiliated with the evil 1 Cumulative per incident of compassion shown in front of the
organization to which you belong. Considered aloof or cruel -1
cohort. This penalty is incurred even if you show mercy to avoid
Known for unsurpassed
killing or punishing more thanmegalomania
20% of your followers during+3
a given
a given character level (see the footnote in the table for Leader’s
Has a secret
Attributes base
for Followers). +2
Moves around a lot -1
Provides uniforms +1
Cohort Level: You can attract a cohort of up to this Benefit: On your action, before making your attack
level. Regardless of your Leadership score, you can only rolls for the round, you may choose to subtract a number
recruit a cohort who is two or more levels lower than from all attack rolls for thrown weapons and add the
yourself. The cohort should be equipped with gear same number to all damage rolls for those weapons. This
appropriate for its level. A cohort can be of any race or number may not exceed your base attack bonus. The
class. The cohort's alignment may not be opposed to penalty on attacks and bonus damage apply until your
your alignment on either the law/chaos or good/evil axis, next action.
and you take a –1 penalty to your Leadership score if you
recruit a cohort of an alignment different from your HERITAGE FEATS
own.
Heritage Feats represent traces in one’s blood of
A cohort does not count as a party member when
abilities and special gifts that were once possessed by a
determining the party's XP. Instead, divide the cohort's
character’s ancestors. While the trait wasn’t strong
level by your level. Multiply this result by the total XP
enough to last through several generations, there are
awarded to you, then add that number of experience
some small signs left of what was once a powerful factor.
points to the cohort's total.
Heritage Feats may only be selected at the first level and
If a cohort gains enough XP to bring it to a level one
may not be chosen if the user has already selected the
lower than your level, the cohort does not gain the new
Advanced Bloodline feat.
level—its new XP total is 1 less than the amount needed
to attain the next level. EYE OF FORESIGHT [HERITAGE]
Prerequisites: Wisdom 15, Sense Motive 4 Ranks
Benefits: You have the blood of the priestesses of
TABLE 5-13: LEADER’S FOLLOWERS BONUSES/PENALTIES
Demon Country running through your veins. At the
Leader’s Attributes for Followers Modifier
start of combat, the user gains their Wisdom modifier to
Has a stronghold, base of operations, +2 Initiative, Defense and Savings Throws. This bonus
guildhouse, etc.
reduces by 1 each round until it reaches 0. In addition,
Has punished or killed followers to set an +11 the user gains a +1 bonus to Initiative every 5th level.
example or assert dominance
Has a tendency toward long periods of -1
JINCHUURIKI’S DESCENDANT [HERITAGE]
Prerequisite: Chakra Control 4 Ranks, Chakra Affinity
inactivity
feat
Restricts followers from looting, pillaging, -1
Benefit: Somewhere in the history of your family, an
or pursuing other spoils of war
individual was either blessed or cursed with having one
1 Cumulative to a maximum of +1 per character level, with a
minimum of one follower per incident. If you punish or kill more of the legendary tailed beasts sealed inside of them.
than 20% of your followers during a given level, this bonus becomes Despite their fate, a child was born of this individual and
a penalty instead. At the beginning of a new level or 6 months after
in the recesses of their genes that awful power still exists.
the last incident, any bonus or penalty from punishing or killing
followers resets to 0. Upon taking this feat, the user gains the Improved
Chakra Pool feat for free and the Overwhelming Chakra
Number of Followers by Level: You can lead up to the ability. The user’s chakra signature is always treated as 1
indicated number of characters of each level. Followers higher for the purpose of sensing chakra and is incapable
are similar to cohorts, except they're generally low-level of Suppressing Chakra. In addition, the user gains the
NPCs. Because they're usually 5 or more levels behind Improved Chakra Pool feat at every 5th level.
you, they're rarely effective in combat. SHARINGAN EYE [HERITAGE]
Followers don't earn experience and thus don't gain Prerequisites: Uchiha Clan Occupation, Affinity Fire
levels. When you gain a new level, consult Table: Vile Benefits: Always spoken of as a cursed bloodline, those
Leadership to determine if you acquire more followers, that carry the Uchiha blood grow ever rarer and those
some of whom may be higher level than the existing that can manifest the Sharingan Eye are even more so.
followers. Don't consult the table to see if your cohort Those that simply carry the trait, while not as dangerous
gains levels, however, because cohorts earn experience as their full-blooded relatives; have found greater
on their own. proficiency with Doujutsu techniques. The skill
WINDUP threshold of techniques with the Doujutsu descriptor are
Prerequisite: Str 13 decreased by 2 and the DCs of those techniques are
increased by 1.
TRUE ORIGIN [HERITAGE] makes them highly discreet. Opponents who are
Prerequisite: Intimidate 4 Ranks, Constitution 15 unaware of your ability to cast genjutsu without hand
Benefit: Somewhere in the darker recesses of your seals (typically after deducing you as the source of a
family line lies a secret that most would find detestable. genjutsu, making a critical success on ninja lore
It is a black spot upon the very fiber of one’s soul; the depending on how brazenly you use the feat at the DM's
Cursed Seal. The user gains an inherent +4 bonus to their discretion, or by sensing / seeing your chakra as you
Chakra Pool. In addition, the character can manifest the perform a technique) will not be typically prepared to
Cursed Seal Level 1 ability for 1 round per level each day. counter your techniques, and will not suspect you as the
After the 10th level, the character can access the Cursed source of genjutsu.
Seal Level 2 ability for 1 round per 3 levels each day. The technique's perform requirements increase by 2.
Each time the user activates either ability; they must The character can spend a meta-chakra charge to ignore
succeed on a Will Save DC 15 or be enthralled by an the complexity rating increment when performing that
unshakeable Rage for the duration of the ability that technique.
cannot be ended prematurely. The user suffers 1 point of Special: If you apply this feat to a technique, it cannot
temporary Wisdom damage whenever they deactivate be enhanced by another metachakra feat.
either ability. Applying this meta-chakra feat to a technique does not
always consume a meta-chakra charge.
META-CHAKRA FEATS
DEMOLITION EXPERT [META-CHAKRA]
Meta-chakra feats are tools to help a character alter You are able to charge exploding tags to deal additional
and augment the properties of a technique to a certain damage and hit a larger area with the explosion.
degree, enabling them to be far more versatile than they Prerequisite: Chakra Control 9 ranks, any other Meta-
could otherwise be. Using a meta-chakra feat must be Chakra feat.
declared before using the technique, and costs 1 Benefit: The character is able to empower an exploding
"charge". A character starts with 0 meta-chakra charges, tag with extra power. To do so, he must spend 2
and gains an additional 2 per meta-chakra feat he takes. additional points of chakra per damage dice when
Charges are restored after 8 hours of rest, up to once charging the tag. When the tag explodes, it will deal 50%
every 24 hours. extra damage and the blast radius will be increased by 10
The when applying a meta-chakra feat to a technique, feet. Every use expends a metachakra charge. The DC to
its perform requirements increase by an amount detonate said tag also increases by 5.
specified in the feat description. If the perform
requirements of a technique was increased by 3, simply MONSTROUS FEATS
increase the skill threshold by 3. When increasing the This section contains the multiple feats used to
perform DCs component, increase the complexity rating improve the natural qualities of monsters.
rather than the DC itself. When calculating the cost of
an enhanced technique, simply add or subtract from the
IRON STOMACH [MONSTROUS]
Even if your food struggles on the way down, there's
cost as advised.
little fear of it piercing your tough insides.
ARTISTIC ILLUSIONS [META-CHAKRA] Prerequisites: Con 15, Swallow Whole
This feat allows one to cast illusions through their Benefit: You apply your full natural armor to your AC
music, weaving the chakra motions into their for those attempting to cut themselves out after being
performance as effortlessly and with all the flare of the swallowed whole.
legendary bards Example: For example, a creature that has natural
Prerequisite: Perform (any instrument) 6 ranks, armor +15, the AC to cut out of its stomach is therefore
Genjutsu 6 ranks, Genjutsu Adept or Genius Ninja 10 + 15 for AC 25.
(genjutsu) Normal: The AC for those who have been swallowed
Benefit: You gain the ability to eschew hand seals and whole is half your natural armor. The example creature
half seals when performing genjutsu, and can instead normally only has AC 17 (10 + 7 natural) inside its
perform them with an additional material focus of your stomach.
instrument of choice, and somatic, components to play
said instrument. This still provokes an attack of
opportunity as normal, and makes the genjutsu sound-
based. However, performing techniques in this way
EPIC FEATS The maximum cohort level increases by 1 for every 2
points of Leadership above 40.
Here are some epic feats I find are fun to have or add The number of 1st-level followers increases by 100 for
value to the game. As with all things this list may grow every point of Leadership above 40.
in time. A character can command one-tenth as many 2nd-
EPIC LEADERSHIP level followers as 1st-level followers. A character can
Prerequisite: Cha 25, Leadership, Leadership score 25. command one-half as many 3rd-level followers as 2nd-
Benefit: The character attracts a cohort and followers level followers, one-half as many 4th-level followers as
as shown below on Table: Epic Leadership. In all other 3rd-level followers, and so on (round fractions up,
ways, Epic Leadership functions as the Leadership feat. except any fraction less than 1 rounds to 0). A character
Normal: The Leadership feat provides no benefit for can’t have a follower of higher than 20th level.
leadership scores beyond 25.
TABLE 6-14: EPIC LEADERSHIP

Leader Cohort Number of Followers by level


Score Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
25 17th 135 13 7 4 2 2 1 — — —
26 18th 160 16 8 4 2 2 1 — — —
27 18th 190 19 10 5 3 2 1 — — —
28 19th 220 22 11 6 3 2 1 — — —
29 19th 260 26 13 7 4 2 1 — — —
30 20th 300 30 15 8 4 2 1 — — —
31 20th 350 35 18 9 5 3 2 1 — —
32 21st 400 40 20 10 5 3 2 1 — —
33 21st 460 46 23 12 6 3 2 1 — —
34 22nd 520 52 26 13 6 3 2 1 — —
35 22nd 590 59 30 15 8 4 2 1 — —
36 23rd 660 66 33 17 9 5 3 2 1 —
37 23rd 740 74 37 19 10 5 3 2 1 —
38 24th 820 82 41 21 11 6 3 2 1 —
39 24th 910 91 46 23 12 6 3 2 1 —
40 25th 1000 100 50 25 13 7 4 2 1 —
per +1 +1/21 +1002 3 3 3 3 3 3 3 3 3
cap. The progression of extra damage continues
indefinitely, increasing by +1d6 for every 5 points over
IMPROVED IAIJUTSU FOCUS [EPIC]
a result of 10 you receive on the check. For example, an
The maximum bonus damage you gain for using
Iaijutsu Focus check of 76 would inflict +14d6 points of
Iaijutsu Focus increases.
damage.
Prerequisite: Iaijutsu Focus 27 ranks.
Normal: Without this feat, the most extra damage you
Benefit: The extra damage you inflict when you make
can gain with an Iaijutsu Focus check is +9d6.
an Iaijutsu Focus check no longer has a maximum die
CHAPTER 5: EQUIPMENT
GENERAL EQUIPMENT
TABLE 6-1: GENERAL EQUIPMENT

Object Size Weight Cost Res Object Size Weight Cost Res
Bingo Book Tiny 1 lb 18 +1 (Lic)

information in a Bingo Book needs to be periodically


Bingo Book: Purchase DC 18, +1 License Restriction; updated, a process with a Purchase DC of 10. An
The Bingo Book is a compilation of Shinobi that are outdated Bingo Book will not refer its benefits to the
wanted for various reasons by Feudal Lords, clans, user until it has been updated; a process that needs to be
towns, etc. It generally lists at least the most general done at least once every two weeks.
details about a person, but can also possess very detailed
information about an entry and their fighting style as ARMORS
well as capabilities. A character with a Bingo Book
always receives a +2 bonus to abilities such as Plan when
used against someone listed and always succeeds on
making a Reputation check to identify the person. The
WEAPONS
TABLE 6-2: WEAPONS
Weapon Damage Critical Damage Type Range Weight Size Purchase Restriction
Increment DC
Sakabatō 1d10 20 Bludgeoning — 6 lb. Large 12 +1 (Lic)
Wato 1d10 20/x2 Slashing — 7 lb. Med 17 +2 (Res)
Japanese, but a different, sturdier handle outfitted with
EXOTIC WEAPONS a rope on the end used for one of the Watou Jutsu moves.
Sakabatō (Reverse-Edge Sword) Additionally, Wato is sturdier, and thus has its hardness
The sakabatō looks and functions much like a standard increased by 4.
katana. As such, any proficiencies which normally apply
to a katana also apply to the sakabatō.
The sharpened edge of the sakabatō is the inward
curved of the blade - the opposite of a standard katana -
making it extremely difficult to kill an opponent. As a
result, the weapon is better suited for knocking the
wielder's enemies "senseless" rather than killing them.
As a result, the damage dealt by the sakabatō is non-
lethal, bludgeoning damage. This non-lethal damage
effect also applies when the Sakabatō is used to perform
any Taijutsu technique.
The only way for the sakabatō to cut is to rotate the
hilt by 180 degrees within the hand, thus holding the
sword backwards. Doing so is a swift action, but the
wielder will take a -4 to all attacks when using this edge
of the blade. The damage remains 1d10, but is now
considered lethal slashing damage.
Wato (Watou)
This new sword is essentially a cross between a
Chinese sword and katana. It has blade similar to
SHINOBI DRUGS
TABLE 6-3: SHINOBI DRUGS
Name Material XP Cost Prep. Brewing Craft Save Initial Secondary Res
Cost Time Time DC DC Damage Damage
Greenweed Elixir 30 2,000 48 hr. 8 wk. 30 21 3d6 Coil 8 Coil* +4 (Ill)

Greenweed Elixir: The character gains the ability to


learn and perform Advanced Seal Fuinjutsu techniques
without penalty.

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.

Minor 6 12 GIANT’S MASK [SEALED ITEM; HEAD]


Superior 11 22 This mask, which is more of an armored helm, is held
in place by chakra seals on the wearer's face. This
Greater 16 32
fearsome, metal mask bears a face-like pattern on the
Epic 21 42
front and allows the user grows to a giant size when
Legendary 26 52 donned.

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.

Rank Level Cost Rank Level Cost


Minor 5 15 Superior 10 27

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.

Rank Level Cost SURGEON’S WORK GLOVES [SEALED ITEM; HANDS]


These wrist length surgery gloves are marked with the
Minor 6 17
symbol for universal caduceus.

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 Description Works well with Builds From


Akatsuki Spy
Akimichi Master
Battle Maiden
Beast Tamer
Bulwark
Chakra Fighter
Chemist
Clairvoyant Assassin
Clansman
Dao Shi Monk
Deft Skirmisher
Dervish Dancer
Elemental Master
Hitokiri
Holy/Unholy Warrior
Inuzuka Beastmaster
Kaguya Marauder
Master Thrower
Nara Shadowmaster
Piercing Seer
Ravager
Ryukyu Swordsman
Sannin
Sensory Shinobi
Shadow Adapt
Shinobi Scribe
Shinobi Squad Leader
Shunjutsu Master
Space-Time Specialist
Specialist Summoner
Symbiote Bugmaster
Sword Saint
Tora Oshiego
Uchiha Elite
Uzumaki Warrior
Waterbender
Wind Walker
Yamanaka Spymaster
TABLE 7-2: AKATSUKI SPY
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +1 Spymastery +1 +0
2nd +1 +0 +2 +2 Bonus Feat +1 +0
3rd +2 +1 +2 +2 Spymastery +2 +0
AKATSUKI SPY strongly hint to its general function. The Akatsuki Spy
may not take 10 or take 20 on this check; this sort of
Akatsuki is an elite organization formed and lead by a knowledge is essentially random.
group of S criminals. Their final goal is to control war, The GM may determine that having 5 or more ranks
conflict, and finally control the world. Akatsuki's main in a Knowledge check grants the Akatsuki Spy a +2
members are only 9, but they have dozens of underlings bonus to his classified information check; for example, a
under their command. Those men and women serve check relevant to a local crime lord might benefit from
their masters faithfully as spies, even betraying their the Knowledge (streetwise) skill, and so would relevant
own villages to gather information for their masters. information about a missing-nin benefit from the
REQUIREMENTS Knowledge (ninja lore) skill.
DC Knowledge
Skills: Bluff 6 Ranks, Ninjutsu 6 ranks, Gather
10 Common, known by at least a substantial
Information 6 Ranks.
minority of the local population.
Feats: Deceptive.
Special: Must swear allegiance to one of the nine 20 Uncommon but available, known by only a few
Akatsuki members. people legends.
25 Obscure, known by few, hard to come by.
CLASS INFORMATION
30 Extremely obscure, known by very few,
Hit Die: d6
possibly forgotten by most who once knew it,
Action Points: 6 + ½ character level, rounded down.
possibly known only by those who don’t
CLASS SKILLS understand the significance of the knowledge.
The Akatsuki Spy's class skills are Balance (Dex), Bluff If the character has the Street Savvy special ability, add
(Cha), Chakra Control (Wis), Craft (Chemical, the level of Ninja Police and Akatsuki Spy and roll a
Pharmaceutical) (Int), Gather Information (Cha), single test.
Genjutsu (Cha), Hide (Dex), Intimidate (Cha), Sneak Attack (+1d6): Increases the character's Sneak
Investigate (Int), Jump (Str), Knowledge (Behavioral Attack dice by +1d6, or grants the Sneak Attack ability
Science, Civics, Ninja Lore, Popular Culture, Streetwise) (+1d6) if the character does not possess that ability yet.
(Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), This ability can be taken a second time, its effects stack.
Research (Int), Sleight of Hands (Dex), Spot (Wis), Contact: An Akatsuki Spy that choses this ability
Tumble (Dex). cultivates associates and informants. Each time the
Skill Points: 7 + Int modifier. Akatsuki spy select this ability he gains a contact. The
CLASS FEATURES GM should develop a supporting character to represent
SPYMASTERY the contact. The player can suggest the type of contact
Choose one of the following Masteries. A Mastery his or her character wants to gain, but the contact must
cannot be chosen twice unless specified: be an ordinary character, not a heroic character.
Classified Information: The Akatsuki Spy is adept at A contact will not accompany an Akatsuki Spy on
gathering tidbits of odd and obscure knowledge, so much missions or risk his or her life. A contact can, however,
that his ability to scrounge up information on almost any provide information or render a service (make a specific
topic is sometimes staggering. The Akatsuki Spy may skill check on the Akatsuki Spy’s behalf).
make special Knowledge checks equal to his Akatsuki When this ability is chosen the first time, the Akatsuki
Spy + his Intelligence modifier + ninja police levels (If Spy gains a low-level contact, and if the ability is taken
any) to see whether he knows some relevant a second time, a mid-level contact.
information about a notable person, legendary item or The Akatsuki Spy can't call on the same contact more
place, for example. A successful classified information than once in a week, and when he or she does call on a
check will not reveal the power of an item but may contact, compensation may be required for the
assistance the contact renders. In general, a professional attacks are renowned throughout the world. They have
associate won’t be compensated monetarily, but instead a supernatural bond with their mounts, an intense
will consider that the Akatsuki Spy owes him or her a spiritual connection. Battle Maidens maintain a tradition
favor. Contacts with underworld or street connections of martial prowess tempered by spiritual purity. Battle
usually demand monetary compensation for the services Maidens are almost exclusively female members of the
they render, and experts in the use of skills normally samurai character class.
want to be paid for the services they provide. For REQUIREMENTS
underworld or street contacts, this expense is
represented by a Wealth check against a purchase DC of Base Attack Bonus: +3
10 for the low-level contact, 15 for the mid-level Skills: Handle Animal 6 ranks, Ride 6 ranks
contact. For skilled experts, the purchase DC is 10 + the Feats: Mounted Combat, Ride-by Attack, Spirited
ranks the expert has in the appropriate skill. Charge
Special: Female
BONUS FEAT
Choose a feat from among the following, for which CLASS INFORMATION
you must meet any prerequisites: Armor Proficiency Hit Die: d10
(Light), Craft Poisons, Frightful Presence, Genjutsu Action Points: 6 + ½ character level, rounded down.
Adept, Improved Chakra Pool, Infamy, Ninjutsu Adept, CLASS SKILLS
Stealthy. The Battle Maiden's class skills are Animal Empathy
(Cha, exclusive skill described below), Chakra Control
BATTLE MAIDEN (Wis), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Profession (Wis), Ride (Dex), and Taijutsu (Str).
Battle Maidens are the stuff of wonder and legend, an
Skill Points: 3 + Int modifier.
order of mounted female samurai whose swift, fearless
TABLE: THE BATTLE MAIDEN
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +1 Special Mount, Ride Bonus +2 +1 +1
2nd +2 +3 +0 +2 Bonus Feat, Burst of Speed +2 +1
3rd +3 +3 +1 +2 Ride Bonus (Initiative) +2 +2 +1
4th +4 +4 +1 +2 Defensive Riding +3 +2
5th +5 +4 +1 +3 Ride Bonus (AC) +4 +3 +2
6th +6 +5 +2 +3 Bonus Feat +3 +2
7th +7 +5 +2 +4 Ride Bonus (Attacks) +4 +4 +3
8th +8 +6 +2 +4 Heal Mount +4 +3
9th +9 +6 +3 +4 Ride Bonus +6 +5 +3
10th +10 +7 +3 +5 Bonus Feat +5 +4

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

TABLE: THE BEAST TAMER


Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +1 Talent +1 +1
2nd +1 +2 +2 +2 Feral Power +1 +1
3rd +2 +2 +2 +2 Talent +2 +1
4th +3 +2 +2 +2 Feral Power +2 +2
5th +3 +3 +3 +3 Talent +3 +2
6th +4 +3 +3 +3 Feral Power +3 +2
7th +5 +4 +4 +4 Talent +4 +3
8th +6 +4 +4 +4 Feral Power +4 +3
9th +6 +4 +4 +4 Talent +5 +3
10th +7 +5 +5 +5 Feral Power +5 +4

CLASS FEATURES his animal companion either prior to combat or


ANIMAL MASTERY TALENT TREE immediately after the shinobi makes his initiative check.
Choose one of the following Talents. A Talent cannot The animal companion cannot be changed for the
be chosen twice unless specified. duration of the combat. His animal companion(s) may
Animal Coordination: You may spend a full round also use this ability under the same restrictions.
action to give your animal companion(s) +2 to attack
ANIMAL TALENT TREE
rolls, only useable once per encounter, the effect lasts
Choose one of the following Talents. A Talent cannot be
the whole encounter.
chosen twice unless specified.
Speak with Animals: The Beast Tamer is able to
Animal Tricks: The Beast Tamer’s animal
communicate verbally with any animal of the same type
companion(s) are far stronger than most, he is treated as
as his companion, as though affected by the speak with
being 2 levels higher. Special: This talent may be taken
animals spell constantly. This ability only works when
multiple times, its effects stack.
his animal companion is within 30 feet.
Fearless Companion: Your animal(s) gains +5 morale
Speak (Speak with Animals): Your animal companions
bonus to will saves against fear.
have developed the ability to speak your native
Indomitable Companion: The animal may remove the
language.
condition fatigued, exhausted or stunned (by poison or
Best Friends (Requires Animal Coordination): Once per
technique) with a successful will saving throw DC 15.
round, if the Beast Tamer is adjacent to an ally who is
Only usable once per encounter.
targeted by a direct melee or ranged attack (but not an
area effect), he can subject himself to the attack in the
ally’s stead. If the attack hits the Beast Tamer, he takes FEROCITY TALENT TREE
damage normally. If it misses, it also misses the ally. The Choose one of the following Talents. A Talent cannot be
Beast Tamer must declare his intention to place himself chosen twice unless specified.
in harm’s way before the attack roll is made. He selects
Frenzy: You may spend one action point to go into Inspire Frenzy (Frenzy and 1 other Feral Talent): When
Frenzy. The Beastmaster can enter a Frenzy during the Beast Tamer enters Frenzy, if his animal companion
combat. While frenzied, he gains a +4 bonus to his is within 50 feet, it enters Frenzy as well. The frenzied
Strength and, if he makes a full-attack action, gains a animal attacks the same creature as the Beast Tamer, and
single extra attack each round at his highest attack leaves Frenzy at the same time as the character, without
bonus. This effect is not cumulative with other effects needing to make a save.
that grant extra attacks. Empowered Frenzy (Frenzy): If your chakra pool
However, he also takes a -4 penalty to Defense and contains 50% or more of your maximum chakra pool you
takes 2 points of damage per round (or 2 points of non- gain +2 Str and +2 Dexterity while in Frenzy.
lethal damage under the cumulative non-lethal damage Greater Frenzy (Requires Frenzy and 1 other Feral):
rules). A Frenzy lasts for a number of rounds equal to 4 The Beast Tamer’s is far more controlled and powerful
+ the Beast Tamer's Constitution modifier. To end the in his Frenzy. The bonus to Strength score he gains is
Frenzy before its duration expires, the character may increased to +6, and he gains a +4 bonus to Will saves
attempt a Will save (DC 20) once per round as a free made to control the effects of his Frenzy, and against fear
action. Success ends the Frenzy immediately; failure effects while Frenzying.
means it continues. The effects of Frenzy stack with Feral Combat: Your grow long fingernails (and sharp
those from any rage ability the character may have. teeth) and you gain a natural attack that does 1d6
At 1st level, the character can enter Frenzy once per slashing damage as a claw attack. The Beast Tamer
day. Every 4 levels afterwards (5th, 9th levels), he gains counts as though he was armed when making unarmed
an additional use per day of this ability. Regardless of the "feral combat" attacks. Feral combat attacks are still
level of the Beastmaster, he may not use this ability more considered unarmed, and feats and abilities that benefit
than once per encounter. unarmed attacks, such as the weapon focus (unarmed)
The character can enter Frenzy as a free action feat or the combat martial arts tree also apply normally.
anytime during his turn. In addition, whenever the Improved Feral Combat (Feral Combat): Your claws
character takes enough damage to equal to one quarter and fangs become sharper, your natural attack does 1d8
of his total hit points, he enters a Frenzy at the start of now.
his next action, as long as he has any daily use of the Greater Feral Combat (Feral Combat and Imp Feral
ability left. In order to avoid doing so, he must succeed a Combat): Your claws and fangs are the ultimate weapon;
Will save (DC 20) at the start of his next turn. He must your natural attack grows to 1d10.
make another save every further quarter of his hit points VETERINARY TALENT TREE
he loses. Choose one of the following Talents. A Talent cannot be
While frenzied, the character cannot use any chosen twice unless specified.
Charisma-, Dexterity-, or Intelligence-based skills Improved Treat Injury: The Beast Tamer may reroll
(except Intimidate), the Concentration skill or any any treat injury check made for an animal. But he must
abilities that require patience or concentration, nor can keep the second roll even if it is worse. He may spend an
he perform Chakra Control, Genjutsu or Ninjutsu action point afterwards to keep the better of both rolls.
techniques, and can only perform Taijutsu that do not Improved Animal Heal: When restoring hit points
require the Concentration component. with a medical kit to an animal the Beast Tamer restores
During Frenzy, the Beastmaster must attack those he the double amount of hit points to his animal
perceives as foes to the best of his ability. Should he run companion.
out of enemies before his Frenzy expires, his rampage Improved Animal Care: When an animal is subject to
continues. He must then attack the nearest creature long-term care of the Beast Tamer he regains the double
(determine randomly if several potential foes are amount of hit points and ability points for a full day rest.
equidistant) and fight that opponent without regard to Undying Friendship (Requires 2 other Veterinary
friendship or health (the target's or his own). In this case, Talents): When a Beast Tamer is healing a companion
the DC to cancel the Frenzy is equal a DC 20 – Beast that is at -1 or less hit points, the user may spend an
Tamer’s class levels. action point and heal for triple the normal amount his
When a Frenzy ends, the Beast Tamer is fatigued for medical kit or medical ninjutsu would heal for.
the duration of the encounter. If the character is still
under the effect of a rage ability, the fatigued condition
FERAL POWER
Choose one of the following Feral Powers. A Feral
does not apply until the rage ends—at which point the
Power cannot be chosen twice unless specified.
character is exhausted, not merely fatigued.
Animal Aspect (Requires 4 other Feral Powers): At 10th you regain it at the end of the encounter. Special: This
level, the Beast Tamer is able to manifest an aspect of his power can be taken multiple times its effect stack.
animal companion. If the character has a companion not Feral Combat Mastery: Choose a single taijutsu martial
on the following list, an ability should be assigned by the arts technique, that could be used in combination with
GM. All of these abilities can be manifested while feral combat. The Beast Tamer may take 10 on the
frenzied. taijutsu and conversion check even when threatened or
Ape: The Beast Tamer can always take 10 on Climb distracted. Special: You can select this power multiple
checks, and gains a Climb speed equal to his normal times, every time you select it, it applies to a different
speed. taijutsu technique. He can use this technique during
Bear: The Beast Tamer can use the Improved Grab Frenzy and does NOT suffer from the level requirement.
ability once per encounter if he hits with two Feral (So, a 10th level character can still use rank 10 taijutsu
Combat attacks in one round. techniques instead of rank 5 only.)
Boar: When the Beast Tamer's hit points reach below Feral Combat Prowess (Requires Feral Combat): When
0 (–1 to –9), he is still able to move as though disabled using the feral combat style his damage increases by one
instead of being unconscious, making either an attack or size category (1d4 becomes 1d6, 1d6 becomes 1d8
move action every round until he reaches –10 hit points etc.). Special: You may select this power multiple times,
and die, or his hit points return to 1 or higher. its effects stack.
Cheetah: Once per hour, the Beast Tamer is able to Critical Feral Combat (Requires Feral Combat): The
move at 10 times his speed when Charging. claws and fangs of the Beast Tamer have a critical threat
Dog: The Beast Tamer gains the Scent exceptional range of 19-20. Special: This power stacks with Improved
ability, and a +4 bonus to Survival checks made when Critical.
tracking. Improved Frenzy (Requires Frenzy): When in Frenzy
Hawk: The character gains the low-light vision ability the Beast Tamer can still use dexterity based skills and
and a +8 bonus to Spot check in daylight. chakra control, but only if he is trained in them.
Hyena: The Beast Tamer gains the Scent exceptional
ability, and a +4 bonus to Hide checks when hiding in CHAKRA FIGHTER
tall grass or heavy undergrowth.
The Chakra Fighter is a shinobi who utilizes chakra
Owl: The Beast Tamer gains the low-light vision
control to enhance their taijutsu, unleashing devastating
ability and a +4 bonus to Listen and Move Silently
physical attacks onto their foes.
checks.
Snake: The Beast Tamer can use the Improved Grab REQUIREMENTS
ability once per encounter if he hits with a Feral Combat Base Attack Bonus: +4
attacks. Skills: Chakra Control and Taijutsu 6 ranks.
Tiger: Once per encounter, the Beast Tamer may make Feats: Taijutsu Adept, Combat Martial Arts and
full-attack action during a charge. Harmony.
Wolf: The Beast Tamer gains the Scent exceptional Special: None
ability, and a +4 bonus to Survival checks made when
tracking. If the Beast Tamer has more than one animal CLASS INFORMATION
companion, the animal aspect can be changed once per Hit Die: d8
day. It requires the Beast Tamer to meditate for 1 Action Points: 6 + ½ character level, rounded down.
minute.
Endurance: You can use this ability only once per day
Class Skills
The Chakra Fighter's class skills are Balance (Dex),
and once per encounter. When you spend one action
Chakra Control (Wis), Concentration (Con), Climb (Str),
point you may regain half your level d6, in hp and
Jump (Str), Listen, (Wis), Profession (Wis), Spot (Wis),
chakra. Special: This power can be taken multiple times.
Survival (Wis), Swim (Str), Taijutsu (Str), Tumble (Dex).
You gain additional uses per day, but it does not increase
Skill Points: 5 + Int modifier.
the times per encounter you can use it.
Feral Action Point Recovery (Requires Frenzy): When
you spend an action point during Frenzy or to enter it,
TABLE: THE CHAKRA FIGHTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +2 +1 +0 Chakra-Enhanced Melee +1 +0 +1 / +2
2nd +2 +3 +2 +0 Bonus Feat +1 +0 +2 / +4
3rd +3 +3 +2 +1 Empowered Strength +2 +1 +3 / +6
4th +4 +4 +2 +1 Bonus Feat +2 +1 +4 / +8
5th +5 +4 +3 +1 Chakra Explosion +3 +1 +5 / +10

CLASS FEATURES Skills: Craft (Pharmaceutical) 8 ranks, Knowledge (Earth


CHAKRA-ENHANCED MELEE and Life Sciences) 8 ranks.
The Chakra Fighter is able to strengthen his melee Feats: Craft Poisons, Craft Shinobi Drugs
attacks by focusing chakra into his hands and feet during Special: Must have crafted at least four different poisons
physical combat. Every time the user makes a successful and successfully used them.
melee attack, the Chakra Fighter adds a bonus to his
damage rolls equal to his Chakra Fighter levels.
CLASS INFORMATION
Hit Die: d6
EMPOWERED STRENGTH
Action Points: 6 + ½ character level, rounded down.
The chakra fighter has the ability to deal massive
damage with a single swing by empowering his fist with CLASS SKILLS
chakra. At the cost of 2 chakra per die, the chakra fighter The Chemist's class skills are Balance (Dex), Chakra
may add 1 die of appropriate size to his damage rolls. Control (Wis), Concentration (Con), Craft (chemical,
(Up to 1 die per level of Chakra Fighter) This ability is pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha),
considered a full-attack action, and it stacks with the Hide (Dex), Jump (Str), Knowledge (earth and life
chakra fighter’s Chakra-Enhanced Melee ability. science, current events, ninja lore, popular culture) (Int),
Listen (Wis), Move Silently (Dex), Ninjutsu (Int),
CHAKRA EXPLOSION
Profession (Wis), Read Language (None), Speak
Three times per day, the chakra fighter can make a
Language (None), Spot (Wis), Survival (Wis), Treat
slam attack that harnesses a large amount of chakra.
Injury (Wis), Tumble (Dex).
First, the user must make a Chakra Control check (DC
Skill Points: 5 + Int modifier.
15) to gather the chakra into his limb of choice. Then the
user slams the ground. The attack causes an explosion CLASS FEATURES
that erupts in a 10-foot radius around the user. Anyone POISON CRAFTER
caught in the area of effect takes 10d6 damage which can The chemist gains the ability to craft poisons with
be halved by a successful Reflex save (DC 10+ character’s exceptional skill. She gains a +4 bonus to Craft
Strength Modifier + Chakra Fighter Level). Anyone (Chemical) checks in order to create poisons. She further
within 10 feet of the original area of effect must succeed reduces the Purchase DC for materials by 5 for all
a Reflex save of the same amount or else suffer 2d6 points poisons he crafts.
of damage and fall prone. This ability is considered a full- SNEAK ATTACK
attack action. This ability functions as the Ninja Scout sneak attack
BONUS FEAT ability. If she can catch an opponent when he is unable
Choose a feat from among the following, for which to defend himself effectively from her attack, she can
you must meet any prerequisites: Brawl, Chakra strike a vital spot for extra damage. Creatures immune to
Penetration, Chuunin, Defensive Martial Arts, critical hits and sneak attacks, or who have concealment,
Empowered Resilience, Flawless Form, Greater Chakra do not suffer extra damage. This extra damage is 1d6 at
Penetration, Improved Brawl, Improved Chakra Pool, 1st level, and it increases to 2d6 at 5th level, and 3d6 at
Innate Control, Jounin, Power Critical, Streetfighting, 9th level. If the chemist gains a bonus to sneak attack
Superior Combat Martial Arts. from another source, the bonuses stack.

CHEMIST POTION CRAFTER


Not all chemistry is dangerous, and some can be
REQUIREMENTS beneficial--at least, beneficial after the pain goes away.
The chemist gains a +4 bonus to Craft (Pharmaceutical)

TABLE: THE CHEMIST


Level BaB Fort Ref Will Special Def Rep
1st +0 +2 +0 +0 Poison Crafter, Sneak Attack (+1d6) +0 +0
2nd +1 +3 +0 +0 Potent Poisoner (+1) +1 +0
3rd +2 +3 +1 +1 Potion Crafter +1 +1
4th +3 +4 +1 +1 Potent Poisoner (+2) +1 +1
5th +3 +4 +1 +1 Master Poison Maker, Sneak Attack (+2d6) +2 +1
6th +4 +5 +2 +2 Potent Poisoner (+3) +2 +2
7th +5 +5 +2 +2 Master Potion Maker +2 +2
8th +6 +6 +2 +2 Potent Poisoner (+4) +3 +2
9th +6 +6 +3 +3 Sneak Attack (+3d6) +3 +3
10th +7 +7 +3 +3 Potent Poisoner (+5), Apotheosis of the Yonbi, Elixir of the Yonbi +3 +3

once she has chosen the choice is irreversible. A healing


checks made to create shinobi drugs or Cure Potions. or poisonous elixir lasts a number of weeks equal to the
She also reduces the XP Cost of creating either of these creators' chemist level divided by 2.
items by 1/2. A healing elixir provides 1 dose that wipes away injury
MASTER POISON MAKER and afflictions. It immediately ends any and all of the
The chemists' skill with poison making grows greater, following adverse conditions affecting the Target: ability
and she gains another +4 bonus to Craft (Chemical) damage, blinded, confused, dazed, dazzled, deafened,
checks to create poisons. She reduces the purchase DC diseased, exhausted, fatigued, feebleminded, insanity,
for material costs of poisons she crafted by another 5. nauseated, sickened, stunned, and poisoned. It also cures
The chemist, through trial and error, learns how to craft 10 hit points of damage per level of the creator, to a
a great and dangerous poison: Black Widow Venom. maximum of 150 points at 15th level. Creatures are
MASTER POTION MAKER allowed a Will Save to resist the effect of a Yonbi Elixir
Where there is death, there is also life. The chemists' at a DC equal to 10+1/2 the Chemists' level + the
skill with potion making allows her to craft Cure Potions Chemists' Wisdom modifier.
with Craft (Pharmaceutical) checks in the place of Craft A poisonous elixir provides 1 dose of an injury and
(Calligraphy) checks. Further, she gains another +4 ingested poison that deals 10 points of damage per
bonus to Craft (Pharmaceutical) checks to create shinobi creator level (to a maximum of 150 points at 15th level).
drugs or Cure Potions. Finally, she reduces the purchase If the creature successfully saves, harm deals half this
DC for material costs of drugs or Cure Potions by 5. amount, but it cannot reduce the target’s hit points to
less than 1. Creatures are allowed a Will Save to resist
APOTHEOSIS OF THE YONBI the effect of a Yonbi Elixir at a DC equal to 10+1/2 the
The chemist, having either accidentally or
Chemists' level + the Chemists' Wisdom modifier.
intentionally poisoned herself thousands of times,
An Elixir of the Yonbi bypasses all poison immunity,
becomes capable of drinking the most dangerous poisons
and may poison creatures normally immune to those
as if they were afternoon tea. The chemist becomes
methods or who lack discernible anatomy.
immune to poison, and no longer suffers any negative
side effects of shinobi drugs she ingests. She still gains CLANSMAN
the positive benefits of such drugs.
ELIXIR OF THE YONBI Before the Five Great Nations formed, the ninja world
A secret formula unearthed only by the insane was shaped by individual clans that were essentially
chemists willing to use their own life essence in a truly isolated groups that constantly warred with one another.
grand poison. Once per day, the chemist may use this The elderly still remember the days when clans were
ability. Using this ability requires the chemist to provide entirely separated and villages hadn’t been formed. Even
a vial of poison or a Cure Potion, and the poison or today, clans are still prevalent. And the members of
potion is destroyed in the process. The poison or potion these clans are skilled individuals who lead a life of
converts into a bubbling vial of green liquid that will dedication to their respective clans.
either slay another creature outright, or bring a creature REQUIREMENTS:
back to its peak physical condition. The chemist chooses
to either craft a Healing Elixir or Poisonous Elixir, and
Skills: Knowledge (Nin Lore) 15 ranks, Survival 15 ranks, CLASS SKILLS
and 12 ranks in either Diplomacy or Intimidate. The Clansman’s class skills are Balance (Dex), Chakra
Feats: Chuunin, Nin Weapons Proficiency, and one of Control (Wis), Climb (Str), Concentration (Con), Hide
the following: Fuinjutsu Adept, Genjutsu Adept, (Dex), Jump (Str), Knowledge (ninja lore) (Int), Listen
Harmony, Ninjutsu Adept or Taijutsu Adept. (Wis), Move Silently (Dex), Ninjutsu (Int), Read
Special: Must be a member of a specific clan. (See Language (Any), Ride (Dex), Search (Int), Sleight of
Starting Occupations) Hand (Dex), Speak Language (Any), Spot (Wis), Survival
(Wis), Swim (Str) Taijutsu (Str), Tumble (Dex).
CLASS INFORMATION Skill Points: 5 + Int modifier.
Hit Die: d8 CLASS FEATURES
Action Points: 7 + ½ character level, rounded down.

TABLE: THE CLANSMAN


Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +2 +1 +0 Track +1 +1 +1 / +2
2nd +1 +3 +2 +0 Clan Reputation +2 +1 +2 / +4
3rd +2 +3 +2 +1 Bonus Feat +2 +1 +3 / +6
4th +3 +4 +2 +1 Tribal Instincts +3 +2 +4 / +8
5th +3 +4 +3 +2 Commanding Presence +4 +2 +5 / +10
6th +4 +5 +3 +2 Bonus Feat +4 +2 +6 / +12
7th +5 +5 +4 +3 Clan Technique Prowess +5 +3 +7 / +14
8th +6 +6 +4 +3 Power of the Clan +6 +3 +8 / +16
9th +6 +6 +4 +4 Bonus Feat +6 +3 +9 / +18
10th +7 +7 +5 +4 Clan Elite +7 +4 +10 / +20

TRACK naturally as breathing. Three times per day, the


At first level, the Clansman gains the Track feat for Clansman may use a clan-specific technique at no cost to
free. In addition, the Clansman can Track at his normal the user. (This includes Village techniques if specified by
speed without taking a -5 penalty to his Survival check. the clan; see Starting Occupations or added supplements)
CLAN REPUTATION POWER OF THE CLAN
The Clansman is granted a +2 circumstance bonus to The Clansman trains extensively with the knowledge
all Diplomacy, Gather Information and Intimidate passed down from his fellow clan members. They
checks due to their renowned stature as a member of become invariably strong in the ways of their people.
their respective clan. The Clansman may allocate 2 points into his ability
TRIBAL INSTINCTS scores.
The Clansman is taught at a young age how to survive CLAN ELITE
in any situation. Because of this, the Clansman gains a +2 The Clansman has worked his way up the proverbial
on all Hide, Listen, Move Silently, Spot and Survival ladder within his clan’s ranks. The Clansman’s strength
checks. is comparable to that of a Kage. The Clansman gains a +2
COMMANDING PRESENCE dodge bonus to defense, and a +1 bonus to attack and
The Clansman acts a general to those around him and damage rolls and all saving throws.
he commands a lot of respect. When in combat, the BONUS FEATS
Clansman gives off an aura of strength and resolve that Choose a feat from among the following, for which
others will follow. The Clansman grants his comrades a you must meet any prerequisites: Agile Riposte, Armor
+1 morale bonus to attack rolls, damage rolls, saves and Proficiency (Any), Athletic, Brawl, Cleave, Combat
skill checks while in combat. Expertise, Combat Martial Arts, Combat Reflexes,
CLAN TECHNIQUE PROWESS Defensive Martial Arts, Dodge, Educated, Focused,
The power of your clan runs strong in your blood. The Genjutsu Adept, Grand Master, Great Fortitude,
sacred techniques of your people come to you as Harmony, Iron Will, Retrieval Expert, Improved Brawl,
TABLE: THE DAO SHI MONK
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +2 +0 Dao Shi Style +1 +0
2nd +2 +2 +3 +0 Stance Mastery +2 +0
3rd +3 +2 +3 +1 Chakra Control Mastery +2 +1

Improved Chakra Pool, Improved Combat Martial STANCE MASTERY


Arts, Improved Disarm, Lightning Reflexes, Mobility, The Dao Shi monk quickly becomes a master of Taijutsu
Ninjutsu Adept, Power Attack, Stealthy, Streetfighting, Stances, and uses them frequently to lure enemies in
Taijutsu Adept, Talented Shinobi, Weapon Focus. before striking with devastating precision. The character
may learn Stance Taijutsu techniques that are 2 ranks
DAO SHI MONK higher than his level, and gains a +1 bonus to learn and
perform checks.
The Dao Shi Monk is a rarity in the ninja world who
CHAKRA CONTROL MASTERY
focuses his attention on practicing the martial art of Dao
The Dao Shi Monk gains a natural affinity for chakra
Shi, a fluid style of defensive martial arts that combines
control and becomes a master of techniques that utilize
the strength of Taijutsu with advanced chakra control
it. The character may learn Chakra Control techniques
manipulation. This style has been passed down from
that are 2 ranks higher than his level, and gains a +1
generation to generation within the Myugan
bonus to learn and perform checks.
community.
REQUIREMENTS DEFT SKIRMISHER
Base Attack Bonus: +3 REQUIREMENTS
Skills: Chakra Control 9 ranks, Taijutsu 9 ranks.
Base Attack Bonus: +2
Feats: Defensive Martial Arts, Harmony, Taijutsu Adept.
Skills: Balance 3 ranks, Taijutsu 6 ranks, Tumble 6 ranks
Special: Must have 3 Stance Taijutsu techniques.
CLASS INFORMATION
CLASS INFORMATION
Hit Die: d8
Hit Die: d8
Action Points: 6 + 1/2 character level, rounded down
Action Points: 7 + ½ character level, rounded down.
CLASS SKILLS CLASS SKILLS
The Deft Skirmisher's class skills are Balance (Dex),
The Dao Shi Monk's class skills are Balance (Dex), Bluff
Chakra Control (Wis), Concentration (Con), Disable
(Cha), Chakra Control (Wis), Concentration (Con),
Device (Int), Gather Information (Cha), Hide (Dex),
Escape Artist (Dex), Listen (Wis), Profession (Wis),
Jump (Str), Knowledge (Tactics), Listen (Wis), Move
Sense Motive (Wis), Spot (Wis), Survival (Wis), Taijutsu
Silently (Dex), Ninjutsu (Int), Profession (Wis), Read
(Str), Tumble (Dex).
Language (None), Ride (Dex), Search (Int), Sleight of
Skill Points at Each Level: 5 + Int modifier.
Hand (Dex), Speak Language (None), Spot (Wis),
CLASS FEATURES Survival (Wis), Taijutsu (Str), Tumble (Dex).
DAO SHI STYLE Skill Points: 5 + Int modifier.
This defensive style of fighting involves a high level of CLASS FEATURES
perception, anticipation, and overall skill. Those who
QUICK DRAW
learn this special martial art soon become renowned for
The Deft Skirmisher being able to react to almost any
their patience and precision. When the Dao Shi Monk is
provocation, gains the Quick Draw feat, if they already
fighting unarmed, he may fight defensively without
possess this feat they may select another in its place from
suffering a penalty to attack rolls (This cannot be used in
the Bonus Feat list.
conjunction with the Combat Expertise feat). In
addition, any time a creature enters the Dao Shi Monk’s
threat range, he may take an attack of opportunity at his
highest attack bonus. He may not take more than one
attack of opportunity per round (unless he has taken the
Combat Reflexes feat).
TABLE: THE DEFT SKIRMISHER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +1 Elusive Talent, Quick Draw +1 +0 - / +1
2nd +2 +0 +3 +2 Bonus Feat +2 +0 +1 / +2
3rd +3 +1 +3 +2 Elusive Talent, Combat Flow +2 +0 +1 / +3
4th +4 +1 +4 +2 Bonus Feat, Sneak Attack +1d6 +3 +0 +2 / +4
5th +5 +1 +4 +3 Elusive Talent, Tactical Action +4 +1 +2 / +5
6th +6 +2 +5 +3 Bonus Feat +4 +1 +3 / +6
7th +7 +2 +5 +4 Elusive Talent, Surge of Speed +5 +1 +3 / +7
8th +8 +2 +6 +4 Bonus Feat, Sneak Attack +2d6 +6 +1 +4 / +8
9th +9 +3 +6 +4 Elusive Talent, Burst of Speed +6 +2 +4 / +9
10th +10 +3 +7 +5 Bonus Feat +7 +2 +5 / +10

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

CLASS FEATURES A Dervish Dancer is so certain of her movements that


DERVISH DANCE she is unaffected by adverse conditions. When making a
A Dervish Dancer can become a whirling dancer of Balance, Jump, Perform (dance), or Tumble check, she
death a certain number of times per day. While in this may take 10 even if stress and distraction would
Dervish Dance, she can take a full attack action (for normally prevent her from doing so.
melee attacks only) and still move up to her speed.
SLASHING BLADES
However, the Dervish Dancer must move a minimum of
At 1st level, a Dervish Dancer gains the Quick Draw
5 feet between each attack when using this ability, and
feat.
she cannot return to a square she just exited (though she
may return to that square later during her full attack). FAST MOVEMENT
The Dervish Dancer is subject to attacks of opportunity At 2nd level and higher, a Dervish Dancer gains an
while dancing, but may tumble normally as part of her enhancement bonus to her speed. A Dervish Dancer in
move. A Dervish Dancer prevented from completing her any armor heavier than light or carrying a medium or
move is also prevented from finishing her full attack. heavy load loses this bonus.
If a Dervish Dancer wields a slashing weapon while in SPRING ATTACK
a Dervish Dance, she gains a bonus on her attack, At 2nd level, a Dervish Dancer gains the Spring Attack
damage rolls, and Defense as a Dodge bonus. This bonus feat, even if she does not meet the prerequisites.
is +1 at 1st level, and it increases by an extra +1 at every DANCE OF DEATH
odd-numbered level thereafter. At 3rd level, a Dervish Dancer gains the benefit of the
A Dervish Dancer may only perform a Dervish Dance Cleave feat while performing a Dervish Dance, even if
while wielding a slashing weapon (she may use a double she does not meet the prerequisites for the feat. She does
weapon, or multiple weapons, only if both ends of the not have to move 5 feet before making the extra attack
weapon or all weapons are of the slashing type) or granted by this ability.
unarmed if she possesses the Shifting Fist feat and uses
slashing damage. She cannot perform a Dervish Dance in
IMPROVED REACTION
When she attains 4th level, a Dervish Dancer gains a
any armor heavier than light or if she is using a shield.
+2 bonus on initiative rolls.
While dancing, a Dervish Dancer cannot use skills or
abilities that involve concentration or require her to ELABORATE PARRY
remain still, such as Move Silently, Hide, or Search. A When she attains 6th level, a Dervish Dancer gains an
Dervish Dancer can also use the Combat Expertise feat extra +4 bonus to Armor Class when she chooses to fight
while in a dance. A Dervish Dancer cannot perform a defensively or use all-out defense in melee combat, this
Dervish Dance while under the effect of a rage or frenzy is on top of her normal bonuses for these actions.
ability. A Dervish Dancer can perform a Dervish Dance TIRELESS DANCE
only once per encounter. A Dervish Dance lasts 1 round When a Dervish Dancer reaches 6th level, the
for every two ranks of Perform (dance) that the character no longer becomes fatigued for the duration of
character has. At the end of a Dervish Dance, the the encounter at the end of a Dervish Dancer dance.
character becomes fatigued for the duration of the
A THOUSAND CUTS
encounter (unless she is a 6th level Dervish Dancer, at
When a Dervish Dancer reaches 7th level, once per
which point this limitation no longer applies).
day she may double the number of melee attacks she
MOVEMENT MASTERY makes while performing a full attack action (whether in
a Dervish Dancer dance or not). If a Dervish Dancer uses Feats: Ninjutsu Adept
this ability in conjunction with her Dervish Dancer Special: You may only take levels in your Affinity. Must
dance, she can make up to two attacks between moves. know at least 7 Ninjutsu techniques of their Affinity.
The Dervish Dancer also gains the benefit of the Great CLASS INFORMATION
Cleave feat with slashing weapons while performing a
thousand cuts, even if she does not meet the Hit Die: d6
prerequisites. She does not have to move 5 feet before Action Points: 7 + ½ character levels, rounded down.
making any extra attacks granted by this ability. A CLASS SKILLS
Dervish Dancer using this ability can receive an extra
The Elemental Master's class skills Balance (Dex),
attack action.
Chakra Control (Wis), Concentration (Con), Craft
ELEMENTAL MASTER (chemical) (Int), Hide (Dex), Knowledge (current
events, history, ninja lore, physical science, popular
The Elemental Master is an authority on elemental culture) (Int), Listen (Wis), Move Silently (Dex),
jutsus. Their prowess enables them to warp and twist Ninjutsu (Int), Profession (Wis), Read Language (None),
their jutsu in new and bizarre manners. The fastest path Search (Int), Speak Language (None), Spot (Wis),
to this class is through the Smart Hero basic class. Tumble (Dex).
Skill Points: 5 + Int modifier.
REQUIREMENTS:
Skills: Ninjutsu 15 ranks, Chakra Control 15 ranks
TABLE: THE ELEMENTAL MASTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +1 +2 Elemental Amplification, Talent +1 +1 +1 / +4
2nd +1 +0 +2 +3 Elemental Power +1 +1 +3 / +8
3rd +2 +1 +2 +3 Elemental Power, Talent +2 +1 +5 / +12
4th +3 +1 +2 +4 Elemental Power, +2 +2 +7 / +16
5th +3 +1 +3 +4 Elemental Power, Talent +3 +2 +9 / +20

CLASS FEATURES spend an action point to make him fatigued. If he is


ELEMENTAL AMPLIFICATION already fatigued, then he becomes exhausted.
At first level, the Elemental Master’s Affinity becomes Powerful Ninjutsu: The DC against your ninjutsu
more powerful, all jutsu that have the same type as his techniques increase by 2.
Affinity receive an additional +1 damage per die of Ninjutsu Insight: You gain +3 to reflex saves against
damage. This bonus increases to +2 at level 5. Ninjutsu.
TALENTS Ninjutsu Resilience: You gain a +3 to fortitude saves
Choose one of the following Talents. A Talent cannot against Ninjutsu.
be chosen twice unless specified. Penetrating Ninjutsu (Requires Improved Ninjutsu
talent): When you deal damage with a ninjutsu
ADVANCED NINJUTSU TALENT TREE
technique, the damage threshold of the enemy counts as
Smart Ninjutsu (Requires Ninjutsu talent): You may
5 points lower. You may take this talent multiple times,
reroll any Ninjutsu check, but you have to keep the
it's effect stack.
rerolled result, even if it is worse.
Practiced Ninjutsu (Requires Smart Ninjutsu talent): INNATE CONTROL TALENT TREE
You can take 10 on your Ninjutsu check to execute a Elemental Insight (Element): You can take 10 on your
technique, even if you are distracted or threatened. chakra control check to convert chakra to hp for your
Wise Ninjutsu (Requires Smart Ninjutsu talent): As specialized elements techniques, even if you are
Smart Ninjutsu, but you may spend an action point to distracted or threatened.
keep the better result. Elemental Resistance (Element): You gain resistance as
Devastating Ninjutsu (Requires Advanced Ninjutsu high as your Elemental Master level for your Affinity.
Talent): If you deal damage equal or more than the You can take this talent multiple times, it's effect stack,
damage threshold of your opponent, then you may taking it thrice makes you immune to your element.
Elemental Understanding (Element): You may launch Alternatively, you can spend 4 action points to make it
an elemental attack of your Affinity that deals 3d4 + half last 5 times as long as it would normally.
your Elemental Master level rounded down, damage of Quicken Element: When using a technique of your
the respective element, this ability costs two chakra, that specialized element, that requires an attack or move
can be converted to hit points with a successful chakra action, you can spend an action point to execute the
control DC 15 check. This is a ranged touch attack with technique as a swift action/free action instead.
a range of 15 ft. and a threat range of 20. Alternatively, you can spend 4 action points to execute
ELEMENTAL POWER the technique as a reaction.
Every time this ability is gained, choose an ability from Shaped Element: When using an elemental technique
the list below. Abilities cannot be selected more than of your Affinity with an area of affect, you may spend
once unless specified. one action point to negate a 5 ft. area within that area of
Chain Element (Requires 1 other Elemental Power): effect. Alternatively, you can spend 2 action points and
When using a technique of your Affinity that only negate a number of 5 ft. areas equal to your Elemental
effects a single target, you can spend an action point to Master level.
affect one additional target. Alternatively, you can spend
3 action points to affect one additional target per four
HITOKIRI
character levels. REQUIREMENTS
Distant Element: When using technique of your
Base Attack Bonus: +6
Affinity that has a range expressed numerically, you can
Skills: Taijutsu 9 ranks
spend an action point to multiply the range by 2.
Feats: Power Attack
Alternatively, you can spend 2 action points to multiply
Special: Must have killed someone for money.
the range by 5.
Efficient Element (requires 1 other Elemental Power): CLASS INFORMATION
When using a technique of your Affinity that has chakra Hit Die: d8
costs higher than 1, you may spend an action point to Action Points: 7 + ½ character level, rounded down.
half that costs. Alternatively, you may spend 2 action
points to divide the costs by 4.
CLASS SKILLS
Empower Element (Requires 2 other Elemental The Hitokiri's class skills are Balance (Dex), Bluff (Cha),
Powers): When using a technique of your Affinity that Chakra Control (Wis), Climb (Str), Craft (Int),
deals damage, you can spend an action point to increase Diplomacy (Cha), Escape Artist (Dex), Genjutsu (Cha),
the techniques damage dice by 50%. Alternatively, you Iaijutsu Focus (Cha), Jump (Str), Ninjutsu (Int), Perform
can spend 3 action points to double the damage dice. (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis),
Intense Element (Requires 3 other Elemental Power): Taijutsu (Str), and Tumble (Dex).
When using a technique of your Affinity that requires a Skill Points: 3 + Int modifier.
save, you can spend an action point to increase the save CLASS FEATURES
DC by 3. Alternatively, you can spend 4 action points, to DEATH ATTACK
increase the save DC by 6. If the Hitokiri studies his victim for 3 rounds and then
Persistent Element: When using a technique of your makes a sneak attack with a melee weapon that
Affinity, that has a duration greater than 1 round. You successfully deals damage, the sneak attack has the
may spend an action point to double the duration. additional effect of possibly either paralyzing or killing
the target (Hitokiri’s choice).
TABLE: THE HITOKIRI
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +1 +1 Death Attack, Swift End +1 +2
2nd +2 +2 +2 +2 Bonus Feat +2 +2
3rd +3 +2 +2 +2 Improved Critical, Fearful Presence +2 +2
4th +4 +2 +2 +2 Bonus Feat +3 +3
5th +5 +3 +3 +3 The End +3 +3
While studying the victim, the Hitokiri can undertake Expertise (Improved Combat Expertise, Improved
other actions so long as his attention stays focused on the Disarm, Improved Trip, Whirlwind Attack), Cleave,
target and the target does not detect the Hitokiri or Great Cleave, Skill Focus (Iaijutsu Focus), Taijutsu
recognize the Hitokiri as an enemy. If the victim of such Adept, Toughness.
an attack fails a Fortitude save (DC 10 + twice the
Hitokiri’s class level + the Hitokiri’s Int modifier) against HOLY/UNHOLY WARRIOR
the kill effect, it dies. If the saving throw fails against the
The fastest path into this prestige class is from the
paralysis effect, the victim is rendered helpless and
Strong and Fast hero basic classes.
unable to act for 1 round per level of the Hitokiri. If the
victim’s saving throw succeeds, the attack is just a REQUIREMENTS
normal sneak attack. Once the Hitokiri has completed Base Attack Bonus: +8
the 3 rounds of study, he must make the death attack Skills: Diplomacy 9 ranks, Gather Information 9 ranks,
within the next 3 rounds. If a death attack is attempted Knowledge (any one) 9 ranks.
and fails (the victim makes its save, or the attack misses) Feats: Weapon Focus in a melee weapon.
or if the Hitokiri does not launch the attack within 3 Special: At the time that the character receives his first
rounds of completing the study, 3 new rounds of study level in the Holy/Unholy Warrior prestige class, he must
are required before he can attempt another death attack. decide whether his faith leans toward the positive (good)
If the Hitokiri's death attack fails because of a failed save or negative (evil) universe. This choice adds either the
or a missed attack roll, save DC against that victim good or evil allegiance to the character, and determines
decreases by 2, and an additional 2 every failure, for one how the Holy/Unholy Warrior uses certain aspects of his
day. If engaged in combat, the Hitokiri cannot study the faith.
victim for a death attack.
Death attack can only be used once per encounter.
CLASS INFORMATION
SWIFT END Hit Die: d10
At 1st level when a Hitokiri delivers a Coup de Grace, Action Points: 7 + ½ character level, rounded down.
they may do so as a move action instead of a full round CLASS SKILLS
action.
The Holy/Unholy Warrior's class skills are Chakra
FRIGHTFUL PRESENCE Control (Wis), Climb (Str), Concentration (Con),
At 3rd level the Hitokiri’s very presence becomes Diplomacy (Cha), Handle Animal (Cha), Intimidate
unsettling to foes. It takes effect automatically when the (Cha), Jump (Str), Knowledge (arcane lore, current
creature performs some sort of dramatic action (such as events, history, ninja lore, tactics, theology and
charging, attacking, or snarling). Opponents within philosophy) (Int), Ninjutsu (Int), Profession (Wis),
range who witness the action may become frightened or Read/Write Language (none), Ride (Dex), Sense Motive
shaken. Actions required to trigger the ability are given (Wis), Speak Language (none), Taijutsu (Str), Treat
in the creature’s descriptive text. The range is usually 30 Injury (Wis).
feet, and the duration is usually 5d6 rounds. This ability Skill Points: 5 + Int modifier.
affects only opponents with fewer Hit Dice or levels
than the creature has. An affected opponent can resist
CLASS FEATURES
the effects with a successful Will save (DC 10 + 1/2
DIVINE GRACE
At 1st level, a Holy/Unholy Warrior applies his
Hitokiri’s HD + Hitokiri’s Cha modifier). An opponent
Charisma modifier (if positive) as a bonus on all saving
that succeeds on the saving throw is immune to that
throws.
same creature’s frightful presence for 24 hours.
THE END SENSE ALLEGIANCE
At 1st level, The Holy/Unholy Warrior can sense the
At 5th level the Hitokiri becomes the worst foe to
presence of characters, creatures, and items of both his
leave yourself vulnerable to. Whenever a Hitokiri
chosen allegiance, and his opposing allegiance (the Holy
performs a Coup de Grace it puts the target down to -1
Warrior has “good” as a chosen allegiance, and “evil” as
if the damage does not kill them.
an opposing allegiance, while the Unholy Warrior has
BONUS FEAT the reverse). The sense allegiance ability extends in a 60-
Choose a feat from among the following, for which foot radius around the Warrior, but may be concentrated
you must meet any prerequisites: Blind-Fight, Combat to a quarter circle emanating forward from the Warrior.
TABLE: THE HOLY/UNHOLY WARRIOR
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +2 +0 +2 Divine Grace, Sense Allegiance +0 +1 +1 / +2
2nd +2 +3 +0 +3 Smite Allegiance 1/day +1 +1 +2 / +4
3rd +3 +3 +1 +3 Divine Touch, Power of Allegiance +1 +1 +3 / +6
4th +4 +4 +1 +4 Smite Allegiance 2/day +1 +2 +4 / +8
5th +5 +4 +1 +4 Extended Influence +2 +2 +5 / +10

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.

CANNY DEFENSE STRIKE WITH NO THOUGHT


When not wearing armor, Iaijutsu Masters add their If an Iaijutsu Master of 10th level begins combat (not
Intelligence bonus to their Dexterity bonus to modify an iaijutsu duel) within melee range of an opponent, she
Armor Class while wielding a katana. As with normal gains a free surprise round, even though her opponents
Dexterity AC modifications, positive modifiers are lost are aware of her presence. The only action the Iaijutsu
when the Iaijutsu Master is caught flat-footed. Master can take in this surprise round is an attack action
using a katana. For example, if the Iaijutsu Master Kakita
LIGHTNING BLADE
Timoshiko and Bayushi Koro are standing on the street
An Iaijutsu Master of 2nd level or higher adds her
hurling insults at each other and the situation erupts into
Charisma modifier to her initiative checks, as well as her
combat, Timoshiko can attack with his katana before
Dexterity modifier.
Koro even rolls initiative, catching his opponent flat-
CUT ARROW footed. This ability reflects the Iaijutsu Master’s ability
Once per round when an Iaijutsu Master of 4th level to apply the principles of the iaijutsu duel in normal
would normally be hit by a ranged weapon, they may melee combat. It does not give the Iaijutsu Master any
attack the object so that they take no damage from it, additional benefit within an iaijutsu duel.
this happens and functions automatically, similar to the
Deflect Arrows feat. They must be aware of the attack
BONUS FEATS
Choose a feat from among the following, for which
and not flatfooted.
you must meet any prerequisites: Dodge (Mobility,
Attempting to attack a ranged attack doesn’t count as
Spring Attack), Combat Expertise (Improved Combat
an action. Unusually massive ranged weapons and
Expertise, Improved Disarm, Improved Trip, Whirlwind
ranged attacks generated by jutsus (with the exception
Attack), Skill Focus (Iaijutsu Focus), Taijutsu Adept,
of created or summoned weapons) can’t be attacked.
Toughness.
TABLE: THE MASTER THROWER
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +0 Quick Draw, Thrown Weapon Trick +1 +0
2nd +2 +0 +3 +0 Far Shot +1 +0
3rd +3 +1 +3 +1 Thrown Weapon Trick +2 +0
4th +4 +1 +4 +1 Snatch Throw Weapons, Bonus Feat +2 +0
5th +5 +1 +4 +1 Thrown Weapon Trick +3 +1
6th +6 +2 +5 +2 Evasion X +3 +1
7th +7 +2 +5 +2 Thrown Weapon Trick +4 +1
8th +8 +2 +6 +2 Bonus Feat +4 +1
9th +9 +3 +6 +3 Thrown Weapon Trick +5 +2
10th +10 +3 +7 +3 Return Fire +5 +2

MASTER THROWER Deadeye Shot (Requires 2 other Thrown Weapon


Tricks): The critical multiplier for any specific type of
REQUIREMENTS thrown weapon increases by one (for example, a kunai
Base Attack Bonus: +3 has a critical multiplier of x3 instead of x2) when this
Skills: Sleight of Hand 4 ranks. ability is used. The benefit of this ability does not stack
Feats: Point Blank Shot, Precise Shot, Weapon Focus with any other effect that increases critical multipliers.
(any thrown weapon). Defensive Throw: If a Master Thrower with this ability
succeeds on a Concentration check (DC 10 + number of
CLASS INFORMATION threatening foes) before attempting to attack with a
Hit Die: d8 thrown weapon while in a threatened square, her
Action Points: 6 + ½ character level, rounded down. thrown weapon attacks don’t provoke attacks of
CLASS SKILLS opportunity for 1 round. If the check fails, her opponents
get attacks of opportunity as normal when she makes her
The Master Thrower's class skills are Balance (Dex),
attacks.
Bluff (Cha), Chakra Control (Wis), Climb (Str),
Deny Defense (Requires 3 other Thrown Weapon
Concentration (Con), Craft (Int), Disguise (Cha), Escape
Tricks): A Master Thrower with enough experience can
Artist (Dex), Hide (Dex), Jump (Str), Move Silently
circumvent their target’s experience with their superior
(Dex), Perform (Cha), Profession (Int), Search (Int),
marksmanship. For every 2 levels in the Master Thrower
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Taijutsu
advanced class, the user may subtract 1 from the Class
(Str), Tumble (Dex).
Defense of anyone targeted with light thrown weapons
Skill Points: 5 + Int modifier.
(max penalty 5).
CLASS FEATURES Double Toss: A Master Thrower with this ability may,
QUICK DRAW as a standard action, may make a ranged attack with each
At 1st level, a Master Thrower gains the Quick Draw hand, at one or two targets within 30 feet of each other.
feat. If the Master Thrower already has the Quick Draw The character may apply her full Strength bonus to each
feat, she may instead choose a feat from the class Bonus weapon (instead of one-half her Strength bonus for the
Feat list. off-hand weapon).
THROWN WEAPON TRICK Insightful Throw: A Master Thrower becomes able to
Choose one of the following Talents. A Talent cannot place his finesse attacks where they deal greater damage.
be chosen twice unless specified. He applies his Intelligence bonus (if any) as a bonus on
Critical Throw (Requires 3 other Thrown Weapon damage rolls (in addition to any Strength bonus she may
Tricks): The threat range for any specific type of thrown have) with any light thrown weapon. Targets immune
weapon is doubled (for example, a kunai has a threat to sneak attacks or critical hits are immune to the Master
range of 17-20 instead of 19-20) when this ability is used. Thrower’s insightful throw. A Master Thrower cannot
The benefit of this ability does not stack with any other use this ability when wearing medium or heavy armor
effect that increases threat range. or when carrying a medium or heavy load.
Palm Throw: When using tiny thrown weapons (darts, roll and the Defense of each opponent. Damage for each
kunai, shuriken, and throwing needles; the DM may opponent is resolved separately. If the attack roll results
allow other weapons), a Master Thrower with this in the threat of a critical hit, roll to confirm each critical
ability may throw two of a weapon with a single attack hit separately.
roll. Damage for each weapon is resolved separately, and Weak Spot: When using a thrown weapon against a
each only receives half her strength modifier. target of her size or larger, the character can make a
Ranged Pin (requires 2 other Thrown Weapon ranged touch attack instead of a normal attack. If the
Tricks): A Master Thrower with this ability may use a attack hits, the Master Thrower does not apply her
thrown weapon to make a grapple attempt against an Strength bonus to the damage.
opponent 5 feet from a solid vertical surface. The Master FAR SHOT
Thrower must succeed on a ranged touch attack and At 2nd level, a Master Thrower gains the Far Shot feat.
then win an opposed grapple check (all modifiers still If the Master Thrower already has the Far Shot feat, she
apply, such as those from size and feats). If the Master may instead choose a feat from the class Bonus Feat list.
Thrower succeeds on the check, the target is considered
pinned until they succeed on a Strength or Escape Artist
SNATCH THROWN WEAPONS
When a Master Thrower is targeted by a ranged attack,
check DC 15 + the Master Thrower ’s Str modifier. The
she may catch the weapon or ammunition without
Master Thrower may increase the DC, so long as the
taking any damage as long as the weapon is not a siege
target has not succeeded on the escape check, by using
weapon. Use of this ability counts as an attack of
thrown weapons to make ranged touch attacks against
opportunity and is restricted by the amount of attacks of
the target. The DC to escape is increased by 1 per
opportunity the Master Thrower may make each round.
additional weapon up to 5.
Sneaky Shot: Just before making a ranged attack, a EVASION X
Master Thrower with this ability can use a free action to At 6th level, a Master Thrower gains the evasion
make a Sleight of Hand check opposed by her target’s ability. If she makes a successful Reflex saving throw
Spot check. If she wins the opposed check, her opponent against an attack that normally deals half damage on a
is denied his Dexterity bonus to Defense against the successful save, she instead takes no damage. Evasion can
attack. be used only if the Master Thrower is wearing light
Trip Shot (requires 1 other Thrown Weapon Tricks): A armor or no armor. A helpless Master Thrower (such as
Master Thrower with this ability may use a thrown one who is unconscious or paralyzed) does not gain the
weapon to make a trip attempt against an opponent. The benefit of the ability.
character makes a normal attack against the opponent If the character already has the evasion ability, he
with a thrown weapon. If the attack succeeds, in gains improved evasion instead. Improved evasion
addition to doing damage as normal, the Master Thrower works like evasion, except that while the character still
makes a Dexterity check with a +4 bonus opposed by the takes no damage on a successful Reflex saving throw, she
opponent’s Dexterity check or Strength check takes only half damage on a failed save.
(whichever ability score is higher). Other modifiers may RETURN FIRE
apply on this opposed check (such as size and feats). If When a Master Thrower catches a weapon or
the Master Thrower wins the opposed check, the ammunition with her Snatch Arrows ability, she may
opponent is tripped. The benefit of this ability does not immediately throw it back at the attacker as a free action
stack with the benefit of the Improved Trip feat. at her highest attack bonus. All bonuses the Master
Tumbling Toss: When wearing light, medium, or no Thrower has apply to these thrown weapons. This ability
armor, a Master Thrower with this ability can hurl a does not work against a Master Thrower with a higher
single thrown weapon at any point during a tumbling level than the user.
attempt as a standard action. If the result of her Tumble
BONUS FEATS
check is 25 or higher, the Master Thrower does not
Choose a feat from among the following, for which
provoke an attack of opportunity for making this attack
you must meet any prerequisites: Athletic, Bowl Over,
regardless of how many opponents threaten her.
Chuunin, Combat Reflexes, Dead Aim, Dead Eye,
Two with One Blow: A Master Thrower with this
Deadly Accuracy, Defensive Martial Arts, Deceptive,
ability may take a -4 penalty on an attack roll to hit one
Dodge, Elusive Target, Far Shot, Flick of the Wrist,
target and another in an adjacent square. The attack may
Focused, Heft, Genin, Improved Two-Weapon Fighting,
hit either, both, or neither opponent depending on the
Iron Will, Jounin, Mobility, Nimble, Lightning Reflexes,
TABLE: THE NINJA CRAFTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +0 +1 Craft Mastery +0 +1
2nd +1 +0 +0 +2 Bonus Feat +1 +1
3rd +1 +1 +1 +2 Craft Mastery +1 +1
4th +2 +1 +1 +2 Bonus Feat +1 +2
5th +2 +1 +1 +3 Craft Mastery +2 +2

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.

CLASS INFORMATION WEAPON FOCUS


At 2nd level, the Ryukyu Swordsman chooses a
Hit Die: d8 weapon in which he will spend the rest of his levels as a
Action Points: 7 + ½ character level, rounded down. Ryukyu swordsman specializing into. The Ryukyu
CLASS SKILLS Swordsman will gain a +1 competence bonus to attack
rolls with the chosen weapon as per the Weapon Focus
The Ryukyu Swordsman's class skills are Bluff (Cha),
feat. The weapon will henceforth be referred to as
Climb (Str), Hide (Dex), Iaijutsu Focus (Cha), Jump (Str),
“chosen weapon.”
Knowledge (Streetwise) (Int), Listen (Wis), Move
If the Ryukyu Swordsman already has the weapon
Silently (Dex), Ride (Dex), Sleight of Hands (Dex), Speak
focus feat in his chosen weapon, he may instead choose
Language (None), Spot (Wis), Survival (Wis), Swim (Str),
a feat from the bonus feats list.
Taijutsu (Str), and Tumble (Dex).
Skill Points: 3 + Int modifier. UNRELENTING ATTACK
The Ryukyu Swordsman is an incredibly aggressive
CLASS FEATURES fighter who will stop at nothing to defeat his enemies.
RYUKYU STYLE When the Ryukyu Swordsman makes a full attack
The Ryukyu Style of fighting is a blend of unorthodox
against his target, he may make an additional attack at
swordplay, quick reflexes, “breaking” and innate
his highest attack bonus, minus 5.
resourcefulness. The character is quick on his feet and
will use anything and everything around him as a means WEAPON SPECIALIZATION
At 4rd level, the Ryukyu Swordsman’s proficiency Improved Two-Weapon Defense, Improved Two-
with his chosen weapon is taken further, and he gains a Weapon Fighting, Mobility, Power Attack, Spring
+2 bonus to damage rolls with it. Attack, Streetfighting, Taijutsu Adept, Two-Weapon
EVASION X Defense, Two- Weapon Fighting, Weapon Finesse.
At 5th level, the Ryukyu Swordsman is able to easily
avoid traps, falling ceiling or fireballs. If the Ryukyu
SANNIN
Swordsman is subject to an attack that allows him a The rank of Sannin is given only to those worthy of
Reflex save to take only half damage, the Ryukyu being called the best shinobi of their generation. These
Swordsman takes no damage from the attack. If the ninja have worked tirelessly to become some of the
Ryukyu Swordsman already possesses the Evasion strongest people the world has ever seen.
ability, he takes half damage on a failed save, and no
damage if the Reflex save succeeds. This ability is
REQUIREMENTS
nullified if he carries gear that is heavier than a light Base Attack Bonus: +15
load. Skills: Concentration, Chakra Control, Knowledge
INCREASE SPEED (Ninja Lore) 16 ranks. Genjutsu, Ninjutsu and Taijutsu
At 5th level, the Ryukyu Swordsman is able to move 5 20 ranks.
feet faster than he could previously. At 10th level, this Feats: Any two feats: Ninjutsu Adept, Taijutsu Adept, or
bonus is increased to 10 feet. Genjutsu Adept.
Special: Must know at least 20 techniques total and must
GREATER WEAPON FOCUS also have at least two 18s as ability scores.
At 6th level, the Ryukyu Swordsman gains greater
proficiency with his chosen weapon, and the bonus CLASS INFORMATION
granted by Weapon Focus feat increases to +2. Hit Die: d10
GREATER WEAPON SPECIALIZATION Action Points: 7 + ½ character level, rounded down.
As per the ability obtained on 4th level, the Ryukyu CLASS SKILLS
Swordsman's bonus to damage with his chosen weapon
The Sannin’s class skills are Balance (Dex), Bluff (Cha),
increases to +4.
Concentration (Con), Chakra Control (Wis), Diplomacy
IMPROVED CRITICAL (Cha), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump
The affinity between the Ryukyu Swordsman and his (Str), Knowledge (behavioral science, current events,
weapon is taken to further height. The threat range of earth and life science, history, ninja lore, physical
his chosen weapon is increased by one. science, popular culture) (Int), Listen (Wis), Move
FORCE OF WILL Silently (Dex), Ninjutsu (Int), Sense Motive (Wis), Spot
Once per day, if the Ryukyu Swordsman would be (Wis), Taijutsu (Str), Treat Injury (Wis), Tumble (Dex).
knocked unconscious or fall below 0 hit points, he may Skill Points: 7 + Int Modifier.
instantly stabilize and gain 2d6 temporary health for CLASS FEATURES
1d4+1 rounds. He is able to move and act normally for
POWERFUL FINISH
the duration of this ability. Once he has reached his
The Sannin may reach into his inner power to unleash
limit, he will automatically fall unconscious again and
a devastating blow to his enemies. Three times per day,
his health will return to its previous state. The Ryukyu
the Sannin may treat a particular technique as if it was
Swordsman must make a Fortitude save (DC 20) to
empowered by the Empower Technique meta-chakra
stabilize, and bring his total health points up to 0.
feat at no cost. If that technique also has an Empower of
However, he remains unconscious until he has had 24
its own, the user may empower it using half the normal
uninterrupted hours of sleep or is healed by some other
chakra needed, rounded up.
means.
RIGOROUS TRAINING
BONUS FEATS After years of tough training, the Sannin has improved
Choose a feat from among the following, for which
his natural abilities significantly. The Sannin may
you must meet any prerequisites: Acrobatic, Advanced
allocate 2 points to any of his ability scores.
Two-Weapon Fighting, Alertness, Archaic Weapons
Proficiency, Athletic, Blind-Fight, Cleave, Defensive
Martial Arts, Dodge, Elusive Target, Exotic Melee
Weapon Proficiency, Guide, Improved Initiative,
TABLE: THE SANNIN
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +2 +2 Powerful Finish +1 +2
2nd +2 +3 +3 +3 Rigorous Training +1 +2
3rd +3 +3 +3 +3 Ninja Way, Ultimate Kuchiyose +2 +2
4th +4 +4 +4 +4 No Jutsu Left Unturned +2 +3
5th +5 +4 +4 +4 Sannin Prowess, Ultimate Finish +3 +3

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.

SANNIN PROWESS CLASS SKILLS


The Sannin may pick two epic level techniques The Sensory Shinobi's class skills are Balance (Dex),
without the need for taking the feat Epic Technique. The Chakra Control (Wis), Craft (calligraphy,
character must still put in the time to learn the pharmaceutical, visual art, writing) (Int), Escape Artist
techniques and fulfil the other requirements of the (Dex), Genjutsu (Cha), Hide (Dex), Investigate (Int),
techniques. Knowledge (arcane lore, art, behavioral sciences,
ULTIMATE FINISH business, civics, current events, earth and life sciences,
Similarly, to the Powerful Finish, the Sannin can history, ninja lore, physical sciences, popular culture,
unleash a disastrous and devastating attack; this time, streetwise, tactics, technology, theology and philosophy)
even more powerful than before. Once per day, the (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int),
Sannin may treat a particular technique as if it were Profession (Wis), Read/Write Language (none), Sense
affected by the Maximize Technique meta-chakra feat. Motive (Wis), Speak Language (none), Spot (Wis),
If that technique also has an Empower of its own, the Survival (Wis), Taijutsu (Str), and Tumble (Dex)

TABLE: THE SENSORY SHINOBI


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +1 Enhanced Sense Chakra, Ever Perceptive +1 +0 +1 / +2
nd
2 +1 +2 +2 +2 Light Sleeper, Track +2 +0 +2 / +4
rd
3 +2 +2 +2 +2 Ever Perceptive, Increase speed (5 feet) +2 +1 +3 / +6
th
4 +3 +2 +2 +2 Hide in Plain Sight +3 +1 +4 / +8
th
5 +3 +3 +3 +3 Ever Perceptive, Increase speed (10 feet) +3 +1 +5 / +10
th
6 +4 +3 +3 +3 Cunning Tracker, Run +3 +2 +6 / +12
th
7 +5 +4 +4 +4 Ever Perceptive +4 +2 +7 / +14
Skill Points: 5 + Int modifier. trained that he receives the Light Sleeper feat for free but
CLASS FEATURES heals 3/4ths of his hit points and chakra pool when
resting using the feat, instead of half (rounded down).
ENHANCED SENSE CHAKRA
The Sensory Shinobi is able to memorize every chakra TRACK
signature they encounter with a DC Spot check of 20. A ninja must be proficient at tracking his foe down;
The user receives a bonus to tell if a signature they sense losing one's pray means failure. At first level, the Sensory
and have previously memorized is real or if someone is Shinobi gains the Track feat for free. In addition, the
impersonating that signature. This bonus is equal to the Sensory Shinobi can Track at his normal speed without
user’s levels in Sensory Shinobi. taking a -5 penalty to his Survival check.

EVER PERCEPTIVE INCREASE SPEED


Choose one of the following Masteries. A Mastery At 3rd level, the Sensory Shinobi's base speed increases
cannot be chosen twice unless specified: by 5 feet as long as he doesn't carry heavier than a light
Advanced Sight (Requires Enhanced Sight and 1 other load. This bonus increases to 10 feet at 5th level, and
Talent): The user is now able to See Through Chakra stacks with the Fast Hero's Increase Speed talent tree.
whenever he concentrates to Sense Chakra. CUNNING TRACKER
Analyze Signature: The Sensory Shinobi is able to The Sensory Shinobi has become so proficient when
discern the primary affinity of those who are within the tracking that he gains a bonus to his Survival checks
range of their Sense Chakra. This talent may be taken equal to his levels in Sensory Shinobi. Furthermore, he
additional times, each time allows the user to discern an treats all tracks as though they were a number of days
additional nature a person is able to use of the five main fresher equal to his levels in Sensory Shinobi.
natures. If a target has access to anything beyond those
HIDE IN PLAIN SIGHT
the user senses the base natures that make up those.
A Sensory Shinobi can use the Hide skill even while
Boosted Perception (Requires 1 Talent): The Sensory
being observed. As long as he is within 10 feet of some
Shinobi treats each level in Sensory Shinobi as 2 levels
sort of shadow, a he can hide himself from view in the
for the purpose of Sense Chakra range based on per level
open without anything to actually hide behind. He
or hit dice.
cannot, however, hide in his own shadow.
Enhanced Sight (Requires 1 other Talent): The user is
now able to See Chakra whenever he concentrates to RUN
Sense Chakra. The Sensory Shinobi who is used to chasing after his
Extended Senses: While Sensing Chakra the user’s targets and catching up to them long after most would
range is now 10 feet per level or hit dice. This talent may consider the trail cold gains the Run feat for free.
be selected twice, the second time 20 feet per level or hit
dice.
SHADOW ADEPT
Sensory Proficiency: While Sensing Chakra the user REQUIREMENTS
can continue to Sense Chakra for as long as he
Skills: Hide 9 ranks, Move Silently 6 ranks, Ninjutsu 9
concentrates, plus 1d3 + his Sensory Shinobi levels in
ranks.
rounds.
Feats: Shadow Arts, Stealthy.
Pinpoint Senses (Requires 1 other Talent): The Sensory
Special: Must know at least 3 shadow arts techniques,
Shinobi is now able to use Sense Chakra to pinpoint the
must have attained at least the third step of mastery in
location of a creature to within a 5 ft. square. This does
any shadow art technique.
not allow the user to mitigate being flat-footed by an
invisible enemy or the penalty for attacking invisible CLASS INFORMATION
enemies either. Hit Die: d6
Unphased Perception: Whenever the user would sense Action Points: 7 + ½ character level, rounded down.
a Godlike chakra signature they do not need to make a
Will save to become dazed. The user also adds an
CLASS SKILLS
additional number of rounds to their ability to Sense The Shadow Adept's class skills are Balance (Dex), Bluff
Chakra equal to their Wisdom modifier. (Cha), Chakra Control (Wis), Concentration (Con),
Disguise (Cha), Disable Device (Int), Gather Information
LIGHT SLEEPER
(Cha), Hide (Dex), Jump (Str), Knowledge (current
The Sensory Shinobi is used to functioning on the least
events, ninja lore, popular culture) (Int), Listen (Wis),
amount of sleep possible and has been so thoroughly
Move Silently (Dex), Ninjutsu (Int), Read Language Skill Points: 5 + Int modifier.
(None), Search (Int), Sleight of Hand (Dex), Speak
Language (None), Spot (Wis), Tumble (Dex).
TABLE: THE SHADOW ADEPT
Level Bab Fort Ref Will Special Def Rep Chakra
1st +0 +0 +2 +1 Shadow Mastery +1 +0 +1 / +4
2nd +1 +0 +3 +2 Bonus Feat, Sneak Attack +2 +0 +3 / +8
3rd +2 +1 +3 +2 Shadow Mastery +2 +0 +5 / +12
4th +3 +1 +4 +3 Bonus Feat, Sneak Attack +3 +0 +7 / +16
5th +3 +1 +4 +4 Shadow Mastery +4 +1 +9 / +20
6th +4 +2 +5 +4 Bonus Feat, Sneak Attack +4 +1 +11 / +24
7th +5 +3 +5 +5 Shadow Mastery +5 +1 +13 / +28

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.

Homeostasis: Once per day, you can perform Genjutsu NINJUTSU


Kai or Genjutsu Joukai on yourself, storing the effect Trap Master: You may learn another Trigger for your
(with its roll) into a seal taking up a seal slot on your Trap Seal, and your Trap Seal save DC penalty is reduced
body. The next time you are affected by a technique that by 1. Can be selected twice.
can be dispelled, the seal immediately activates and Regeneration: Once per day, you may perform a
releases the stored technique against it. Lasts until you medical technique on yourself and instead store it’s
take a night’s rest. healing in a seal on your body, taking up one sealing slot.
The next time you are reduced below 50% health, the
FUINJUTSU seal triggers and immediately heals you at 50%
Seal Delivery: Once per day, you may deliver a
efficiency, after which the seal disappears.
Fuinjutsu technique requiring a touch attack through an
Beacon Seal: Once per day, as a full-round action, you
Advanced Seal instead, throwing it with a ranged touch
can infuse an Advanced Seal with at least 3 chakra and
attack. If it hits, it attaches itself to the target for 1 round
turn it into a Beacon that lasts for 5 minutes, plus one
per odd-numbered Shinobi Scribe level, affecting it with
minute per additional point of chakra spent (maximum
the Fuinjutsu technique, after which it falls to the
1 minute per character level). While the Beacon is
ground and becomes useless. Targets are still allowed a
active, you are aware of its general location. When you
save if the technique allows for one.
use a Teleportation technique, you may target your
Sanguinary Script: When scribing seals, you may use
Beacon to teleport to it, boosting the technique’s range
your own blood to infuse the seal with increased power
by 50% and doubling its capability to move through
and resilience. When you scribe a seal for a Fuinjutsu
obstacles. You (and others you may carry) will appear in
technique, you may take 1 damage per rank of the
the square next to the Beacon.
technique. Any attempt by anyone other than the user
to remove it has a 50% chance of failure. Additionally, TAIJUTSU
the user can control the seal, forcibly activating or Seal Strike: Once per day, when performing a
deactivating it with a chakra control check (DC 10 + Fuinjutsu technique that requires a touch attack to
technique rank) as a move action, as long as he is within succeed, you may instead enhance your next melee
30 feet of the seal and knows where it is. attack (via a basic attack or technique) to deliver the seal
on hit. Doing so increases the perform requirement and
GENJUTSU DC for both the Fuinjutsu and attack technique (if any)
Stare Trap: When using the Ninjutsu no Wana
by 5. If the attack misses, the use is wasted.
technique, you may instead set a trap with any Doujutsu
you know. The seal becomes effective at a 30 foot range MASTER’S TOUCH
and triggers when it is looked at. Whenever you use a Fuinjutsu technique requiring a
Illusory Script: Once per day, when scribing a seal for touch attack to succeed, you may spend an Action Point
a Fuinjutsu technique, you may also make a Genjutsu to enhance it. You gain a bonus equal to your
check (DC equal to the Fuinjutsu perform DC) to make Intelligence modifier to the touch attack roll, and if
successful, the save DC (if any) increases by 2. The seal, Seals, Craft Sealed Items, Craft Weapon Seals, Extend
once placed, cannot be removed or deactivated during Technique, Heighten Technique, Widen Technique.
the first half of its duration. A Shinobi Scribe with this
ability may spend an AP when attempting to dispel a SHINOBI SQUAD LEADER
Fuinjutsu to ignore this immunity.
Squad leaders are shinobi that are experts on leading
Once per day, you may also make a melee touch attack
and coordinating shinobi groups to cooperate and work
against an opponent who carries a seal on their body (in
their skills as a perfect team, leading them to accomplish
one of their sealing slots) that you’ve previously
deeds worthy of their high-level shinobi skills.
identified. If successful, you can forcibly activate or
deactivate the seal for up to one round per Shinobi Scribe REQUIREMENTS
level, as though their user had decided to activate them. Skills: Bluff 6 ranks or Diplomacy 6 ranks, Knowledge
While a seal is affected, its user cannot activate or (Tactics) 6 ranks.
deactivate it themselves. Feats: Chuunin, Cell Leader
SEAL SLOT MASTERY CLASS INFORMATION
You have achieved great control over the seal slots on
your body, and can even transfer seals between yourself Hit Die: d8
and someone else. Action Points: 6 + ½ character level, rounded down.
When you fail the first Will save against a Fuinjutsu CLASS SKILLS
technique, your body automatically responds, allowing
The Shinobi Squad Leader's class skills are Bluff (Cha),
you a second save against the technique.
Chakra Control (Wis), Concentration (Con), Diplomacy
Once per day, you may make a touch attack against a
(Cha), Genjutsu (Cha), Hide (Dex), Intimidate (Cha),
creature to transfer a seal from one of your seal slots onto
Investigate (Wis), Knowledge (current events, ninja
the target or transfer a seal from one of their seal slots
lore, popular culture, streetwise, tactics) (Int), Listen
onto yourself. Transferred seals carry all properties they
(Wis), Ninjutsu (Int), Move Silently (Dex), Sense Motive
had before the transfer. Targets can save against the
(Cha), Speak Language (None), Spot (Wis), Survival
technique as normal, and may resist having their seal
(Wis), Treat Injury (Wis).
stolen with a Will save (DC 10 + one-half character level
Skill Points at Each Level: 5 + Int modifier.
+ your Intelligence modifier).
CLASS FEATURES
MASTER SCRIBE
A true master of the sealing arts, you add a personal
PLAN X
At first level, the Shinobi Squad Leader's thinking
‘dialect’ to your seals, drastically altering the
ability are improved by his vast experience of the field,
composition of your sealing arrays and can scribe a
allowing him to make quick and efficient planning to
superior seal resistant to removal.
help he and his team to overcome any obstacle that
The DC to identify your Fuinjutsu increases by 10. If
might be in his way. If the character did not possess the
not identified, your techniques cannot be dispelled.
Plan Smart Hero talent, the Plan X functions the same
In addition, when you perform any Fuinjutsu
way as mentioned talent using the Shinobi Squad Leader
technique you may designate it as a Master Seal. Doing
as base level. If he did, however, possess the Plan Smart
so immediately removes the Master Seal status from any
Hero talent, the Plan X ability still functions the same
other seals you may have. You are always aware of the
way as plan, except that the bonus the bonus acquired
general direction and distance of your Master Seal, and
by the result are increased by 1. This ability doesn’t stack
are aware of attempts to tamper with it. Finally, level
with the Plan X ability of Ninja Hunter.
checks opponents make to dispel your Master Seal have
their DC increased by 2. NATURAL LEADER
The Shinobi Squad Leader gains a bonus of +1 to his
BONUS FEAT
Leadership score on second level. On fourth level, this
Choose a feat from among the following, for which
bonus is increased to +2.
you must meet any prerequisites: Builder, Iron Will,
Meticulous, Chakra Penetration, Chakra Restoration, INSPIRATION X
Greater Chakra Penetration, Improved Chakra Pool, On third level, the Shinobi Squad Leader can inspire
Insightful Reflexes, Talented Shinobi, Technique Focus, his allies to even greater heights, bolstering them and
Technical Knowledge, Will over Flesh, Craft Armor improving their chances of success. An ally must listen
to and observe the Shinobi Squad Leader for a full round
for the greater inspiration to take hold, and the character CLASS INFORMATION
must make a Charisma check (DC 10). The effect lasts for Hit Die: d8
a number of rounds equal to the character Charisma Action Points: 7 + ½ character level, rounded down.
modifier. An inspired ally gains +2 morale bonus on
saving throws, attack rolls, and damage rolls, which
CLASS SKILLS
stacks with any bonus from the Leadership Talent tree The Shunjutsu Master's class skills are Balance (Dex),
of the Smart Hero class (Extra +1 on checks for each Chakra Control (Wis), Hide (Dex), Jump (Str),
talent from said talent tree) Knowledge (current events, ninja lore, popular culture,
TABLE: THE SHINOBI SQUAD LEADER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +2 Plan X +0 +1
2nd +1 +0 +2 +3 Natural Leader +1, Bonus Feat +1 +1
3rd +1 +1 +2 +3 Inspiration X +1 +2
4th +2 +1 +3 +4 Natural Leader +2, Bonus Feat +1 +2
5th +2 +1 +3 +4 Perfect Plan +2 +3
tactics) (Int), Move Silently (Dex), Ninjutsu (Int), Read
A Shinobi Squad Leader can’t inspire himself. The Language (none), Speak Language (none), Spot (Wis),
hero can inspire a number of allies equal to one per Taijutsu (Str), Tumble (Dex).
Shinobi Squad Leader level. Skill Points: 3 + Int modifier.
PERFECT PLAN CLASS FEATURES
On this level, the planning abilities of the Shinobi SHUNJUTSUS
Squad Leader are almost perfect. By spending an Action The Shunjutsu Master is able to affect any jutsu that he
Point, the Shinobi Squad Leader can use the Plan X personally considers a Shunjutsu. The jutsus included in
ability in one of the following ways: this are Shunshin, Shundou, Shunpo, Mugen Shunpo,
Fast Plan: The Plan requires only a full-round action, Hirameku, and Hiryuusen. Any ability that lists as
instead of one full minute. effecting a Shunjutsu effects all of these jutsus.
Perfect Plan: The character adds 2 to the final bonus
TALENTS
provided by the Plan X ability.
Choose one of the following Masteries. A Mastery
Long-lasting Plan: The character adds the result of the
cannot be chosen twice unless specified:
Action Point to the duration of the Plan ability, and the
Meld Body Talent Tree
bonus provided by the Plan X ability is reduced by one
The Shunjutsu Master has learned to manipulate
for every two rounds (instead of every round).
Shunjutsu enough to move through solid objects.
BONUS FEAT Meld Body I: The character can use Shunjutsu for the
Choose a feat from among the following, for which purpose of bypassing any solid for no chakra 3/day.
you must meet any prerequisites: Armor Proficiency, Meld Body II: The character can use Shunjutsu for the
Attentive, Deceptive, Focused, Jounin, Technique Focus, purpose of bypassing any solid for no chakra 5/day.
Trustworthy. Prerequisite: Meld Body I.
Maximize Shunjutsu Talent Tree
SHUNJUTSU MASTER Through constant practice of Shunjutsu, the Shunjutsu
Master is able to expend large amounts of chakra to
The character has adapted to Shunjutsu so well that he
travel even further distances than thought to be possible
is almost ethereal. Shinobi that practice this are
with the technique.
extremely rare.
Maximize Shunjutsu I: The character can pay 1.5x the
REQUIREMENTS cost of chakra (round up) to increase the distance by x2.
Base Attack Bonus: +5 Maximize Shunjutsu II: The character can pay 2x the
Skills: Move Silently 9 ranks, Ninjutsu 13 ranks, Tumble cost of chakra to increase the distance by x3.
9 ranks. Prerequisite: Maximize Shunjutsu I.
Feats: Dodge, Mobility, Agile Riposte Maximize Shunjutsu III: The character can pay 2.5x
Special: Must have achieved at least 5th step of mastery the cost of chakra (round up) to increase the distance by
in Shunshin no Jutsu and Shunpo. x4.
Prerequisite: Maximize Shunjutsu I and II. Ethereal Body I: Dematerializes on users turn and
Ethereal Body Talent Tree doesn’t materialize till user’s next turn. Gains 25%
The Shunjutsu Master learns to use Shunjutsu to shift
only half of the atoms that make his body, turning
himself partially insubstantial.
TABLE: THE SHUNJUTSU MASTER

Level BaB Fort Ref Will Special Def Rep Chakra


1st +0 +0 +2 +0 Shunjutsus, Talent +3 +0 +1 / +2
2nd +1 +0 +3 +0 Increased Speed (5 feet) +4 +0 +2 / +4
3rd +2 +1 +3 +1 Momentum, Talent +4 +0 +3 / +6
4th +3 +1 +4 +1 Increased Speed (10 feet) +5 +0 +4 / +8
5th +3 +1 +4 +1 Talent +5 +1 +5 / +10
6th +4 +2 +5 +2 Master of Shunjutsu +6 +1 +6 / +12
7th +5 +2 +5 +2 Quicken Shunjutsu, Talent +6 +1 +7 / +14

concealment. User is essentially Incorporeal for one MASTER OF SHUNJUTSU


round, but cannot attack, use above as override. The user is the master of Shunjutsu and can nullify
Prerequisite: Any 2 other talents from the Shunjutsu enemies’ ability to use Shunjutsu if he so chooses. The
Talent trees. user must make an opposed ninjutsu check to nullify the
Ethereal Body II: Dematerializes on users turn and technique. The user gets his class bonus to nullify.
doesn’t materialize till user’s next turn. Gains 50% Limited to Intelligence modifier + 2 per day.
concealment. QUICKEN SHUNJUTSU
Prerequisite: Ethereal Body I Three times per day, the Shunjutsu Master can
Ethereal Body III: Dematerializes on users turn and perform a Shunjutsu technique as a quickened action,
doesn’t materialize till user’s next turn. Gains 75% provided the technique's perform time is no longer than
concealment. 1 full-round action. The perform requirements of the
Prerequisite: Ethereal Body II technique are automatically met, and performing the
Uncanny Ability Talent Tree technique does not provoke an attack of opportunity.
The Shunjutsu Master has developed bizarre methods This enables the Shunjutsu Master to take other actions,
of manipulating the Shunjutsu and as a result is able to even performing a second technique, in the same round
do things no other shinobi can. as he performed a quickened technique. The Shunjutsu
Switcheroo: If an enemy is using a Shunjutsu, the Master can only gain one quickened action per round,
character may use one as well and switch channels. The no matter the type (see Basic Game Mechanics for rules
enemy goes to your destination and you go to his, the on Quickened Actions).
enemy receives a Will save equal to 10 + 1/2 Shunjutsu
Master levels + Intelligence Modifier. May only be used SPACE-TIME SPECIALIST
1 times per day. This functions as an immediate action.
The space-time specialist is a shinobi who is adept in
Prerequisite: Any 4 other talents from the Shunjutsu
the ways of space-time ninjutsu.
Talent trees.
INCREASED SPEED REQUIREMENTS
At 2nd level, the Shunjutsu Master’s base speed Skills: Ninjutsu 13 ranks, Knowledge (Ninja Lore) 12
increases by 5 feet as long as he doesn't carry heavier ranks, Concentration 10 Ranks.
than a light load. This bonus increases to 10 feet at 4th Feats: Retrieval Expert, Ninjutsu Adept.
level, and stacks with the Fast Hero's Increase Speed Special: Must know at least 3 Space-Time techniques.
talent tree. CLASS INFORMATION
MOMENTUM Hit Die: d8
If user uses a non-hostile Shunjutsu in one round after
Action Points: 7 + ½ character level, rounded down.
one was used in a non-hostile environment, cost is
reduced by 50%. CLASS SKILLS
The Space-Time Specialist’s class skills are Balance (Dex), Ninjutsu (Int), Sleight of Hand (Dex), Survival
(Dex), Bluff (Cha), Chakra Control (Wis), Concentration (Wis), Taijutsu (Str), Tumble (Dex).
(Con), Craft (Calligraphy, Mechanical) (Int), Escape Skill Points: 5 + Int modifier.
Artist (Dex), Hide (Dex), Jump (Str), Move Silently
TABLE: THE SPACE-TIME SPECIALIST
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +2 +0 Space-Time Adept +1 +1 +1 / +4
2nd +1 +0 +3 +0 Teleportation 2/day +2 +1 +3 / +8
3rd +2 +1 +3 +1 Space-Time Avoidance, Bonus Feat +2 +1 +5 / +12
4th +3 +1 +4 +1 Teleportation 4/day +3 +2 +7 / +16
5th +3 +1 +4 +1 Space-Time Mastery +3 +2 +9 / +20

CLASS FEATURES SPACE-TIME MASTERY


SPACE-TIME ADEPT The Space-Time Specialist has become a master of
You gain a +2 bonus to Ninjutsu checks to perform or Space-Time manipulation, able to perform Space-Time
identify techniques with the Space-Time descriptor and techniques as if they were second nature. A number of
the DCs of your Space-Time techniques are increased by times per day equal to his Intelligence modifier, the
1. In addition, you can make 1 extra attempt when character can choose one of the following effects:
learning Space-Time Ninjutsu techniques. You gain a +1 Space-Time Extension: The character can triple the
bonus to your effective skill threshold when performing range of a Space-Time technique with the teleportation
Space-Time Ninjutsu techniques. descriptor.
Cost Reduction: The character can reduce the chakra
TELEPORTATION
cost of a Space-Time technique by half (rounded up).
Twice per day the character may teleport as per Jigen
Quickened Space-Time Technique: The character gains
Ugoku no Jutsu, except the user may not transport
a quickened action to perform a single Space-Time
another creature with him. The character does not have
technique with a perform time no longer than 1 attack
to know the technique in order to use this ability. At 4th
action. The Space-Time Specialist can only gain one
level in this class, the number of times this ability can be
quickened action per round, no matter the type (See
used increases to 4 times per day. At 5th level in this class
Basic Game Mechanics for rules on Quickened Actions).
the user may transport one other creature. This ability
functions as a move action. BONUS FEAT
Choose a feat from among the following, for which
SPACE-TIME AVOIDANCE
you must meet any prerequisites: Acrobatic, Agile
Avoiding an Attack: The character may use this ability
Riposte, Armor Proficiency, Athletic, Chuunin, Combat
as an instant action before an enemy’s attack roll (melee
Expertise, Combat Martial Arts, Combat Reflexes,
or ranged attack, touch attack, or grapple attempt)
Combat Tactics, Defensive Martial Arts, Dodge, Elusive
targeting him specifically, or before he is hit by a
Target, Improved Avoidance, Improved Chakra Pool,
technique that allows a reflex save or effect that
Improved Combat Expertise, Improved Disarm,
provokes an attack roll, as per Kawarimi and Tobikiri
Improved Feint, Improved Initiative, Improved Trip,
Kawarimi no Jutsu. The character can still use this ability
Jounin, Lightning Reflexes, Mobility, Stealthy, Taijutsu
if he is immobilized or flat-footed, so long as he is aware
Adept, Talented Shinobi.
of the enemy. To avoid the attack, the user must make a
Reflex save against the attack roll (add 5 if the attack is a SPECIALIST SUMMONER
natural 20 or confirmed critical and an additional 5 if the
character is immobilized or flat-footed) or technique This kind of shinobi excels at using the Kuchiyose no
save DC (add 5 if the character is immobilized or flat- Jutsu, a famous technique in the shinobi world that
footed). Success means the character avoids the attack allows the user to summon different kinds of allies. They
and vanishes from sight with no visual or auditory cue, can be anything from small and harmless animals to even
and reappears in a chosen location within the character’s special summons of colossal proportions, able to turn the
base land speed (halved if previously immobilized). This tide of battle by themselves. Many famous ninja such as
ability can only be used once per encounter and costs 3 the legendary Sannin are known for their mastery
points of chakra. of Kuchiyose no Jutsu.
REQUIREMENTS Special: The character must have achieved at least the
Skills: Ninjutsu 6 Ranks first stage of mastery with Kuchiyose no Jutsu.
Feats: Blood Pact CLASS INFORMATION
Hit Die: d6

TABLE: THE SPECIALIST SUMMONER

Level BaB Fort Ref Will Special Def Rep Chakra


1st +0 +0 +1 +2 Summon Specialization, Bonus Feat +1 +1 +1 / +4
2nd +1 +0 +2 +3 Augment Summoning +1 +1 +3 / +8
3rd +1 +1 +2 +3 Bonus Feat +2 +1 +5 / +12
4th +2 +1 +2 +4 Summoning Expertise +2 +2 +7 / +16
5th +2 +1 +3 +4 Bonus Feat, Swift Kuchiyose +3 +2 +9 / +20

Action Points: 6 + ½ character level, rounded down. SWIFT KUCHIYOSE


At 5th level, the Specialist Summoner further refines
CLASS SKILLS his mastery over Kuchiyose no Jutsu, making him able to
The Specialist Summoner's class skills are Chakra use said technique as an Attack Action Instead of a Full
Control (Wis), Concentration (Con), Craft (calligraphy) Round Action.
(Int), Diplomacy (Cha), Knowledge (ninja lore, theology BONUS FEAT
and philosophy) (Int), Listen (Wis), Ninjutsu (Int), Choose a feat from among the following, for which
Profession (Wis), Search (Int), Spot (Wis).
Skill Points: 5 + Int modifier. you must meet any prerequisites: Animal Affinity (with
CLASS FEATURES their chosen Blood Pact), Chuunin, Empowered
SUMMONING SPECIALIZATION Summoning, Genin, Harmony, Improved Chakra Pool,
At 1st level, the Specialist Summoner choses a blood Jounin, Ninjutsu Adept, Talented Shinobi, Technique
pact in which he will spend the rest of his levels Focus (Kuchiyose no Jutsu).
specializing into. When using Kuchiyose no Jutsu to
summon a creature of the chosen blood pact, the
SWORD SAINT
summoner receives a bonus of +4 to perform and convert A sword saint is the perfect marriage of ninjutsu and
said technique to hit points. The Specialist also receives taijutsu. With but a swing of her sword, the sword saint
a +4 bonus on Diplomacy and Handle Animal checks unleashes devastating elemental attacks which tear apart
with creatures of the chosen blood pact, even those not her opponents. A sword saint is not something attained
summoned by him or ordinary animals. through mere effort, and all sword saints are geniuses of
AUGMENT SUMMONING an extreme caliber in either Ninjutsu or Taijutsu. To be
At 2nd level, the Specialist Summoner further a sword saint is more than merely being powerful, as the
improves his skills at summoning tougher and stronger title of sword saint confers a great deal of renown and
allies. He receives the feat Augment Summoning. influential skill. The fastest path to this class is through
SUMMONING EXPERTISE any heroic class.
The greatest degree of expertise achieved by the REQUIREMENTS
Specialist Summoner is the ability to summon his allies
Base Attack Bonus: +7
spending less of his spiritual and physical energy. A
Skills: Ninjutsu 10 ranks, Taijutsu 10 ranks, Chakra
Specialist Summoner of 4th level or higher, by spending
Control 5 ranks.
an Action Point or Meta Chakra charge, is able to reduce
Feats: Genius Nin(Ninjutsu) or Genius Nin(Taijutsu);
the cost to summon a creature of the chosen bloodpact
Ninjutsu Adept; Taijutsu Adept.
by 0.5 points of chakra per Summon level and per level
Special: A would-be sword saint must be recognized by
in this class. Regardless of the amount reduced, the cost
another living sword saint, or must have defeated foe(s)
cannot be lowered by more than half.
of CR+3 by herself.
For example, a level 4 Specialist Summoner trying to
summon a level 5 Soldier Kuma would pay 11 points CLASS INFORMATION
chakra instead of 15. Hit Die: d8
Action Points: 7 + ½ character level, rounded down. popular culture) (Int), Listen (Wis), Move Silently (Dex),
CLASS SKILLS Ninjutsu (Int), Read Language (None), Search (Int),
Speak Language (None), Spot (Wis), Taijutsu (Str),
The Sword Saint's class skills are Balance (Dex), Chakra Tumble (Dex).
Control (Wis), Climb (Str), Concentration (Con), Jump Skill Points: 5 + Int modifier.
(Str), Knowledge (current events, history, ninja lore,
TABLE: THE SWORD SAINT
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +1 +1 Saint’s Blessing (+1) +1 +0 +1 / +2
2nd +2 +0 +2 +2 Saint’s Fury +2 +0 +2 / +4
3rd +3 +1 +2 +2 Saint’s Blessing (+2), Saint’s Conviction (+1) +2 +1 +3 / +6
4th +4 +1 +2 +2 Bonus Feat +3 +1 +4 / +8
5th +5 +1 +3 +3 Saint’s Blessing (+3) +4 +1 +5 / +10
6th +6 +2 +3 +3 Condemnation, Saint’s Conviction (+2) +4 +2 +6 / +12
7th +7 +2 +4 +4 Saint’s Blessing (+4), Sword and Soul as One +5 +2 +7 / +14

CLASS FEATURES 4th 3d6


SAINT'S BLESSING 7th 4d6
As the sword saint's skill in taijutsu grows, so does her During this rage, the sword saint may freely ignore the
skill in ninjutsu. The sword saint gains the ability to use hand-seal and half-seal requirement of any elemental
freely ignore the hand-seal or half-seal requirement of ninjutsu technique, regardless of her Elemental
an elemental ninjutsu technique by swinging her Specialization. Further, the sword saint's save DCs for
weapon toward the targeted area. A Sword Saint may elemental ninjutsu sharing her Elemental Specialization
only ignore the hand-seal or half-seal requirement of a increase by 2 while raging. A sword saint gains a +4
technique that matches the elemental of her Elemental bonus versus fear, a +2 bonus to reflex saves against
Specialization ability. elemental ninjutsu, and a -2 penalty to Defense for the
To ignore the hand-seal or half-seal requirement of a duration of the rage.
technique the sword saint must be able to perform the An elemental rage lasts for a number of rounds equal
technique purely with her skill threshold. If a sword to 3 + ½ Sword Saint Class Levels + her Intelligence
saint must roll her Ninjutsu skill in order to perform the Modifier. At the end of a rage, the Sword Saint is
technique, then she may not ignore the hand-seal or exhausted for an amount of time equal to the time spent
half-seal requirements. Using a technique with this in the rage.
method does not provoke an Attack of Opportunity SAINT'S CONVICTION
when threatened. A sword saint may modify any elemental ninjutsu and
Further, the sword saint's skill grows more and more bind its wild energies into her sword. This ability may
with each battle. A sword saint gains a +1 bonus to only be used when in an elemental rage. As part of this
performance rolls and skill threshold with elemental ability the sword saint uses a move-equivalent action to
ninjutsu and taijutsu techniques. This bonus increases by perform any elemental ninjutsu technique she knows.
1 every 2 levels, up to a maximum of +4. However, instead of selecting a target and performing
SAINT'S FURY the technique normally she binds the technique within
A sword saint's fury knows no bounds. As a free action, her weapon. The weapon must be a Masterwork +2 item,
during her turn, the sword saint may enter an elemental or it is destroyed when this ability is used. The chakra
rage. A sword saint's weapon is sheathed in elemental cost is paid as per normal for this technique, and the
energy for the duration of the rage. This energy sword saint may not tap reserves to pay for the cost of
enhances the sword saint's weapon attacks, causing her the chosen technique. The binding will fail if the
to deal additional damage of the same type as her technique costs more chakra than the sword saint's total
Elemental Specialization. This additional damage character level, and on a failed binding the chakra spent
increases once every third level as follows: on the technique is wasted.
When a sword saint has an elemental ninjutsu bound
TABLE: SAINT’S FURY DAMAGE
within her sword she may choose to release it upon a
Class Level Additional Damage
successful melee attack. The target of her successful
1st 2d6 melee attack is immediately subjected to the effects of
her chosen technique, such as damage, being knocked and then discharge a number of elemental ninjutsu
back, etc. as if he was the target of the technique. The techniques equal to the number of attacks she has
technique does not activate normally, and only affects available in a full attack action.
the target of the sword saint's melee attack. The target Example: Sanagi spends an Action Point to use Sword
may make a Fortitude Save to halve the damage of the and Soul as One. She has 6 BAB, so she can make two
technique, even if the technique would normally require attacks on a full attack action. She may bind Elemental
a different saving throw or did not allow a save. The Beatdown: Rank 1 into her sword and discharge it with
Fortitude Save is equal to 10 + Technique Rank + Sword her first attack, and then immediately bind Elemental
Saint's Intelligence modifier. All other effects of a Beatdown Rank 2 and discharge it with her second
technique use technique's rules normally. The technique attack. Both bindings are performed as a free action, and
is still modified by any abilities that modify its damage do not interrupt her full attack action.
or effects, such as Elemental Fury. Techniques bound in this manner still obey all the
A technique may only be bound if its Rank is equal to restrictions outlined in Saint's Conviction.
the sword saint's total character level-3, up to a This ability remains active for a number of full attack
maximum of Rank 11 techniques. A sword saint may not actions equal to the sword saint's Charisma modifier
bind more than one technique within her weapon, and (minimum 1), at which point it ends and the sword saint
any currently bound techniques dissipate harmlessly is fatigued for 1 hour.
when a new one is bound. The sword saint may not activate this ability when
In additional, a sword saint gains a +1 bonus to hit fatigued or exhausted.
when attacking while a technique is bound within her BONUS FEAT
weapon. This bonus increases to +2 at 6th level. Choose a feat from among the following, for which
CONDEMNATION you must meet any prerequisites: Advanced Two-
A sword saint gains the ability to project her killing Weapon Fighting, Archaic Weapon Proficiency,
intent and use it as a weapon. A sword saint may, as a Athletic, Blind Fight, Blood Pact, Chakra Presence,
standard action, gain the Frightful Presence Chuunin, Cleave, Exotic Melee Weapon Proficiency,
extraordinary ability with a range of 50 ft. The sword Flawless Form, Genin, Improved Chakra Pool, Improved
saint's Frightful Presence is not limited by the hit dice of Two-Weapon Fighting, Nin Weapons Proficiency,
the target and will affect everyone applicable within Power Attack, Two-Weapon Fighting.
range--whether ally or enemy. All creatures affected by
the sword saint's Frightful Presence must make a Will TORA OSHIEGO
Save against a DC of 10 + the Sword Saint's class level +
After training under self-proclaimed a Tora Sensei,
the Sword Saint's Strength modifier. If a creature fails
some students take their role as Tora Oshiegos to the
this save, then it's Shaken for 2d6 + 2 rounds. If a
point where they begin to take on qualities that simulate
creature fails this save by 5 points or more, then it is
the tiger. After many observations of the stalking tiger,
frightened for 1d4 rounds and flees from the sword saint
Tora Oshiegos learn to control their strength and plan
as quickly as it can.
their attack strategies as their feline idol.
This ability may be used once per encounter, and the
Frightful Presence lasts for a number of rounds equal to REQUIREMENTS
3 plus the sword saint's Charisma modifier. This ability Base Attack Bonus: +4
may be used as a swift action upon entering an elemental Skills: Chakra Control 6 ranks, Taijutsu 6 ranks.
rage. A creature that successfully saves against the sword Special: Possess the technique Tora no Kougake.
saint's Frightful Presence is not subject to it again for 24
hours.
CLASS INFORMATION
SWORD AND SOUL AS ONE Hit Die: d8
The sword saint may spend an action point to activate Action Points: 6 + ½ character level, rounded down.
this ability. The sword saint becomes a pure expression CLASS SKILLS
of sword skill and ninja skill as she flawlessly marries her
The Tora Oshiego's class skills are Balance (Dex), Chakra
sword and elemental techniques into one. After this
Control (Wis), Climb (Str), Handle Animal (Cha), Hide
ability is activated the sword saint may use the Saint's
(Dex), Intimidate (Cha), Jump (Str), Knowledge (Ninja
Conviction ability to bind elemental ninjutsu as a free
Lore) (Int), Listen (Wis), Move Silently (Dex), Profession
action during a full attack action. She may perform, bind,
(Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis),
Taijutsu (Str), Tumble (Dex).
Skill Points: 3 + Int modifier.

TABLE: THE TORA OSHIEGO


Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +1 +2 +2 Tiger’s Fury +2, Tora no Tsume +1 +0 - / +1
2nd +2 +2 +3 +3 Bonus Feat +2 +0 +1 / +2
3rd +3 +2 +3 +3 Sneak Attack +1d6 +2 +0 +1 / +3
4th +4 +2 +4 +4 Tiger’s Fury +3, Tora no Tsume 1d8, Increased Speed 5 ft. +3 +1 +2 / +4
5th +5 +3 +4 +4 Bonus Feat +4 +1 +2 / +5
6th +6 +3 +5 +5 Sneak Attack +2d6 +4 +1 +3 / +6
7th +7 +4 +5 +5 Tiger’s Fury +4, Tora no Tsume 1d10 +5 +2 +3 / +7
8th +8 +4 +6 +6 Bonus Feat, Increased Speed 10 ft. +6 +2 +4 / +8
9th +9 +4 +6 +6 Sneak Attack +3d6 +6 +2 +4 / +9
10th +10 +5 +7 +7 Tiger’s Rend, Tiger’s Fury +5, Tora no Tsume 2d6 +7 +3 +5 / +10

CLASS FEATURES manifest this signature weapon as a move action. This


Tiger's Fury ability is similar to the technique, Tora no Kougake,
At 1st level, a Tora Oshiego can enter a state of savage except that it costs no chakra to perform, no
rage, becoming the epitome of the tiger's blood-thirsty, concentration is needed, and does not provoke an attack
but calculating nature. The Tora Oshiego temporarily of opportunity. The Tora no Tsume lasts until dispelled
gains a +2 bonus to his attack bonus and damage. This (as a free action) or until dropped, disarmed, or
bonus increases every 3 Tora Oshiego levels by the sundered, at which point they dissipate instantly.
specified number written. The bonus is only applied to Though the claws can be broken by chakra-enhanced
attacks using the Tora no Tsume written below. attacks (the Tora no Tsume's hardness is 10, and has 5 hit
While raging, a Tora Oshiego cannot use skills or points, plus 1 per Tora Oshiego level), the Tora Oshiego
abilities that require patience and concentration; this can simply create another as a move action.
includes the performing of techniques. He can use any The Tora no Tsume surrounds the user's hands
feat he has except for Expertise, item creation feats, entirely and extend at the finger tips to resemble the
meta-chakra feats and skill focus. claws of a tiger. To a Medium-sized character, Tora no
A fit of rage lasts by this equation, X + Constitution Tsume deals 1d6 points of damage and has a critical
modifier. The X is the number specified above. The Tora modifier of 19-20/x2. The damage is increased to 1d8 at
Oshiego is able to prematurely end the rage voluntarily. level 4, to 1d10 at level 7, and finally to 2d6 at level 10.
At the end of the fury, the Tora Oshiego is fatigued (-2 The Tora no Tsume is always considered a chakra-
Strength, -2 Dexterity, can't charge or run) for the enhanced weapon for the purpose of bypassing damage
duration of the encounter. The Tora Oshiego can only reduction. The Tora no Tsume can be used to deal non-
fly into a rage once per encounter. lethal damage just like a normal weapon at a -4 penalty.
Entering a rage takes no time itself, but the Tora Because these artificial claws have been mastered to such
Oshiego can only do it during his action, not in response a degree, the Tora Oshiego may count it as unarmed
to somebody else's action. attacks for the benefits of feats, skills, abilities, and
At the 10th Level a Tora Oshiego's rage does not cause techniques.
him to become fatigued at the end of its duration or INCREASED SPEED
when it is cancelled. At 4th and 8th level, the Tora Oshiego's base land
TORA NO TSUME speed increases by 5 feet. This bonus applies only when
The Tora no Kougake becomes such an integral part to the character is unencumbered and wears light armor or
the Tora Oshiego that the weapon becomes more natural no armor. This ability stacks with other similar abilities.
to create and deadlier to use. The Tora Oshiego is able to TIGER'S REND
At 10th level the Tora Oshiego uses all knowledge of A Tora Oshiego can sneak attack only living creatures
the tiger's ability to maim prey during a hunt to harm his with discernible anatomies—undead, constructs, oozes,
adversaries. At the end of a charge, a Tora Oshiego is able plants, and incorporeal creatures lack vital areas to
to make a full attack as per the Pounce Extraordinary attack. Any creature that is immune to critical hits is not
ability. The bonus gained by attacking during a charge is vulnerable to sneak attacks. The Tora Oshiego must be
applied to every attack made during Tiger's Rend. able to see the target well enough to pick out a vital spot
In addition to gaining pounce, the Tora Oshiego's and must be able to reach such a spot. A Tora Oshiego
epitome of expertise in everything Tiger awards him cannot sneak attack while striking a creature with
with the ability to Rake his hapless victims. For this concealment or striking the limbs of a creature whose
ability, the Tora no Tsume may act as natural weapon. vitals are beyond reach.
SNEAK ATTACK BONUS FEATS
If a Tora Oshiego can catch an opponent when he is Choose a feat from among the following, for which
unable to defend himself effectively from his attack, he you must meet any prerequisites: Alertness, Armor
can strike a vital spot for extra damage. Proficiency (light), Attentive, Blood Pact (Tora), Combat
The Tora Oshiego’s attack deals extra damage any time Martial Arts, Combat Throw, Defensive Martial Arts,
his target would be denied a Dexterity bonus to AC Dodge, Efficient Technique, Harmony, Improved
(whether the target actually has a Dexterity bonus or Charka Pool, Innate Control, Keen Senses, Mobility,
not), or when the Tora Oshiego flanks his target. This Taijutsu Adept, Training, Weapon Focus (Tora no
extra damage is 1d6 at 3rd level, and it increases by 1d6 Tsume).
every three Tora Oshiego levels thereafter. Should the
Tora Oshiego score a critical hit with a sneak attack, this
extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
CHAPTER 7: TECHNIQUES
A the limb or part to attack. However, instead of using the
Puppet's attack bonus, the user's standard ranged attack
ADVANCED SEAL: KAGAMI SHASAI (ADVANCED SEAL:
MIRROR BOND) bonus is used. The user does not apply his strength bonus
Fuinjutsu (Advanced Seal) (Requires Mirror Arts (f)) to damage. The user can activate any component
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC currently installed on that limb or part, as normal.
16); Time: 1 attack action; Components: C, X (see text); The object always has normal hit points and hardness
Range: Melee Touch; Target: A mirror; Duration: for that kind of object, a chakra pool of 1, and cannot
1day/level; Save: None; Cost: 4. move further than 30 feet from the user. If the object or
the puppeteer are attacked, the user must make a
The user makes a special seal and touches a mirror, Concentration check (DC 15+damage dealt) or lose
transferring the seal to the object. The seal is invisible by control of it. If the object's chakra pool or hit points drop
naked eye, but See Chakra and similar techniques can to 0, it becomes disabled and cannot be animated again
see the seal. Some Mirror Arts techniques target a for 1d4 rounds. If the puppet limb or part is sundered or
"bonded mirror". destroyed (normal rules for sundering or destroying
Expendable Components – One advanced seal. objects apply normally), it is destroyed and must be
repaired. The object has a Defense score of 10 + Size
AKARI HENKO NO JUTSU (LIGHT REFLECTION NO TECHNIQUE)
modifier + the user's Dexterity modifier + the user's class
Ninjutsu (Mirror Arts] (Requires Mirror Arts (f))
bonus to Defense -2. This technique benefits from the
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 3 rank (DC
range and perform bonuses granted by the Advanced
11); Time: 1 attack action; Components: S, F; Range:
Puppetry I ability.
Close; Target: One Large or smaller creature; Duration:
Instant; Save: Reflex negates; CR: Yes; Cost: 2. BUKI TATSUJIN RYUU: DACHI (WEAPON MASTER STYLE:
The user deflects light against the target's eyes with a
STANCE)
Taijutsu [Stance] (Requires Weapon Master 7, BaB +12,
swift movement using his mirror. The light blinds the
Melee Mastery (f), Ranged Mastery (f)) [Armed]
target (Reflex negates) for 1d4-1 (minimum 1) rounds,
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 (DC
and the subject suffers a -2 penalty to Spot checks and
27); Time: 1 swift action; Components: M; Save: None;
attack rolls for 1 round afterwards.
Cost: 10.
Material Focus – One Mirror
While in this stance the user lowers non-proficiency
B penalties to -2. As well all weapons that the user wields,
BUBUN KUGUTSU NO JUTSU (PARTIAL PUPPETRY TECHNIQUE) gain the benefits of any feats and abilities that improve
Ninjutsu (Requires Kugutsu no Jutsu) attack and damage rolls.
Rank: 2 (C); Learn DC: 16, 3 successes; Perform: 4 (DC Empower – You can spend an additional 5 chakra to
15); Time: 1 attack action; Components: C, gain the benefits of any feats and abilities that improve
Mas; Range: 10 feet; Target: One puppet limb; Duration: attack and damage rolls, for the duration of this stance.
5 rounds + 1 round/2 levels (D); Saving: None; Cost: 1. Mastery – At the third step of mastery the user
Similar to Kugutsu no Jutsu, the user is able to animate completely ignores non-proficiency penalties.
a single limb or part of a puppet in range. The puppet BUKI TATSUJIN RYUU: RASEN-DAGEKI (WEAPON MASTER
from which the limb or part comes from must not be STYLE: SPIRAL STRIKE)
animated or currently under control of another Taijutsu (Strike) (Requires Weapon Master 4, BaB +12,
puppeteer. The user must have at least one hand free to Melee Mastery (f)) [Armed]
control and concentrate on this technique, and Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
controlling a puppet limb counts as if the user is 22); Time: 1 attack action; Components: M, F; Range:
controlling a small puppet on the same manner as Melee Attack; Target: One creature; Duration:
Kugutsu no Jutsu, counting on the limit of puppets that Instantaneous (see text); Save: Fortitude partial; Cost: 6.
can be controlled at the same time. If the part has any
weapon or offensive component attached to it (Such as a Usable once per day. The user spirals around quickly
limb with the claw component, or a tail) the user can use before, striking for a devastating blow. The user makes
an attack roll at his highest base attack bonus, if the Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
attack hits the user threatens critical damage to the 21); Time: 1 attack action; Components: M; Range:
target. If the attack hits the target must make a Fortitude Melee; Target: One armed creature; Duration: Instant;
save or be knocked back 1d4x5 feet. Save: None; Cost: 6.
Mastery – At the first, third and fifth steps of mastery
The user makes a disarm check against an adjacent
you gain +1 to confirm criticals when using this
target, at a +1 bonus every three levels. If the disarmed
technique. At the second and fourth steps of mastery you
weapon is a melee weapon then the user may make an
gain additional use per day.
attack, at a +5 bonus.
Material Focus – The users held weapon.

BUKI TATSUJIN RYUU: RYOKOU DANGAN (TRIPPING SHOT) C


Taijutsu (Strike) (Requires Weapon Master 5 and Ranged CHAKRA JIRAI NO JUTSU (CHAKRA LANDMINE TECHNIQUE)
Mastery (f), Improved Trip (f)) [Armed] Ninjutsu
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 6 (DC Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6 (DC
17); Time: 1 attack action (see text); Components: M, F; 19); Time: 1 attack action; Components: C, H; Range:
Range: Projectile weapon; Target: One creature; Close; Area: 5-ft. square, 15-ft. radius burst (see text);
Duration: Instant; Save: None; Cost: 4. Duration: 1 minute/level (or until discharged) (D); Save:
Reflex half (see text); CR: Yes; Cost: 5.
You may make a ranged attack at you highest attack
bonus. If you hit your attack deals half damage and your Using this technique, one is able to set a trap that
opponent must make a strength check DC 10 + the user’s reacts strongly to high Chakra signature and emanation.
Dex Mod + 5. If he fails, he falls prone to the ground. Upon completion of this technique, the user choses a
single 5-ft. square to host the landmine. Once a creature
BUKI TATSUJIN RYUU: SENBON TOORIAME (WEAPON MASTER with a Chakra Pool greater than 5 enters the chosen
STYLE: SENBON SHOWER) space, the explosion will be set off. All creatures within
Taijutsu (Strike) (Requires Weapon Master 2, Ranged a 15-ft. radius centered on the chosen space suffer 4d6
Mastery (f)) [Armed] point of force damage from the explosion, which can be
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 8 (DC halved with a successful Reflex save.
19); Time: 1 attack action; Components: M, F; Range: In order to locate a landmine, the person searching
Medium; Area: Cone shaped burst or line; Duration: must make a Search check, DC equal to the saving throw
Instant; Save: Reflex half; Cost: 4 + 2 per additional of the jutsu upon being performed. Those who can Sense
needle. Chakra get a +2 to the Search DC to locate a landmine.
The user throws a large amount of senbon at an area Those who can See Chakra or See Through Chakra are
skewering anyone in the area of effect. This technique able to perceive landmines normally unless properly
deal 1d4+1 damage per needle thrown. Anyone in the concealed.
area may make a Reflex save to take half damage. Empower – The user may spend 1 point of chakra to
Additional damage, such as sneak attack, mastercraft, increase the damage by 1 die, maximum 1 die per (up to
magical damage, precision, or weapon specialization 1d6 per level or 10d6).
bonus damage is only applied to the original thrown Mastery – The first step of mastery in this technique
weapon, and no Senbon Tooriame benefits from the grants the user +1 to the Search DC of the landmine.
Shuriken Expert class abilities. The user may target a The second step of mastery in this technique allows
creature more than once during the use of this the user to change half the total die (rounded down) to
technique, and Senbon Tooriame cannot deal critical an element they are capable of using.
hits. The third step of mastery in this technique increases
Empower – The user may increase the number of Search DC of the landmine to +2.
Senbon Tooriame by 1 at the cost of two additional The fourth step of mastery in this technique allows the
points of Chakra (maximum 1 per 1 level in total). user to change all the die to an element they are capable
Material Focus – The users senbon. of using.
The fifth step of mastery in this technique increases
BUKI TATSUJIN RYUU: SESSHU DAGEKI (WEAPON MASTER Search DC of the landmine to +3.
STYLE: STEALING STRIKE) The fifth step of mastery allows the user to try and
Taijutsu (Strike) (Requires Improved Disarm (f), Melee attempt to conceal the chakra signature of the land mine
Mastery (f)) [Armed] with a standard Chakra Control check to Conceal. If
successful, those with See Chakra and See Through To use this technique, the user must have Chakra
Chakra will need to make Search checks as normal. This Scalpel activated.
also negates the bonus from Sense Chakra. When activating this stance, the user enters total
defense. While in this stance, the user may make a melee
CHAKRA SCALPEL SECRETS: CHAKRA NEEDLES touch attack with his chakra scalpel against any creature
Ninjutsu (Medical) (Requires Chakra Scalpel (a))
entering his threatened area at a -5 penalty.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
When in this stance, the user may not perform any
18); Time: 1 attack action; Components: H, E, Mas;
action on his turn other than taking a 5-foot step and/or
Range: Close; Target: 1 + 1 per 2 levels; Effect: Throw
total defense, and the stance ends if the user does not or
Chakra needles at a target; Duration: Instant; Save: None;
is unable to use total defense on his turn.
CR: No; Cost: 2 + 2/needle.
Mastery – The 1st, 3rd, and 5th step of mastery
To use this technique, the user must have Chakra decreases the penalty to attack by 1 (-2 penalty at 5th
Scalpel activated. step).
The user makes a ranged touch attack with their
CHAKRA SCALPEL SECRETS: PIERCING STRIKE
chakra scalpel against one target in close range, dealing
Taijutsu (Strike) (Requires Chakra Scalpel (a),
their chakra scalpel damage on a successful hit.
Knowledge (Earth & Life Science) 12 ranks)
Techniques and Class Features that enhance a chakra
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 (DC
scalpels damage or inflict an additional effect (such as
23); Time: 1 attack action; Components: E, M;
chakra scalpel expertise or Katawa Juushou) may not be
Range: Touch; Target: 1 Living Creature; Duration:
applied with this technique.
Instant; Save: None; CR: No; Cost: 6.
Empower – By spending an additional 2 chakra, the
user may fire additional needles up to 1/level (max 10). To use this technique, the user must have Chakra
The user may fire more than one needle at a target or Scalpel activated.
select additional targets up to 1 per 2 levels of the user. This technique makes use of the Chakra Scalpels
Mastery – At step 3, class abilities or techniques that unique attributes to damage the internal organs of the
affect the chakra scalpel’s damage or inflict an additional target. This technique may only be used on living
effect may be use in conjuncture with this technique. creatures with discernible anatomy.
The user makes a melee touch attack against the target
CHAKRA SCALPEL SECRETS: MERCILESS ASSAULT and deals regular chakra scalpel damage bypassing 4
Taijutsu (Strike) (Requires Chakra Scalpel (a))
points of damage reduction. On the target’s next turn,
Rank: 7 (C); Learn DC: 18, 2 Successes; Perform: 9 (DC
they take bleeding damage equal to half of the damage
18); Time: 1 Full Round Action; Components: M;
dealt by this attack due to the internal injuries.
Range: Melee; Target: 1 Creature; Effect: Strike a single
Empower – The user may spend 1 additional point of
target multiple times; Duration: Instant; Save: None; CR:
chakra to further bypass 1 point of damage reduction
No; Cost: 9.
(max 10).
To use this technique, the user must have Chakra
CHAMPURU DAICHI SUTANSU – AYAUI APPUKU (CHAMPURU
Scalpel activated.
FIRST STANCE – ERRATICALLY OVERPOWER)
The user may make one attack with their chakra
Taijutsu (Stance) (Requires Champuru (f), Taijutsu 5
scalpel + 1 per 2 levels of the user (max 10) at a -1 penalty
ranks)
per attack made.
Rank: 2 (D); Learn DC: 14, 2 successes; Perform: 5 (DC
The attacks deal regular chakra scalpel damage
14); Time: 1 swift action; Components: C, M; Cost: 2.
without any bonus damage from ability modifiers,
techniques, or any other bonuses that may apply. In Following normal Champuru style, the user takes from
addition, the chakra scalpel’s threat range is reduced by all schools of martial arts and fills up the rest as he fights
one for this technique (min 20). his opponents, showing an opponent movements that
contradict their expectations while moving about
CHAKRA SCALPEL SECRETS: PACIFIST’S RETRIBUTION erratically.
Taijutsu (Stance) (Requires Chakra Scalpel (a))
The user may choose at the beginning of his turn to
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
modify his attacks by dexterity or strength. If he chooses
26); Time: 1 Attack Action; Components: M, Mas; Cost:
to dexterity, he gains a +2 to attack and tumble checks
9.
that round and all attacks are modified as chosen. If
strength is chosen, then the user gains a +2 to damage Unarmed attacks while in this stance gain the above
and trip checks made on that round. bonus to attack and damage and also are lethal, dealing
No matter what choice is made, the user gains a +2 slashing damage.
dodge bonus to defense against attacks of opportunity All attacks are modified by dexterity instead of
and must move at least 10 feet every round, if movement strength.
is halted then the stance is broken. All above Mastery – The third step in mastery of this technique
modifications only apply to a user wielding a sword. allows the user to feint as a movement action.

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.

The user of this technique falls to the ground and


CHIDORI NO MUCHI (THOUSAND BIRDS’ WHIP)
Ninjutsu (Raiton) (Requires Chidori (5), two other
begins to roll his torso continuously in a circular path on
Chidori Jutsu, Ninjutsu 12 ranks, Chakra Control 12
the floor, across the upper chest, shoulders, and back,
ranks) [Electric]
while twirling his legs in a V-shape through the air.
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 (DC
He gains an unarmed attack against every enemy
25); Time: 1 attack action; Components: C, E, H, Mas;
within his reach. This may not be used in conjunction
Range: Close; Target: One Chidori or Raikiri effect;
Duration: 1 round/2 level; Save: Fortitude (see and the DC if attacked is increased by that many. You
text); Cost: 2 (see text). may make a save against this technique or dispel it as
normal, if the subject does not wish to be healed.
Using considerable amounts of manipulation ability,
the user extends 1 currently active Chidori or Raikiri CHOUSEKI HENDOU NO JUTSU (TIDAL FLUCTUATION
effect into a whip creating a whole new world of TECHNIQUE)
possibilities. The whip does 1d6 electric damage per 2 Ninjutsu (Suiton) (Requires primary affinity (Water))
points of chakra spent, also dealing an additional d4 of [Water]
sonic damage per two electric die. Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
The user can use the weapon as a normal whip, with 19); Time: 1 minute; Components: C, H, F, Mas; Range: 0
which he is automatically proficient in, except that the feet; Effect: Manipulate up to 10 liters/level of water;
whip has the range nearly of a close range jutsu Duration: 1 hour/level (D; see text); Save: None; CR: No;
(maximum of 40 ft.). The whip uses a ranged touch Cost: 2 chakra per 10 liters (round up).
attack to deliver its concussive blows. Also, those
Using this technique, the user is more easily capable of
attempting to disarm metal weapons with the whip
carrying around a supply of water into areas where water
receive an additional +2 bonus to the disarm.
may not be easy to come by. While the reasons are the
Also, the user has the option of once per round, at the
user’s own, such as for drinking purposes or for water
expense of 1 point of chakra which cannot be converted,
based ninjutsu, this technique is a boon for anyone
channeling paralyzing energy through the whip,
seeking to carry large quantities of water without
provoking a fortitude save lest the target be paralyzed for
weighing themselves down.
one round. This must be declared before attacking.
The user may command, direct, and manipulate up to
Also, the user cannot have more than 1 electric die per
10 liters of water per level, though they may not attack
3 levels.
with it. Water controlled in this way is completely
Mastery – At the first level, the user receives a +1
supported by the user’s chakra and does not count
competence bonus to attack rolls with the Chidori no
toward the user’s carrying capacity for as long as the
Muchi.
technique continues. Only water embedded with the
At the third level, the user's stun effect increases its
uses chakra (that is, water in possession of the user at the
duration to d3 rounds.
time of performing the technique) may be manipulated
At the fifth and final level of mastery, the user can take
by this technique. Any additional water in the area
an attack of opportunity normally with the whip within
cannot be controlled unless the user performs the
half of its range (maximum of 20 feet). The user is still
technique once again.
limited to his normal number of attack of opportunities
Should the user control less than his maximum
per round.
amount of water, he user may perform this technique as
CHINSEIZAI NO JUTSU (PAIN KILLER TECHNIQUE) per normal to add more, paying the cost only for the
Genjutsu (Mind Affecting) amount added. The user may not control more water
Rank: 3 (C); Learn DC: 18, 2 successes; Perform: 5 (DC than his maximum and the duration of control does not
16); Time: 1 Attack Action; Components: C, H, P; Range: reset; use the duration of the earliest performance of the
Touch; Duration: Concentration + 1 round/level; Save: technique.
Harmless (See Text); Cost: 5 (Base). With sufficient mastery, the user may use the water to
deliver attacks out to 30 feet. The user may perform
Using this genjutsu, the user makes the subject believe
multiple attacks, based on his base attack bonus, but does
that all its wounds have been healed. It can no longer
not benefit from speed or strength ranks or other non-
smell blood, feel pain, or see open wounds on its body.
permanent bonuses. The character still only threatens
The user grants 2 Temporary hit points per level + 1
squares adjacent to him despite his range of attack.
additional point per 2 extra points of chakra spent. As
Attacks made in this manner deal damage as a slam
soon as this technique ends, the subject loses an amount
attack of an elemental of equal size as the character with
of hit points equal to what it gained (even if it would
a Strength score equal to the user’s Intelligence score,
have less total hit points than it did before the
plus one per four character levels of the user. All damage
technique).
dealt this way is water damage.
The user may use this technique on up to his level in
Once per round, upon successfully striking an enemy
subjects without breaking concentration, though it
within range, the user may make a grapple attempt by
reduces the time after concentrating by that amount,
spending 3 chakra as a swift action. The user uses the DAICHI KAWARIMI (SUBSTITUTION OF THE EARTH)
base attack bonus of the attack that struck and the Ninjutsu (Doton) (Requires Kawarimi no Jutsu, Dochuu
strength and size modifiers of the water. The user may Engyou no Jutsu, 13 ranks Ninjutsu) [Earth]
not grapple more than one creature, nor may he use his Rank: 11 (B); Learn DC: 25, 3 Successes; Perform: 13 (DC
water to drown the subject. The subject suffers no 31); Time: Instant; Components: H, M, Mas; Range:
damage while within the grapple; simply, he is held in Personal; Target: You; Duration: Instant / 1 round per
place by the force of the water as per the normal rules level (see text); Save: None; Cost: 5.
for grappling. A subject grappled in such a manner may
Produced by doton users to quickly and effectively
qualify for Suiton techniques that require the subject to
escape melee attacks and hide quickly underground, this
be fully or partially submerged.
technique is an ace in the hole of experienced Doton
Using the water in this way costs 1 point of chakra per
Ninjutsu users. When faced with a melee attack, the user
round and 5 liters of water that cannot be used for any
substitutes after the same manner of Kawarimi no Jutsu.
other reason than to attack.
He rolls his check against the opposed attack roll and if
When the duration of the technique ends, the user
he succeeds, he goes underground instantly.
may, as a move action, spend 2 chakra per 10 liters
The user moves 10 feet straight down and is then
(round up) to refresh the duration of the technique.
allowed to move horizontally up to his normal
If, at any time, the user’s chakra pool becomes 0, or
movement speed. This technique then uses the same
should he become unable to use chakra for any reason,
rules and duration as Dochuu Engyou no Jutsu. Tunnels
the technique ends and all control of the water ceases.
will be left behind if the user does not have the correct
Mastery – With the second and fourth step of mastery,
number of mastery ranks in Dochuu Engyou no Jutsu
the amount of water the user may controls increases by
necessary to leave none behind. This technique cannot
10 liters per level (up to a maximum of 30 liters per
be used on any surface other than soft ground, and the
level).
user must be touching the ground when the attack
With the third step of mastery, the user may attack
begins. This technique may be used once per day, except
with the water as above. With the fourth step of mastery,
with subsequent mastery (see below).
the user may instigate a grapple once per round with the
Mastery – Every step of mastery after the first allows
water.
the technique to be used an additional time per day, up
With the fifth step of mastery, the user may spend an
to 5/day.
additional 2 points of chakra and 5 liters of water per
The first step of mastery allows the user to avoid an
round to increase the size of the attack by one size (from
attack from a CR up to his level or 5, whichever is lower.
medium to large).
The second step of mastery allows the user to increase
D the cost to 2 when avoiding an attack, to avoid an attack
from a CR up to his level or 10, whichever is lower.
DAI KIBAKU HITODAMA NO JUTSU (GREAT EXPLODING
DISEMBODIED SOUL TECHNIQUE) The third step of mastery allows the user to increase
Ninjutsu [Kuiarasu Clan Hijutsu] the cost to 3 when avoiding an attack, to avoid an attack
Rank: 8 (A); Learn DC: 28, 4 successes; Perform: 10 (DC from a CR up to his level or 15, whichever is lower.
25); Time: 1 attack action; Components: C, H, X; Range: The fourth step of mastery allows the user to increase
Medium; Target: 1 object; Duration: Instant; Save: (see the cost to 4 when avoiding an attack, to avoid an attack
text); Cost: 10. from a CR up to his level or 20, whichever is lower.
The fifth step of mastery allows the user to increase
With this technique the user draws energy from the the cost to 5 when avoiding an attack, to avoid an attack
souls he previously absorbed and uses it to attack an from a CR up to his level or 25, whichever is lower.
objective. The energy takes the form of a ghostly skull
and strikes the objective without a chance of missing its DAICHI SHOKUJOU NO JUTSU (EARTHEN MACE TECHNIQUE)
target. When the energy hits said target, it explodes Ninjutsu (Doton) (Requires Ninjutsu 8 ranks) [Earth]
dealing 4d10 points of damage to everything in a 20 ft. Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 7 (DC
radius, half of it being sonic and half force damage. 18); Time: 1 move action; Components: C, F, Mas;
Other creatures caught in the area of effect must make a Duration: 1 round/2 levels; Cost: 6 (see text).
Reflex save for half damage. The target must be a human This technique was developed by doton ninjutsu users
being. to increase their lethal efficiency in melee combat. By
Expendable Component – 2 Soul Units. forcing chakra into his Quarter Staff, the user thrusts it
into the ground beneath him, the staff seeming to cut F
into the earth with ease. The user then sends a blast of FUKAI TSUCHI NO JUTSU (DENSE EARTH TECHNIQUE)
chakra into the ground around it, breaking apart the Ninjutsu (Doton) (Requires Requires Chi Katame no
earth near the staff. He then attaches the loose earth to Jutsu (5)) [Earth]
the staff as he pulls it back out, creating a large, strong Rank: 7 (B); Learn DC: 22, 3 successes; Perform: 8 (DC
mace with which he can strike his enemies. All this is 20); Time: 1 attack action; Components: C, H, Mas;
done in one quick, fluid motion. The hammer deals 1d10 Range: Close; Effect: Increases the hardness of rock 5 ft.
earth and 1d10 bludgeoning damage plus Strength cube per level/round; Duration: Permanent; Save: None;
modifier. After the duration of the technique ends, the CR: None; Cost: 8.
user can maintain it as a free action at the cost of 3 more
This jutsu when performed increases the hardness of
chakra. If the user completely releases the staff for any
the rock around it permanently by 1, and an additional
amount of time, the chakra he is using to hold the earth
1 for every 4 levels there after level 1. Rock affected by
to his staff dissipates, and the earth falls off. Performing
this jutsu may only be hardened in this manner once,
this technique provokes an attack of opportunity.
unless another user would increase the rock’s hardness,
Note: The second attack of a quarter staff cannot be
at which point it rises to this new amount.
used while this technique is in effect. The weapon is now
Anyone besides the user of this jutsu trying to use Ishi
considered to be a modified Great mace, although only
Nanka no Jutsu on rock affected by this jutsu resist.
the Nin Weapons Proficiency feat is required to wield
Mastery – At every odd level, lower the chakra cost by
it.
1.
Mastery – With the 3rd level of mastery, the user gains
a competency bonus to the attack roll equal to his Int.
modifier. At the 5th level of mastery, this bonus is
G
GELEL CHANGE GREATER
applied to both attack and damage. Ninjutsu (Gelel) (Requires Gelel Change Lesser (5))
Material Focus – A small (at least 20 lbs.) quantity of Rank: 12 (Super S); Learn DC: 33, 6 successes;
earth, a quarter staff. Perform: 17 (DC 41); Time: 1 attack action;
DAICHI BUNKATSU SHOKUJOU NO JUTSU (EARTH SPLITTING Components: F, G, P, E; Range: Self; Duration: 1
MACE TECHNIQUE) round/level; Save: Fortitude negates; Cost: 8 Chakra and
Ninjutsu (Doton) (Requires Daichi Shokujou no Jutsu 4 Gelel (For every 1 chakra spent the duration increases
(3)) [Earth] by one round, up to ten rounds total added on).
Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC This technique functions as Gelel Change Lesser,
19); Time: 1 attack action; Components: H, F; Range: except as noted above and below. A Gelel
Long; Area: 10-ft. square (S); Duration: Instant; Save: Change Greater is an example of manipulating Gelel
Reflex half; Cost: 6. energy in a much more masterful fashion then many
Created to compliment the use of the Daichi Shokujou other Gelel techniques. Instead of simply augmenting
no Jutsu, this technique is an empowered form of its the natural human body a Gelel Change Greater will
counterpart Douheki no Jutsu. This technique may only fundamentally alter it for the duration. When
be used on firm or hard earthen ground, such as stone, using Gelel Change Greater the user picks two of the
and the user must be able to slam his earthen mace following ‘changes’.
directly against the ground. The ground splits forward to Change 1: Gain a +4 bonus to a physical ability score
the point under the targeted area, where it explodes. that stacks with other non-permanent bonuses. This
This attack deals 3d10 points of earth damage to any overlaps instead of stacks with Gelel Change Lesser.
creature standing directly on it, damage increasing by an (Usually ascribed to increased muscle mass, suddenly
additional 1d10 against prone creatures or creatures dexterous body reconstruction, etc.)
currently beneath the earth, as the ground bursts apart Change 2: Gain a +2 bonus to each ability score that
violently. Damage from this technique can be halved stacks with other non-permanent bonuses. This overlaps
with a successful reflex save. instead of stacks with a Gelel Change Lesser. (A side-
Material Focus – Earthen mace. effect of Gelel energy ‘perfecting the human system’ and
could be described in any number of ways.)
Change 3: Gain 4 non-permanent speed OR strength
ranks that stack with other non-permanent rank
increases. This overlaps instead of stacks with Gelel
Change Lesser (is usually accompanied by a greenish Change 1: Gain a +2 bonus to a physical ability score
blue glow, sudden loss of fat, etc.) that stacks with other non-permanent bonuses. (Usually
Change 4: Gain a 5-foot increase to reach for a total of ascribed to increased muscle mass, suddenly dexterous
10-foot reach for Medium characters. (Lengthened arms, body reconstruction, etc.)
supernatural quickness, etc.) Change 2: Gain 2 non-permanent speed OR strength
Change 5: Gain a +4 natural armor bonus that stacks ranks that stack with other non-permanent rank
with other non-permanent bonuses. increases. (Is usually accompanied by a greenish blue
Change 6: Gain a natural weapon that does damage glow, sudden loss of fat, etc.)
based on a natural weapon (excluding wings) of the same Change 3: Gain a 5-foot increase to reach for a total of
size as the user. This sort of change is always 10-foot reach for Medium characters. (Lengthened arms,
accompanied by a bestial change that accommodates the supernatural quickness, etc.)
chosen natural weapon. Change 4: Gain a +2 natural armor bonus that stacks
Change 7: Gain a fly speed of 40 ft. at perfect with other non-permanent bonuses.
maneuverability. This technique can be performed more than once with
Change 8: Gain DR 10/Chakra Enhanced Weapon. a different change being selected each time with a
This follows the normal rules for DR (in that it replaces further monstrous change to appearance and do stack
less efficient DR instead of adding unto it. And does with each other. However, each individual change does
nothing if the user has better DR) not stack with itself, it merely replaces the previous
Unlike Gelel Change Lesser, Gelel Change Greater can change. Picking the physical ability score increase twice
only alter the human form so much before it simply fails in a row does not give a +2 bonus to two different
to continue adapting the user’s body. As such Gelel physical ability scores but switches which score the
Change Greater can only ever provide four ‘changes’ to bonus applies too. Choosing to gain speed/strength ranks
the user at any given time. Any further uses will merely again doesn’t increase both sets of rank by 2 but will just
replace two bonuses with two different bonuses. A Gelel change which one you increased (From speed ranks to
Change Greater also differs from a Lesser in the sense strength ranks but not both at the same time.)
that the fine manipulation needed in order to perform it The technique can be ended before it’s duration
imparts protection to the harmful side effects inherent expires and usually is since keeping a Gelel Change
in Gelel Change Lesser. Upon reverting back to normal Lesser for too long can make the transformation back to
after the duration expires the user of Gelel Change normal dangerous and possibly fatal. Changing back
Greater must make a Fortitude save (DC equal to that of within the first three rounds of transformation is the
the technique) or be sickened for 10 minutes and be safest course since the user’s body is still malleable and
unable to take anything that could be considered a can take the change better, taking only 2d6 damage upon
combat action (using a technique, activating a bloodline reverting back. For every round after the 3rd results in
ability, attacking with a weapon, etc. etc.) another 1d6 damage added to the 2d6 when the user
For every additional point of chakra spent when Gelel reverts back.
Change Greater is performed the duration increases by For every additional point of chakra spent when Gelel
an additional round. Change Lesser is performed the duration increases by an
Material Focus – A Gelel Converter or Gelel stone. additional round.
Material Focus – A Gelel Converter or Gelel stone.
GELEL CHANGE LESSER
Ninjutsu (Gelel) GENJITSU GAPPEI NO JUTSU (REALITY MERGE TECHNIQUE)
Rank: 6 (A); Learn DC: 25, 4 successes; Perform: 9 (DC Ninjutsu (Mirror Arts) (Requires Mirror Arts (f),
27); Time: 1 attack action; Components: F, G, P, Retrieval Expert (f))
E; Range: Self; Effect: See below; Duration: 1 round/2 Rank: 12 (A); Learn DC: 26, 4 successes; Perform: 15 (DC
levels; Save: Fortitude negates; Cost: 2 Chakra and 2 29); Time: 1 attack action; Components: F, S, Mas, E;
Gelel (For every 1 chakra spent the duration increases by Range: 20 feet; Area: Cone-shaped burst; Duration:
one round, up to six rounds total added on). Instant; Save: Reflex half or Fortitude partial (object);
CR: Yes; Cost: 12.
Using this technique, the user uses his supply of Gelel
energy to shape and mutate his body in a limited fashion. When the shinobi completes the hand seal, he shows
The user picks one of the ‘changes’ below that takes the mirror ahead and starts to sucking everything in the
effect as the technique is finished. area inside to this. A whirlwind drags everything in the
area, disintegrating anything. Every creature in area GODAI RANSATSU: NIDAN JUTSU (ELEMENTAL DESTRUCTION:
takes 7d6 without any energy resistance (reflex half), RANK TWO TECHNIQUE)
unattended objects can try a Fortitude check to halve the Ninjutsu (*) [*]
damage. The jutsu disintegrates only part of any very Rank: 12 (A); Learn DC: 26, 4 success; Perform: 15 (DC
large object or structure in area. The jutsu affects even 29); Time: 1 attack action; Components: H, E, F, Mas (see
objects constructed entirely of chakra. If this damage text); Range: Medium; Target: Up to 5 creatures or object
reduces the creature or object to 0 or fewer hit points, it (no two targets can be more than 15 ft. apart); Duration:
is entirely disintegrated. After the usage, the mirror is Instant; Saving Throws: Reflex half; CR: Yes; Cost: 11.
broken.
This technique works like Godai Taigeki: Shodan
Empower – The user may spend 1 point of chakra to
Jutsu, except you launch a series of powerful missiles
increase the damage by 1 die, up to 1d6 per level or
against up to 5 separate creatures or objects within the
25d6.
area, dealing 8d6 damage. This technique has the
Mastery – Every step of mastery in this technique
following variants, each of which requires you have
increases the number of times the mirror can use this
learned at least 4 techniques of its subtype.
technique until break, up to 6 at the fifth step. Any
technique that repair an object, restore the mirror • Kazandan Sandanjuu no Jutsu (Volcanic Shotgun)
resistance at full.
(Lava) [Lava]: Material Focus – At least 50 lbs of
Material Focus – One Mirror
earth, stone or mud nearby.
GOBAN ODORI: FUGUSHA (FIFTH DANCE: CRIPPLE)
Empower – Spend 1 Chakra to increase the damage by
Genjutsu (Phantasm) (Requires Taijutsu 12 ranks;
1d6, up to 1d6 per level or 20d6 (whichever is lower).
Meimu no Kamae(t)) [Mind-Affecting]
Mastery – Each step increases the number of possible
Rank: 9 (A); Learn DC: 29; Perform: 25; Time: 1 attack
targets by 1. The first, third and fifth step increase the
action; Components: C, F, M, Mas, P; Range: 45 ft.;
radius by 5 ft. each.
Target: 1 Creature; Duration: Instant; Save: Will Half;
Material Focus – Varies (see above).
Cost: 10.

This advanced dance technique is known by those


GODAI RANSATSU: SANDAN JUTSU (ELEMENTAL DESTRUCTION:
with extreme talents in both genjutsu and taijutsu. This
RANK THREE TECHNIQUE)
Ninjutsu (*) [*]
technique can only be used while the user is in the
Rank: 14 (S); Learn DC: 29, 5 success; Perform: 18 (DC
Meimu no Kamae stance. This dance affects a single
34); Time: 1 attack action; Components: C, H, E, F (see
target, which cannot be blind as it relies more on the
text); Range: Long; Area: 40-ft. radius burst; Duration:
dance than the other techniques. The creature in
Instant; Saving Throws: Reflex half; CR: Yes; Cost: 14.
question will see the user rapidly approaching them, and
the user will appear to be dancing in front of them. Each This technique works like Godai Taigeki: Shodan
move connects, and the target feels as if it were actually Jutsu, except you fire a devastating elemental attack,
attacked, despite the user using this at range. The target's dealing 10d6 damage of the appropriate type. This
mind feels the assault, dealing 4d6 damage, which can be technique has the following variants, each of which
halved with a sacksful will save. Any creature farther requires you have learned at least 6 techniques of its
than 30 ft., but in range will receive a +2 bonus to the subtype.
save. The user of the technique, because of the
unpredictable movements it uses, is considered to be • Kazantai no Jutsu (Volcanic Belt) (Lava) [Lava]:
moving at two speed ranks higher than normal. Material Focus – At least 500 lbs of earth, stone or
Mastery – At the third step of mastery, for 4 chakra, mud nearby.
the user can increase the damage by 1d6.
At the fifth step of mastery, for every 4 chakra, the Empower – Spend 1 Chakra to increase the damage by
user can increase the damage by 1d6 to a max of 2d6. 1d6, up to 1d6 per level or 24d6 (whichever is lower).
Material Focus – To accurately perform this technique, Material Focus – Varies (see above).
the user needs specially made clothes, usually equipped GODAI RANSATSU: SHODAN JUTSU (ELEMENTAL DESTRUCTION:
with whistles or bells that cause the illusion. These RANK ONE TECHNIQUE)
clothes usually have a Cost DC of 10. Ninjutsu (*) [*]
Rank: 10 (B); Learn DC: 23, 3 success; Perform: 12 (DC two target can be more than 15 ft. apart); Duration:
25); Time: 1 attack action; Components: H, E, F (see text); Instant; Save: Reflex half; CR: Yes; Cost: 3.
Range: 60 feet; Area: Cone-shaped burst; Duration:
This technique works like Godai Taigeki: Shodan
Instant; Saving Throws: Reflex half; CR: Yes; Cost: 8.
Jutsu, except you launch elemental projectiles, dealing
This technique works like Godai Taigeki: Shodan 3d6 damage to up to two separate targets in the area. This
Jutsu, but has you fire a cone of elemental energies, technique has the following variants:
dealing 6d6 damage of the appropriate type. This
technique has the following variants. • Kasairyuu Omitto no Jutsu (Volcanic Ejecta
Technique) (Lava) [Lava]: Can be empowered up
• Kakoukyuu no Jutsu (Volcanic Cone) (Lava) [Lava]: to 9d6. Material Focus – At least 25 lbs of
Material Focus – At least 250 lbs of earth, stone or earth, stone or mud nearby.
mud nearby. • Seinaru Akari no Jutsu (Consecrated Light
Empower – Spend 1 Chakra to increase the damage Technique) (Mirror Arts) [*]: The lightning deals
by 1d6, up to 1d6 per level or 16d6 (whichever is holy damage if the user is Good or dark damage if
lower). the user is Evil, up to 9d6. The material focus
Material Focus – Varies (see above). component is a mirror.
GODAI RANSATSU: YONDAN JUTSU (ELEMENTAL DESTRUCTION: Empower – Spend 1 Chakra to increase the damage by
RANK FOUR TECHNIQUE) 1d6, up to 1d6 per level or the maximum indicated per
Ninjutsu (*) [*] variant (whichever is lower).
Rank: 14 (S); Learn DC: 29, 5 successes; Perform: 18 (DC Mastery – Each step of mastery in this technique
34); Time: 1 attack action; Components: C, H, E, F (see increases the maximum number of targets by 1. The first,
text); Range: Long; Effect: Ray; Duration: Instant; Save: third and fifth steps of mastery in this technique
Fortitude or Reflex partial (see text); CR: Yes; Cost: 15. increases the maximum distance between targets by 5
This technique works like Godai Taigeki: Shodan feet.
Jutsu, except you fire a ray of concentrated elemental Material Focus – Varies (see above).
power, dealing 12d6 damage of the appropriate type if it GODAI TAIGEKI: SANDAN JUTSU (ELEMENTAL BEATDOWN:
hits. This technique has the following variants, each of RANK THREE TECHNIQUE)
which requires you have learned at least 6 techniques of Ninjutsu (*) [*]
its subtype. Rank: 5 (C); Learn DC: 17, 2 successes; Perform: 6 (DC
18); Time: 1 attack action; Components: E, H; Range:
• Kazansen no Jutsu (Volcano Ray) (Lava) [Lava]:
Medium; Area: 10-ft. burst; Duration: Instant; Save:
The technique deals lava damage and the target
Reflex half; CR: Yes; Cost: 4.
catches on fire (Reflex negates).
• Seisenkoo no Jutsu (Soul Lightning Technique) This technique works like Godai Taigeki: Shodan
Jutsu, except you launch an orb of elemental force,
(Mirror Arts) [*]: The technique deals Good
dealing 4d6 damage. This technique has the following
damage if the user is Good or Evil damage if the
variants:
user is Evil, and will blind the target for 1 round
(Will negates). The material focus component is a • Kasai Enkan no Jutsu (Ring of Lava Technique)
mirror. (Lava) [Lava]: Can be empowered up to 10d6.
Material Focus – At least 75 lbs of earth, stone or
Empower – Spend 1 Chakra to increase the damage by
mud nearby.
1d6, up to 1d6 per level or 24d6 (whichever is lower).
• Senkoohansa no Jutsu (Flashing Reflection
GODAI TAIGEKI: NIDAN JUTSU (ELEMENTAL BEATDOWN: RANK Technique) (Mirror Arts) [*]: The technique deals
TWO TECHNIQUE) holy damage if the user is Good or dark damage if
Ninjutsu (*) [*]
the user is Evil, up to 10d6. The material focus
Rank: 4 (C); Learn DC: 16, 4 successes; Perform: 5 (DC
17); Time: 1 attack action; Components: H, E, F (see text); component is a mirror.
Range: Medium; Target: Up to 2 creatures or object (no
Empower – Spend 1 Chakra to increase the damage by Rinrin no Jutsu (Hyouton) [Cold]: The technique deals
1d6, up to 1d6 per level or the maximum indicated per cold damage, up to 11d6 and will stagger the target for 1
variant (whichever is lower). round (Fortitude negates).
Material Focus – Varies (see above). Kuzure no Jutsu (Doton) [Earth]: The technique deals
earth damage, up to 11d6 and the target must make a
GODAI TAIGEKI: SHODAN JUTSU (ELEMENTAL BEATDOWN: Fortitude save to avoid being stunned for 1 round
RANK ONE TECHNIQUE) (Fortitude negates).
Ninjutsu (*) [*]
Seidenki no Jutsu (Raiton) [Electric]: The technique
Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
deals electricity damage, up to 13d6 and the attack gains
16); Time: 1 attack action; Components: H, E, F (see text);
an additional +2 circumstance bonus to attack rolls.
Range: Close; Area: Cone-shaped burst from the user;
Yarienen no Jutsu (Katon) [Fire]: The technique deals
Duration: Instant; Save: Reflex half; CR: Yes; Cost: 2.
fire damage, up to 13d6 and the target catches on fire
If a character entry has a specific variant of this (Reflex negates).
technique, use that name instead (see below). Any Suikantsuu no Jutsu (Suiton) [Water]: The technique
creature and unattended object in the area of effect deals water damage, up to 11d6 and the target will be
suffers 2d6 points of damage, halved with a successful dazzled for 1 round (Reflex negates).
Reflex save. The cone's length cannot exceed 30 feet. See Suraisufuu no Jutsu (Fuuton) [Wind]: The technique
below for the damage type, descriptors and special deals wind damage, up to 13d6 and the target will be
circumstances: deafened for 1 round (Fortitude negates).

• 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.

The user may target up to one creature per 4 character


KORIRU NO JUTSU (FREEZE TECHNIQUE)
levels, but may not target the same creature twice. The
Ninjutsu (Hyouton) [Cold]
user makes ranged touch attacks against each target. For
Rank: 3 (C); Learn DC: 14, 1 success; Perform: 5 (DC 15);
each successful attack, the user summons an adamantine
Time: 1 full-round action, or 1 minute; Components: C,
sealing chain that pierces the targeted creature dealing
H; Range: Close; Effect: Turns up to 1 liter of water into
8d4 points of damage. Regardless of the success or failure
ice or snow per level/round; Duration: Instant; Save:
of the user’s touch attacks, a chain is formed for each
None; Cost: 2 or 6 (See Text).
creature he targets. They dissipate at the end of the
technique. The base cost of this technique is 10, and each This technique turns 1 liter of water into ice or snow
chain costs 2 additional points of chakra to form. per round; you may control what source of water within
Empower – The user may spend 1 additional point of the technique’s range is affected by this technique. This
chakra to increase the damage of a sealing chain by +1, technique generally converts water to ice or snow at a
up to 8d4+5. The user must empower each chain rate of 1 liter per round, per level over the course of 1
separately. minute or until dispelled or interrupted by some other
means. However, the user can choose to spend a full-
round action to instantly convert 10 liters plus half his
character level (up to 20 liters) at the expense of
additional chakra.
Mastery – At 5th level of mastery, the character can additional -1 for an additional point of chakra to a
increase the number of liters he can transform per round maximum of -4.
by 1.
Material Focus – At least 1 liter of water nearby.
KOUSEN TABI (IRON WIRE TRIP)
Taijutsu (Requires Kousen Ryu)
KOUSEN DAGEKI DENDOU NO JUTSU (ELECTRIC SHOCKING Rank: 3, (C); Learn DC: 17, 2 successes; Perform: 5 ranks
WIRES) (16); Time: 1 Attack Action; Components: M, S, Mas;
Ninjutsu (Raiton) (Kousen Shibari no Jutsu (t)) [Electric] Range: 20 ft.; Duration: Instant; Save: none; Cost: 1.
Rank: 5 (C); Learn DC: 19, 2 successes; Perform: 8 (DC
This technique allows the user to make a trip attack as
20); Time: 1 full round action; Components: H, M;
a ranged touch attack using the battle wire at +2 to the
Target: Any enemy in Shibari no Jutsu; Range: Melee
attack roll, the user may not be tripped if the attack fails
Touch; Duration: 3 rounds; Save: Fortitude, partial (see
this attack. The technique provokes an attack of
text); Cost: 5.
opportunity, even if you are not within the opponent’s
One enemy caught in Kousen Shibari no Jutsu must range, this attack is provoked even if one is using the 3rd
make a Fortitude save; failure means that the enemy is level of mastery for Kousen Ryu and is used as if the
dealt 4d4+1 Electrical damage and has a -3 to all Escape enemy was attacking with the battle wire and may use
Artist and strength checks to get out of Kousen Shibari his Strength modifier to deal the damage.
no Jutsu for the duration of the technique. Mastery – At Mastery level 1, The user may use his
Empower – You may spend extra chakra to increase Dexterity instead of his Strength modifier for the Trip
the duration of the technique by 1 per 2 chakra spent, attack.
(Maximum +2 rounds). At Mastery level 3, The user no longer provokes an
attack of opportunity when making the ranged trip
KOUSEN RYU: DECEPTIVE MARIONETTE attack.
Taijutsu (Requires Kousen Ryu (t), Sleight of Hand 6
At Mastery Level 5, the technique only requires a
ranks)
move-equivalent action.
Rank: 4 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
17); Time: 1 Immediate Action; Components: M, S, Mas; KUCHI SAKUSEI NO JUTSU (MOUTH CREATION TECHNIQUE)
Range: Melee Touch; Duration: Instant; Save: none; Cost: Ninjutsu [Iwagakure Kinjutsu]
3. Rank: 5 (Super S); Learn DC: 31, 8 successes; Perform: 19
(DC 39); Time: 10 minutes; Components: C, H; Range:
Using the Iron Wire combat style, the character is
Touch or Personal; Target: One living humanoid
capable of throwing off the melee attacks of his
creature (You); Effect: Manifests mouth components on
opponents with skilled movements and deception,
the creature’s body; Duration: Permanent; Save: None;
making it difficult for his opponent to land a hit.
CR: Yes; Cost: (See Text).
The character attempts to affect his opponent by
redirecting the course of their attacks. The character This advanced ninjutsu allows the user to apply a
must have at least one hand free to use this maneuver permanent set of special mouths on his hands and chest.
and be within 10ft of a solid object or anchor point, be it This technique is highly dangerous to both the user and
the ground or nearby tree. The user makes a melee touch the subject, and as such has been deemed a forbidden
attack against an attacking opponent that does not jutsu.
provoke an attack of opportunity. If it succeeds, the wire The user may perform this technique on himself or a
is seamlessly attached to the limb, bestowing a -2 penalty single willing, paralyzed or unconscious creature.
to the opponent's attack roll as they find their attack Performing this technique on another creature requires
being drawn towards the anchor point and away from that the user remain in constant physical contact for 10
the user. On the following round, the user may attempt minutes. If the user becomes distracted while
Kousen Shibari no Jutsu as an attack action that does not concentrating on this technique, he must make a
provoke an attack of opportunity. Concentration check (DC 20) to maintain contact and
The opponent may make a Sense Motive versus this continue performing the technique. However, if the user
user's Sleight of Hand check to half this penalty. takes damage or is unable to touch the creature before
Mastery – At the 3rd and 5th stage of mastery, the user completion of the technique, then it dispels
may increase the penalty from this technique by an immediately.
Upon completion of this technique, the creature or stands under the Rashoumon when the gate appears
user will gain two active mouths on each hand and one must succeed in a Reflex saving throw to avoid receiving
on the chest that is directly connected to the heart. 5d6 points of damage, and if the first saving throw fails,
These mouths can be used to knead chakra into a Fortitude saving throw to avoid being pushed back 10
materials. They are especially useful for Kibaku Nendo feet and fall prone. huge or larger creatures are immune
techniques, as the mouths are able to knead multiple to the pushback effect of Rashoumon. The gate has 50
exploding clay sculptures. When performing Kibaku hit points, Defense 14 (-2 size, +6 natural), 10 points of
Nendo while possessing the mouth components, the user hardness and Earth, Fire, Lightning, Cold, Water, and
can increase the time to a full-round action to form up Wind resistance 10. Any ray, cone, burst, line of effect
to 6 tiny sculptures, 4 small sculptures, or 2 medium or spread effect that deals enough damage to destroy the
sculptures (however the user can still only create one Rashoumon, continues until its maximum range is
flying sculpture). The damage per sculpture is reduced reached, which means that creatures standing behind
by 4 die. The mouth components can also knead the the Rashoumon when the gate is destroyed may receive
user’s chakra into other soft materials, such as cloth, part of the effect. The damage of any effect or attack that
paper, mud, soft earth, water, snow, and others (at the manages to break through the gate and affect creatures
GM’s discretion). standing behind it is reduced by 10.
However, the hands cannot knead harder materials This technique can also be used as an instant action
such as wood or metal, and certainly not fully formed that provokes an attack of opportunity once per round,
weapons. just before an opponent's technique or attack roll, as long
After completing the technique, the user’s chakra pool as the user isn't flat-footed, denied his dexterity bonus
is reduced to 1, his reserves to 0, and he suffers chakra and the opponent is not higher than ECL 1. The Perform
depletion. The subject’s hit points are reduced to 1 and DC is equal to the opponent's Perform Check (minimum
he falls unconscious; if he was already unconscious he 22) or attack roll, and the user may not convert the
remains that way for an additional 1d4 hours. If the user chakra cost to hit points. If the technique is successful, a
is the subject of this technique, then he suffers both Rashoumon is summoned anywhere between the
effects. opponent and the user (Provided that there is enough
Special: The chest mouth component is directly space for that), to defend the summoner against any kind
connected to the heart, and thus the user’s life force. It of offensive technique.
is terribly impractical to utilize this mouth’s abilities Mastery – The user can't attain a level of mastery in
other than as part of a suicidal last resort technique, such this technique above his own ECL category (See below).
as Kyukyohu Geijutsu. However, the chest mouth will The first step of mastery in this technique allows the
attempt to eat any materials within its reach, so it must user to avoid techniques from opponents whose ECL are
remain covered, stitched up, or closed by some means at up to 5 as an instant action (See above).
all times. The second step of mastery in this technique allows
XP Cost – 5,000 XP. the user to avoid techniques from opponents whose ECL
are up to 10 as an instant action, but defending against a
KUCHIYOSE: RASHOUMON (SUMMONING TECHNIQUE: technique from an ECL 6 to 10.
RASHOUMON) The third step of mastery in this technique allows the
Ninjutsu (Spacetime) [Summoning]
user to avoid techniques from opponents whose ECL are
Rank: 7 (B); Learn DC: 25, 4 successes; Perform: 10 (DC
up to 15 as an instant action, but defending against a
22); Time: 1 attack action or 1 instant action (See text);
technique from an ECL 11 to 15.
Components: C, M, H, Mas; Range: Medium; Effect: One
The fourth step of mastery in this technique allows the
summoned Rashoumon gate within range; Duration:1
user to avoid techniques from opponents whose ECL are
minute/level (D); Save: Reflex negates, fortitude negates
up to 20 as an instant action, but defending against a
(See text); Cost: 20.
technique from an ECL 16 to 20.
This summoning technique is used to call what is said The second step of mastery in this technique allows
to be the ultimate defense, the Rashoumon gate. Using the user to avoid techniques from opponents whose ECL
some of the user's blood, the summoning technique can are up to 25 as an instant action, but defending against a
be used, and a large gate (10 feet thick, 20 feet large and technique from an ECL 21 to 25.
30 feet tall) with demonic appearance will come from Expendable Components – Some of the user's blood to
the ground anywhere within range. Any creature that summon the Rashoumon.
KUCHIYOSE: SANJUU RASHOUMON (SUMMONING TECHNIQUE: are up to 16 as an instant action, but defending against a
TRIPLE RASHOUMON) technique from an ECL 14 to 16.
Ninjutsu (Spacetime) [Summoning] The third step of mastery in this technique allows the
Rank: 12 (S); Learn DC: 42, 5 successes; Perform: 15 (DC user to avoid techniques from opponents whose ECL are
34); Time: 1 full attack action; Components: C, M, H, up to 19 as an instant action, but defending against a
Mas; Range: Medium; Effect: Three summoned technique from an ECL 17 to 19.
Rashoumon gates; Duration: 1 minute/level (D); Save: The fourth step of mastery in this technique allows the
Reflex negates, Fortitude negates (See text); Cost: 40. user to avoid techniques from opponents whose ECL are
up to 22 as an instant action, but defending against a
Sanjuu Rashoumon is an advanced Ninjutsu
technique from an ECL 20 to 22.
summoning technique. One Rashoumon gate alone was
The fifth step of mastery in this technique allows the
said to be his ultimate defense, with this variation it is
user to avoid techniques from opponents whose ECL are
possible to summon three of the gates in succession to
up to 25 as an instant action, but defending against a
help block a stronger technique. After using this
technique from an ECL 23 to 25.
technique, the user summons three Rashoumon gates
Expendable Components – Some of the user's blood to
(See the technique Kuchiyose - Rashoumon) anywhere
summon the Rashoumon.
within range. The user can choose where the first gate
appears, and the second gate appears 15 feet behind the KUGUTSU FUZUI (PUPPET PARALYSIS)
first, followed by the third gate 15 feet behind the Ninjutsu (Requires Kugutsu no Jutsu (4), Puppeteer's
second. Any creature that stands on the area occupied by insight (f) and Advanced Puppetry II (a))
any Rashoumon when the gate appears must succeed in Rank: 6 (C); Learn DC: 16, 3 successes; Perform: 9 (DC
a Reflex saving throw to avoid receiving 5d6 points of 19); Time: 1 attack action; Components: C,
damage and if the saving throw fails, a fortitude save to Mas; Range: 30 feet; Target: One puppet within range;
avoid being pushed back 10 feet and fall prone. Huge or Duration: Concentration (Maximum 1 round per level;
larger creatures are immune to the pushback effect. The Save: None; Cost: Special (See text).
gate has 50 hit points, Defense 14 (-2 size, +6 natural), 10
When the Puppeteer further refines his skills with
points of hardness and Earth, Fire, Lightning, Cold,
Kugutsu no Jutsu, he becomes able to stop the
Water, and Wind resistance of 10. Any ray, cone, burst,
movements of even another Puppeteer's puppet by
line of effect or spread effect that deals enough damage
means of this technique. By succeeding in a ranged touch
to destroy one of the Rashoumon, continues until its
attack, the user can attach his chakra strings to a single
maximum range is reached or it hits the second gate. If
puppet within range. If the user targeted a single limb,
the second gate is destroyed, the effect continues until it
the cost of this technique is equal to one third of the cost
reaches the maximum range or the third gate. Each gate
used to animate the targeted puppet. For as long as the
reduces the damage dealt by any technique by 10, which
user concentrates on this technique, he can keep the
means that after destroying the first gate the damage is
target puppet from moving the targeted limb, unless the
reduced by 10, after destroying the second gate the
puppet succeeds in a Strength check (DC 20) to move
damage is reduced by 10 (20 total) and after destroying
normally that round. If the user targeted the entire
the third gate the damage is reduced by 10 (total of 30).
puppet, the chakra cost of this technique is equal to the
Any creature standing behind any of the Rashoumon
chakra paid for the controller of the targeted puppet to
when the gate is destroyed may receive part of the effect
animate it. For as long as the user concentrates on this
if the attack range is sufficient. This technique can be
technique, he can keep the target puppet from moving
used as an instant action like the lesser version of
or performing any action that round, unless the
Rashoumon, but this technique allows the user to evade
controller of the targeted puppet succeeds in a resisted
attacks from opponents of ECL up to 10.
concentration check against the user of this technique.
Mastery – The user can't attain a level of mastery in
The controller of the targeted puppet won't realize
this technique above his own ECL category (See below).
that a chakra string has been attached to his puppet until
The first step of mastery in this technique allows the
he tries to move the puppet or the targeted limb, unless
user to avoid techniques from opponents whose ECL are
he can see chakra or see through chakra. This technique
up to 13 as an instant action (see above).
benefits from the range and perform bonuses granted by
The second step of mastery in this technique allows
the Advanced Puppetry I ability.
the user to avoid techniques from opponents whose ECL
Concentrating on this technique counts as if the user Mastery – Every step of mastery increases the
were controlling a small puppet (For a single limb) or a maximum ECL to the nearest unit of 5. The cost to
puppet of the same size as the targeted puppet (When perform the technique increases by 2 every step (6 for
targeting the puppet). ECL 1-5, 8 for ECL 6-10, 10 for ECL 11-15, 12 for ECL
Mastery – The first, second and third level of mastery 16-20 and 14 for ECL 21-25.)
on this technique adds +1 to the DC of the strength
check.
KUMIHOSU NO JUTSU (SOUL DRAIN TECHNIQUE)
Ninjutsu [Kuiarasu Clan Hijutsu]
KUGUTSU NO TATE (PUPPET SHIELD) Rank: 2 (C); Learn DC: 17, 2 successes; Perform: 4 (DC
Ninjutsu (Requires Kugutsu no Jutsu (5), and Advanced 15); Time: 1 full-round action; Components: C, H,
Puppetry I (a)) M; Range: Touch; Target: 1 corpse; Duration: 1
Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 6 (DC round/level (D); Save: None; Cost: 4.
16); Time: 1 Instant Action; Components: C, F,
This low-level ninjutsu is used by Kuiarasu clan
Mas; Range: 30 feet; Target: One puppet within range;
members to absorb the remaining energy from a dead
Duration: Instant; Save: None; Cost: 4 or more (see text).
body and to "feed" from its soul to calm their hunger.
The main weakness of a puppeteer is the fact that even Every round this technique is maintained the user gains
controlling powerful weapons, his body is fragile and 1 Soul Unit. The amount of time before a corpse can no
defenseless when attacked directly. To counter this, longer be used is based on the time of death, once a body
some shinobi learned how to use their puppets on a dies the corpse can be used within 12 hours time before
defensive maneuver. This technique can only be used if it cannot provide Soul Units. For every hit dice the
there is at least one puppet currently controlled by the creature possessed the time is increased by another hour.
user by means of techniques such as Kugutsu no Jutsu or The user is able to harvest a number of Soul Units equal
Akahigi within range. The targeted puppet is moved to the number of hit dice the creature had.
between the defended creature (That also must be in Material Focus – A corpse of a sentient creature.
range) and the incoming attack. Once per round as an
instant action, the user may perform this technique to
KURESENTO SUĪPU (CRESCENT SWEEP)
Taijutsu (Strike) (Requires Soujutsu: Hassun (3))
aid himself or an ally to defend against an incoming
[Armed]
attack; doing so provokes an attack of opportunity,
Rank: 12 (A); Learn DC: 27, 5 successes; Perform: 15 (DC
unless the technique is performed defensively. The
29); Time: full-attack action; Components: C, M,
Perform DC in this case is equal to the attack roll or the
F; Area: 10 ft. radius; Duration: Instant;
Save DC plus 10 of the incoming attack. Failure by more
Save: None; Cost: 9.
than 10 means that the technique is still performed and
costs half its normal cost. The chakra cost of the The user makes an attack at his highest attack bonus
technique can't be converted, cannot be used against with his held weapon against all creatures in the area
opponents of ECL higher than 1 and can't be used if the that deals double damage on a successful hit. While
target is flat-footed or otherwise denied his dexterity using this technique, the user does not suffer attack
bonus to defense. penalties from Combat Expertise or Defensive Fighting,
If the attack roll would be enough to hit the defense of but still gains the benefits.
the puppet used on this technique (consider it flat- If the user's weapon wasn't a mastercraft weapon, it is
footed), the puppet takes full damage from the attack, destroyed beyond repair after using this technique.
otherwise is not damaged. Attacks that require saving Material Focus – The user's spear, naginata or
throws (such as single target techniques or ray attacks) quarterstaff.
always cause full effect to the puppet, regardless of the
attack roll. This technique can be used against, but won't KUROI CHOCHO BUNSHIN NO JUTSU (BLACK BUTTERFLY
defend from area of effect attacks, unless the puppet has REPLICATION)
the energy shield component, on which case the Ninjutsu (Shadow) [Kinjutsu]
technique can be used to defend against such attacks. Rank: 4 (C); Learn DC: 19, 5 successes; Perform: 7 (DC
The puppet still takes full damage. 20); Time: 1 full-round action; Components: C, H; Range:
At the end of this technique, the puppet used to defend 50 feet (see text); Duration: Up to 1 hour/level (D) (see
is on a random square within 5ft of the user (Usually text); Save: None; Cost: 3 + 3 per additional clone
directly in front of him). (maximum 1 per level).
The user manipulates the shadows into semi solid, technique is forbidden in the first place. For each
weightless forms that most closely resemble butterflies. construct created by this technique, the user suffers 1d4
This technique is basically a variant of Kage Bunshin points of non-lethal damage.
no Jutsu that creates solid constructs out of thin air, While the user can freely replace any constructs lost
using no substance or matter as carrier for the user's by using this technique more than once,
chakra. Using this technique, the user is able to divide he cannot control a number greater of constructs than
his energy to create several small replicates of birds. the specified maximum. He can also
While the replications are not capable of sentient choose to dissipate a single construct (or more) of his
thought, they share a bond of sort that allows the user to choice rather than the whole group. He
communicate orders to his constructs; the bond is only also cannot control any other sort of clone while using
one way, though, and the constructs cannot send orders, this technique (including simple Bunshins, Kage
thoughts or images to the user. As such, the constructs Bunshins or Tajuu Kage Bunshins). A simple usage of
follow the user's instructions to the letter. A Kuroi this technique without adding to the cost (3) creates one
Chocho is its own creature and if caught in a genjutsu, Kuroi Chocho.
only the replica will be affected, and not the user and/or Mastery – Every step of mastery allows the user to
the whole group of clone. Anything experienced by the create more substantial constructs.
construct will be remembered by the user when the
technique expires, although it should be noted that no The first step of mastery allows the user to create
extra experience or game-wise bonus will be awarded simple two-dimensional shadows which resemble those
from this, only the knowledge acquired by the clone. of common birds, with only a sense of sight. These
Each Kuroi Chocho Bunshin has 1 hp, and will die constructs must remain in contact with natural or
immediately upon being struck. It shares the user's supernatural shadows (excluding other Kuroi Chocho) at
defense as well, with a -10 penalty, as well as all feats, all times or lose their form and dissipate.
talents and special abilities (though not templates and/or The second step of mastery allows the user to create
bloodlines) the user may have, but does not benefit from more complex, yet still two-dimensional replicas of
any temporary bonuses the user may currently have small, black birds, with the additional sense of hearing.
(such as Shodan Kousoku or Tadayou). These constructs may briefly (2 round/level) break
A Kuroi Chocho may not stray further than 1 mile/2 contact with a natural or supernatural shadow without
level from the user, and may be created in any location losing their form.
that can hold it within 50 feet. It can use any technique The third step of mastery allows the user to create
the user may have under Rank 2, with the same skills complex, three-dimensional replicas with the additional
modifier, but doing so requires the construct to borrow sense of smell. The constructs need not maintain contact
the user's chakra directly. In addition, all drawbacks with any natural or supernatural shadow to maintain
coming from a technique used by a replication not only their form, and can move freely through natural
affects the construct, but also the user. A replica counts lighting.
as the user if it uses a technique to create clones, and thus
they are controlled by the user and his own limit is used.
KUROI CHOCHO BAKUHATSU NO JUTSU (BLACK BUTTERFLY
The Kuroi Chocho is unlike the user in that it carries
BOMBS)
Ninjutsu (Shadow) (Requires Kuroi Chocho Bunshin no
no items or equipment. Lastly, while the construct can
Jutsu (3)) [Kinjutsu]
use techniques, it cannot normally perform any
Rank: 5 (B); Learn DC: 21, 6 successes; Perform: 9 (DC
activities requiring particular attention, such as sensing
23); Time: 1 attack action; Components: S, E; Range:
chakra, setting off an exploding tag or carrying a serious
Long (30 ft. + 15 ft./2 levels); Effect: Destroys up to 1
conversation, or techniques that require hand seals, or
Kuroi Chocho/2 level in explosions; Area: 30-ft. radius
half seals. Once the clone reaches 0 hit points, strays too
burst; Duration: Instant; Save: Reflex half; Fort partial;
far from the user or the duration expires, it disappears in
CR: Yes; Cost: 3.
a puff of smoke. When Sensing Chakra, the clones count
as though having half the user's Chakra Pool. Each Kuroi The user charges each Kuroi Chocho under his control
Chocho has a fly speed of 50 feet (as per small vermin) with chakra, to the point that they violently explode
and is subject to all the same sensory limitations as the upon death.
user. This technique empowers one or more Kuroi Chocho
Creating a Kuroi Chocho not only costs Chakra, but or Tajuu Kuroi Chocho such that in the event of their
also divides the user's physical energy, which is why this
death, they explode in a great burst of shadowy needles. defensive maneuvers. If the technique is successful, the
Each creature caught in the area of effect of a construct's target of the attack will take no damage from the
explosion suffers 1d4 piercing (Up to 3d4) which can be technique while the replicate itself takes full damage.
halved with a successful Reflex save, as the Kuroi Each use of a defensive maneuver stacks with all other
Chocho Bakuhatsu bursts into dozens of shadowy techniques with a similar effect.
needles. The user is able to "charge" up to 1 Kuroi Mastery – Every step of mastery after the first allows
Chocho per 4 levels of the character. the technique to be used an additional time per day, up
A creature engaged in a grapple with a Kuroi Chocho to 5/day.
Bakuhatsu sacrificed suffers a -4 penalty to its save. If the With the fifth step of mastery in this technique, the
creature was pinned or otherwise unable to defend itself, user is able to create a replicate as part of performing this
the penalty is -8. technique when being attacked and does not require a
Mastery – Each step of mastery allows the user to nearby Kuroi Chocho Bunshin. Doing so deals 1d4
increase the potency and number of Kuroi Chocho points of non-lethal damage to the user and requires the
Bakuhatsu. user pay the additional chakra cost as per Kuroi Chocho
The first step of mastery increases the damage of each Bunshin no Jutsu.
Kuroi Chocho Bakuhatsu to 2d4 piercing, and allows the
user to spend additional Chakra to empower additional
KUSARI ROKKINGU BURYAKU (CHAIN LOCKING TACTICS)
Taijutsu (Stance; Requires Kusari-gama Style)
Kuroi Chocho Bakuhatsu (up to 1/3 level).
Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC
The second step of mastery increases the damage of
22); Time: 1 swift action; Components: M, F; Range:
each Kuroi Chocho Bakuhatsu to 3d4 piercing.
Personal; Target: You; Duration: Stance (D); Save: None;
The third step of mastery allows the user to spend
Cost: 4.
additional Chakra to empower additional Kuroi Chocho
Bakuhatsu (up to 1/2 level), as well as allowing the user This stance serves to quicken and improve the
to detonate each empowered Kuroi Chocho Bakuhatsu capabilities of a kusari-gama. The stance focuses on
as part of this technique. constant spinning motions instead of targeted sweeps
Empower – The user may spend an additional 1 chakra and is able to use the weapon in a much deadlier fashion.
to increase the damage of a single Kuroi Chocho In the hands of a Rokkingu Buryaku user a kusari-gama
Bakuhatsu by 1d4 wind, up to 3d4 additional wind is a whirling dance of death, locking in and entrapping
damage per replicate. nearby foes.
While the user maintains this stance the Kusari-gama
KUROI CHOCHO BUNSHIN NO TATE (BLACK BUTTERFLY
ignores the normal listed mechanics for the weapon in
REPLICATION SHIELD)
favor of the mechanics listed here. In the Kusari
Ninjutsu (Shadow) (Requires Kuroi Chocho Bunshin no
Rokkingu Buryaku stance the Kusari-gama is treated as
Jutsu (t)) [Kinjutsu]
a thrown weapon with a range increment of 10' and a
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
maximum range of 10' allowing the weapon to benefit
19); Time: 1 instant action (see text); Components: H;
from some shuriken expert Class Features. In addition,
Range: 20 feet (see text); Duration: Instant; Save: None;
the user must choose one end each round to attack with,
Reflex half; Fort partial; (See text) Cost: 3 (see text).
either the blade or the chain, not both. The weapon may
The user commands a Kuroi Chocho Bunshin or Tajuu still perform special attacks (i.e. trip, disarm) at range
Kuroi Chocho Bunshin to step in and intercept a melee and make full round attacks with the kusari-gama at
or ranged attack. range, recovering the thrown weapon at the end of each
Defensive Maneuver: This technique can only be used round as a free action as mentioned in the kusari-gama
when the user or an ally is attacked or otherwise style feat.
threatened, and must be declared before the opponent In addition, the Kusari-gama is still treated as a reach
makes his attack roll. To properly execute this 10' weapon for the sake of threatening attacks of
technique, the Kuroi Chocho Bunshin must be within 20 opportunity on opponents and gains +2 on attacks of
feet from the location where the attack will hit, if a opportunity.
melee attack, or within 20 feet of the path a ranged Mastery – With the first step of mastery, the user gains
attack will come from. The perform DC for this a bonus to special attack types that stacks with the
technique is equal to the opponent's attack roll natural bonuses of the weapon equal to +2 (i.e. disarm,
(minimum 19). Skill threshold does not apply to trip, etc.).
With the third step of mastery, the user gains +1 to Personal; Target: You; Duration: Stance; Save: Will
Attack & Damage with the kusari-gama. (Partial); Cost: 4.
With the fifth step of mastery, the user is treated as
To enter this stance, the user must exact several exact
having improved trip for the chain end of the kusari-
steps, causing both sight based dizziness and sound based
gama.
because of the specially designed clothes used. The user
Material Focus – The user's Kusari-gama.
of this technique starts to become blurred to any
KUSSETSU SEKI NO JUTSU (DISTORTION GATE TECHNIQUE) creature who can see or hear the illusion that this
Ninjutsu (Spacetime; Requires Retrieval Expert (f), technique begins, although not quite at a genjutsu level
Shunda (3), Chakra Control 13 ranks, Ninjutsu 13 ranks, as it is partially based on the character's own
and 5 other Spacetime techniques) [Teleportation] movements. Any creature within 30 feet of the user has
Rank: 10 (S); Learn DC: 25, 5 successes; Perform: 13 (DC a 20% miss chance when trying to hit a character in this
30); Time: 1 attack action; Components: C, H; Range: stance. As the sound and ability caused, the penalty is
Medium; Effect: Creates 2 invisible gates; Duration: (See reduced to 10% at 45 feet, and the ability is negated at
text) (D); Saving Throws: None; CR: No; Cost: 8. 60 feet. This penalty is halved by anyone who succeeds
a will save.
This technique allows the user to form and place 2
Material Focus – To accurately perform this technique,
gates anywhere within the range of this jutsu. Each gate
the user needs specially made clothes, usually equipped
covers a single 5 ft. by 5 ft. square, which only user can
with whistles or bells that cause the illusion. These
know the location of. The gates may be placed in any
clothes usually have a Cost DC of 10.
direction, they are capable of being placed and
suspended in mid-air as well as in the ground or under MOKUTON: BAKU MOKUKAGE NO JUTSU (WOOD RELEASE:
water, as long as it is within the jutsu’s range. No living SHADOW WOOD EXPLOSION TECHNIQUE)
matter may pass through either of these gates, but any Ninjutsu (Mokuton) (Requires Jukai Koutan (t)) [Wood,
elemental ninjutsu based attack such as a Godai Taigeki Hashirama Senju Hijutsu]
jutsu or a thrown weapon of any sort may pass through Rank: 14 (Super S); Learn DC: 32; Perform: 17 (DC 39);
the entrance of 1 gate and exit from the other. The gates Time: 1 full attack action; Components: C, H, M; Range:
are static 1 way directional portals meaning when the Long; Target: Area affected by Jukai Koutan; Area:
user places the gates the enter and exit for each gate is Special (See text); Duration: Instant; Save: Reflex halves
decided at that moment and cannot be changed. (See text); Cost: 40.
If an attack should pass through from one gate to
This technique is one of the strongest and most feared
another and the target is not aware either from being the
mass destruction techniques ever created. This Mokuton
first target in that encounter by this effect, or by being
technique concentrates a huge amount of chakra on a
flat-footed or not facing the direction of the exit where
giant tree created by the Jukai Koutan technique, and
the attack is coming, the target is considered flat-footed.
ignites it on a massive explosion. The explosion covers
If the user has Evasion they may benefit from that as
the entire area affected by the Jukai Koutan technique is
normal and if the target has Uncanny Dodge they are not
equal to the distance of the tree’s roots, and deals 25d6
flat-footed.
points of fire damage to any creature caught on the area
If the source of the attack is from the target, the target
of effect, which can be halved by a successful reflex
is considered flat-footed regardless of abilities as they’re
saving throw. A creature immobilized by the Jukai
completely caught unaware by their own attack because
Koutan is not allowed a Reflex save to halve the damage
they are already performing an attack and unable to
dealt by the explosion.
dodge at the same time. This can only function once per
Material Focus – One giant tree created by the Jukai
creature per encounter.
Koutan technique.
KUZURE NO JUTSU (CRUMBLING EARTH TECHNIQUE)
See Godai Taigeki: Yondan Jutsu technique.
MOKUTON: KANTOKU NO JUTSU (WOOD RELEASE: CONTROL
TECHNIQUE)
M Ninjutsu (Mokuton) [Wood]
Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 9 (DC
MEIMU NO KAMAE (POSE OF DELUSION)
Taijutsu (Stance; Requires 8 Ranks in Genjutsu) 21) (See text); Time: 1 attack action; Components: C, M,
Rank: 4 (C); Learn DC: 18, 2 successes; Perform: 7 (DC H, Mas, X; Range: Medium; Effect: One tendril or mobile
17); Time: 1 swift action; Components: C, F, M, P; Range: root of wood in range; Duration: Concentration, max of
1 round/level + 1 round/level; Save: None (See text); bonus of +8 on grapple checks. Growing trees now cost
Cost: (See text). 1 less chakra.
The third level of mastery (Requires ECL 13) allows
This technique represents the basic ability to
the user to spend 12 points of chakra and create a
manipulate wood to create roots and tendrils to perform
construct of huge size. The construct has the same
as the user wishes or even grow trees. This technique can
characteristics as the basic version stated above, with the
be activated to perform one of two functions, as shown
following changes: it occupies a 15ft square, has a
below.
strength score of 28, reaches 40 feet, has 24 hit points,
Roots and Tendrils: This version of the technique costs
defense 8, suffers a penalty of –2 on attack rolls due to its
4 chakra and creates a construct of wood that occupies a
size and gains a bonus of +12 on grapple checks. Growing
5 ft. square, has a strength score of 12, attacks as per the
trees now cost 2 less chakra.
user’s own base attack bonus, reaches 20 ft. and deals
The fifth level of mastery (Requires ECL 16) allows the
slam damage as a plant of its own size category. The
user to spend 16 points of chakra and create a construct
construct has 8 hit points, defense 10, a hardness of 5 and
of gargantuan size. The construct has the same
resistance 15 against Earth and Water damage, but
characteristics as the basic version stated above, with the
suffers double damage from Fire sources. It also receives
following changes: it occupies a 20ft square, has a
a bonus of +4 on grapple checks.
strength score of 36, reaches 40 feet, has 32 hit points,
The construct cannot move, but can attack, grapple
defense 6, suffers a penalty of –4 on attack rolls due to its
enemies or perform any action permitted by its shape,
size and gains a bonus of +16 on grapple checks. Growing
size category, base attack bonus and strength score, but
trees now cost 3 less chakra.
the user needs to concentrate in a round on which he
Expendable Components – Either wood for the
wants to direct the actions of the construct (Such as
roots/tendrils or seeds to grow trees.
making a full-attack action against an enemy or starting
a grapple). However, the user can choose not to MOKUTON: JUKAI KOUTAN (WOOD RELEASE: BIRTH OF DENSE
concentrate, and direct the construct to “stand still”, WOODLAND)
performing the same action every round (such as holding Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (5))
a grappled opponent, holding a falling roof or [Wood, Hashirama Senju Hijutsu]
performing other actions on which movements are not Rank: 15 (Epic); Learn DC: 35, 7 successes; Perform: 24
necessary). (DC 40); Time: 1 full attack action; Components: C, H,
Grow Trees: This version of the technique costs 6 M; Range: Long; Area: 50 feet burst of giant tree and
chakra per tree created. The user may create a number roots spreading from the targeted point + 5 ft./2 levels
of trees equal to 1 every 4 levels. The size of each tree (see text); Duration: Permanent; Save: Reflex negates;
depends on the user’s level (including masteries), trees Cost: 45.
initially occupy a single 5 ft. square and 8 ft. tall. Every
This technique was one of the most feared gifts of the
5 levels the user may choose to increase the size by 1
Shodaime Hokage from Hidden Leaf. It is a vastly more
category, large trees at 10 x 10 ft. and 16 ft. tall, huge
advanced version of the Kantoku no Jutsu. Using all of
trees at 15 x 15 ft. 32 ft. tall, gargantuan trees at 20 x 20
his powers to manipulate the Mokuton element,
ft. and 64 ft. tall, and colossal trees at 30 x 30 ft. and 128
Shodaime was able to create a colossal tree along with
ft. tall. Each category beyond medium cost an additional
dozens of enormous roots spreading from nowhere. The
1 chakra per tree.
tree and its roots are able to reach up to 50 ft. radius + 5
Mastery – First, third and fifth steps of mastery allow
ft./2 levels (the tree itself is 120 ft. + 10 ft. per level tall),
the user to create larger constructs of wood, as well as
and every creature standing on the area of effect must
lower the cost of growing trees. The user needs to be of
succeed in a reflex saving throw to avoid receiving 10d6
the required ECL to attain that step of mastery.
points of damage from the roots brutally spreading out
The first level of mastery (Requires ECL 10) allows the
from nowhere and being immobilized. A creature
user to spend 8 points of chakra and create a construct of
immobilized by this technique can attempt to escape by
large size. The construct has the same characteristics as
succeeding in a Break check (DC 35) or three Escape
the basic version stated above, with the following
Artist check in a row (DC 35), at the rate of one per
changes: it occupies a 10ft square, has a strength score of
round. Each failure on those checks deals 5d6 points of
20, reaches 30 feet, has 16 hit points, defense 9, suffers a
damage to the victim, due to the strangling roots of the
penalty of –1 on attack rolls due to its size and gains a
giant tree trying to keep the creatures immobilized.
After two successful checks the creature becomes Short; Area: 15-foot radius (See text); Target: (see text);
entangled instead of immobilized, suffering a -2 penalty Duration: Instant; Saving Throws: Reflex half; CR: No;
on attack rolls, -4 penalty to Dexterity, but still unable Cost: 12.
to move from his current location. Those penalties
In order to use this technique, the user must be within
replace the penalties for being fully immobilized, and
15 feet of a tree or have created trees around him
the DC of both checks to escape is reduced by 10.
through some means such as with Kantoku no Jutsu. The
Material Focus – Enough earth and water nearby for
user forms the necessary hand seals and places his hands
the tree to spread from.
on the ground. From the chosen tree, will emerge a large
MOKUTON: KIDZUCHI NO JUTSU (WOOD RELEASE: WOODEN wooden spike that is hurled at the target dealing 8d6
MALLET TECHNIQUE) wood piercing damage. The target can make a reflex save
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (t)) to half the damage.
[Wood, Yamato Hijutsu] Empower – The user can spend an additional 1 chakra
Rank: 3 (C); Learn DC: 18, 3 successes; Perform: 6 (DC to increase the damage of this technique by 1 die
19); Time: 1 move-equivalent action; Components: H; (maximum 12d6).
Range: Personal; Duration: 1 round/2 levels; Saving Mastery – For every odd level of mastery in this
Throws: None; Cost: 4. technique, the user can spend an additional 5 chakra to
form another spike from another tree within range that
The user spends a move-equivalent action to turn his
deals 3d6 piercing damage. Each additional spike may
arm into a size category large wooden mallet with a 10-
target the same creature or an additional creature.
foot reach that he is proficient with. This provokes an
Material Focus – One or more trees.
attack of opportunity. The mallet deals 2d8 bludgeoning
damage that adds the user’s strength modifier to damage MOKUTON: MOKU BUNSHIN NO JUTSU (WOOD RELEASE: WOOD
rolls. When the technique is dispelled or the duration REPLICATION TECHNIQUE)
has completed, the wood mallet seemingly recedes back Ninjutsu (Mokuton) [Wood]
into the user’s body similarly to its creation. Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC
23); Time: 1 full-round action; Components: C, E, H,
MOKUTON: KIRYUUDAN NO JUSTU (WOOD REALEASE: WOOD Mas, X; Range: Personal; Effect: Duplicate of the user;
DRAGON TECHNIQUE) Duration: 1 minute/level; Save: None; Cost: 12.
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (2))
[Wood, Hashirama Senju Hijutsu] This advanced Jounin-level technique uses the natural
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 10 (DC ability to manipulate the Mokuton element to create a
22); Time: 1 attack action; Components: F, H, E; Range: perfect duplicate of the user using nearby wood. While
Medium; Area: One 10-ft.-square; Duration: Instant; this technique creates only a single clone, it is noticeably
Saving Throws: Reflex half; CR: Yes; Cost: 12. stronger than a Kage Bunshin, Mizu Bunshin or even the
Ishi Bunshin. The clone is sentient and can think and
This wood element technique has the user create a
speak as the user would. The user can mentally control
small dragon made out of wood and quickly dispose of
the clone as long as it stands on his line of sight. If the
his enemies. Albeit having a small range, this is a very
clone is out of the user's line of sight, it can act and think
effective technique to use against a group. Any creature
by himself, and will follow his last orders until told
caught in the area of effect suffer 10d6 points of damage
otherwise. The clone can't stray farther than 500 feet
from the dragon's bite, damage which can be halved
from the user, lest it returns to the earth and the
with a successful reflex save.
technique ends. The user and his clone can communicate
Empower – The user can spend 1 additional point of
to each other using some kind of telepathic bond, as long
chakra to increase the damage by +1, up to 10d6+5.
as they remain within range.
Material Focus – A tree or other source of wood within
The clone has 1 hit point per level of the user, and
the technique's range.
shares the user's saving throws and defense without
MOKUTON: KISUPAIKU NO JUTSU (WOOD RELEASE: WOOD SPIKE penalty. It can make up to three attacks per round and
TECHNIQUE) has a hardness of 2, as well as an earth and water
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (3)) resistance of 15. The Moku Bunshin does not receive any
[Wood] of the user's temporary bonuses (such as Shodan
Rank: 9 (A); Learn DC: 26, 4 successes; Perform: 11 (DC Kousoku and Tadayou).
27); Time: 1 attack action; Components: H, M, E; Range:
The clone can use any skills, feats, talents and special deals 3d6+1 points of damage. The target creature may
abilities of the user without penalty (excluding make a Reflex save to half the damage.
templates and bloodlines), as well as any Suiton, Doton Empower – The user can spend 1 point of chakra to
or Mokuton technique known by the user of Rank 5 and increase the damage by an additional +1, up to 3d6+5.
lower. The clone has its own chakra pool, 12. The user Expendable Components – A tree or underground
can freely spend more chakra to increase the clone's source of wood.
chakra pool when using this technique (maximum
chakra pool of 24). In addition, all drawbacks coming
MOKUTON: MOKU HENGE NO JUTSU (WOOD RELEASE: WOODEN
from a technique used by the clone not only affects the
TRANSFORMATION TECHNIQUE)
Ninjutsu (Mokuton) [Wood]
clone, but also the user. The Moku Bunshin counts as the
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 7 (DC
user if it uses a technique to create clones, and thus they
17); Time: 1 attack action; Components: S, Mas, X; Range:
are controlled by the user and his own limit is used.
Personal (see text); Target: You (see text); Duration: 10
The clone is genuine and carries the same equipment
minute/level (D; see text); Save: None; Cost: 4.
as the user except chakra-dependent items such as
exploding tags and sunburst tags. Poison and mastercraft Moku Henge no Jutsu is a unique Ninjutsu technique.
bonuses are not carried over to the clone's equipment. Using the ability to utilize Mokuton techniques, the user
Once the clone reaches 0 hit points, strays too far from will form hand seals and cause beams of wood to emerge
the user or the duration expires, it turns back into wood from the ground. The beams will converge around the
and dirt. The user can also choose to dissipate this user’s body to form the shape or individual he wishes to
technique any time. Lastly, the user is free to replace any transform into. Unlike regular Henge no Jutsu, which
lost clone by using this technique again, but while just transforms one’s appearance, Moku Henge creates a
controlling this clone, the user can't control any kind of physical material to hide one’s appearance. This
clone (including simple Bunshins, Kage Bunshins or technique works exactly like Henge no Jutsu (only
even another Moku Bunshin). mastery on Moku Henge counts to determine the extra
A creature able to see chakra or see through chakra duration), with the following changes:
will be able to notice that the clone is only mud and The bonus to disguise provided by the technique is
wood, and will be able to tell it apart from the original. doubled if the creature the user is transforming into is at
Empower – The user can spend up to 12 points of least partially made out of wood. The user can’t alter his
chakra in order to increase the chakra pool of Moku size category using his technique, and if the transforms
Bunshin. into an object, he can only assume the shape of wooden
Mastery – On the third step of mastery, the user is able objects. This technique can’t be used to transform clones,
to ignore the material focus of this technique by taking unless they are Moku Bunshins. When using Moku
1d4 points of hit points damage, as the clone sprouts Henge, the user receives a bonus of +3 to his natural
from his own body. On the fifth step of mastery, the armor.
clone is able to use techniques up to rank 6. The user doesn’t need to make concentration checks
Expendable Components – Enough wood to form the to keep the transformation every time he is hit, but
Moku Bunshin. instead gains 10 temporary hit points that last until the
technique ends. The transformation will end if those
MOKUTON: MOKU GAIKU NO JUTSU (WOOD RELEASE: WOODEN
temporary hit points are lost, as the wooden layer used
BLOCK TECHNIQUE)
to hide his appearance is broken.
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (t))
[Wood, Yamato Hijutsu] MOKUTON: MOKUDOZA (WOOD RELEASE: WOOD
Rank: 4 (B); Learn DC: 19, 4 successes; Perform: 6 (DC ENTANGLEMENT)
19); Time: 1 attack action; Components: H, M, E; Range: Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (2))
Medium (10 ft. + 5 ft./2 levels); Target: One creature; [Wood]
Duration: Instant; Saving Throws: Reflex half; CR: No; Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 10 (DC
Cost: 5. 24); Time: 1 full-round action; Components: C, H, Mas,
X; Range: Medium; Target: One or more creatures.
By touching the ground, the user can manipulate
Duration: Concentration, plus 2 rounds; Saving Throws:
nearby sources of wood such as roots and essentially fire
None (see text); CR: No; Cost: 10.
them at a target creature within range. The technique
The user of this technique is able to manipulate effect or spread effect is aimed at the user or on the area
branches from nearby trees to ensnare a target creature. he stands. The Perform DC on that case is equal to the
The user must physically touch the tree to activate this Perform check of the used technique or equal to the
technique. In doing so, the branches will grapple and attack roll result, in case of ranged attacks. When using
immobilize the targeted creature for as long as the user the technique as an instant action, the cost can't be
concentrates. converted to hit points.
The creature is considered immobilized, and thus Mastery – Every step of mastery on this technique
helpless for the duration of this technique. However, he increases the maximum ECL to the nearest unit of 5. The
can attempt to break the hold by performing a successful cost to perform the technique also increases by 2 every
Strength check (DC 25). The target will be dazed for one step (12 on ECL 6-10. 14 on ECL 11-15, etc.). Every step
round after breaking free of the entanglement. of mastery on this technique also increases the hit points
Maintaining the hold requires a Concentration check of the barrier by 0.5 per level.
(DC 15) each round. The user can concentrate on the Expendable Component – Nearby wood to form the
technique for a number of rounds equal to 1 every 2 barrier.
character levels. Each round after the first costs and
additional one point of chakra. If the user takes damage
MOKUTON: SHICHURO NO JUTSU (WOOD RELEASE: FOUR PILLAR
while using this technique, he must make a
PRISON TECHNIQUE)
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (3))
Concentration check (DC 15 + damage dealt) to maintain
[Wood]
the hold. If the attack would also knock the user back or
Rank: 8 (A); Learn DC: 29, 5 successes; Perform: 12 (DC
prone, he instantly loses control of the technique.
25); Time: 1 full attack action; Components: C, E, H, Mas;
Mastery – At every odd level of mastery, the user can
Range: Close; Effect: 1 cubic-shaped prison; Duration: 1
entangle an additional target within range at the cost of
hour per level (D); Save: Reflex negates; Cost: 17.
5 chakra per target. The chakra cost for each round after
the first also increases by 1 per round per target. Shichuurou no Jutsu is a unique Ninjutsu technique
Expendable Component – A nearby tree with a trunk using the Mokuton element. After forming the necessary
of equal size to the target being ensnared. hand seals, beams of wood will emerge from the ground.
These beams will converge and combine to form a very
MOKUTON: MOKUJOU HEKI NO JUTSU (WOOD RELEASE: WOOD
resistant prison. The cubic prison is 25 feet large and 25
LOCKING WALL TECHNIQUE)
feet high. The DC to Break a "bar" of this prison is and
Ninjutsu (Mokuton) (Requires Kantoku no Jutsu (t))
escape is 30. It has a hardness of 10; an earth and water
[Wood]
resistance of 10, a wood resistance of 30, and every
Rank: 5 (C); Learn DC: 19, 4 successes; Perform: 7 (DC
section of 5 ft. has 50 hit points. A creature may also
21) (See text); Time: 1 attack action or 1 instant action
attempt to escape with an Escape Artist check (DC 30).
(See text); Components: C, H, Mas, X; Range: Personal;
A creature may avoid being trapped inside the prison by
Effect: 10 feet radius demisphere centered at the user;
succeeding in a reflex saving throw. If the save is
Duration: 1 round per level; Save: None (harmless); Cost:
successful, the target stands adjacent to the prison after
10.
it is formed. The prison lasts for 1 hour per level, and can
Using the ability to control Mokuton techniques, the be dismissed if the user so wishes.
user will form hand seals and cause beams of wood to Mastery – Each level of mastery on this technique
emerge from the ground. The beams can converge to increases the DC to break and escape artist checks by
form a half spherical barrier to deflect an incoming blast. one, and the hit points of the prison by 5.
The sphere has 1.5 hit points per level of the user, 10 Expendable Component – Nearby wood to form the
points of hardness and an Earth and Water resistance of barrier.
15. Any ray, cone, burst, line of effect or spread effect
that deals enough damage to destroy the Mokujou Heki
MONDAI-JO NO KOKORO (MIND OVER MATTER)
Taijutsu (Enhancement) (Requires Wisdom 13)
no Jutsu, continues until its maximum range is reached,
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
which means that creatures standing behind the barrier
15); Time: attack action; Components: C, S,
when the barrier is destroyed may receive full impact
Mas; Range: Personal; Target: You; Duration: 1
from that attack. This technique can also be used once
round/level; Save: None; Cost: 3.
per round as an instant action, against opponents of ECL
up to 1, when any ranged attack, ray, cone, burst, line of
With this technique, the user enters a state of quasi- Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 5 (DC
emptiness, numbing the pain receptors of his mind. The 16); Time: 1 attack action; Components: C, M; Save:
user increases his highest Damage Reduction by 2 for the None; Cost: 4.
duration of this technique. If the user has no Damage
The user must have the Shitatchi bloodline ability
Reduction, he gains a temporary DR 2/-. This technique
activated in order to perform this technique.
can only be used safely once per day. For every use after
In this special stance, the user is only able to make a
the first, the user suffers from 1d4 point of Charisma
single attack action each turn. The user cannot move
damage which must heal normally.
other than to face a different direction, take attacks of
Mastery – Every step of mastery after the first allows
opportunity or use any abilities that would enable him
this technique to be used an additional time per day
to make additional attacks. In addition, he may not
before suffering drawbacks.
perform any other techniques until this stance is broken
The second step of mastery allows the user to spend an
or replaced by a different stance.
additional 2 points of chakra to increase the DR by 2, and
The user is granted a +2 insight bonus to his defense
can be obtained at ECL 7.
and cannot be caught flat-footed or be flanked. Once per
The fourth step of mastery allows the user to spend an
round, the user may drain the chakra out of any Ninjutsu
additional 2 points of chakra to increase the DR by 2 (for
or Chakra Control technique that specifically targets
a total of DR 6 for 7 chakra), and can be obtained at ECL
him and that is of equal or lower rank to his character
11.
level. In order to drain the chakra, the user must make a
The fifth step of mastery allows the user to spend an
chakra control check (DC 10 + chakra cost of the
additional 2 points of chakra to increase the DR by 2 (for
technique). If the user succeeds the check, then he
a total of DR 8 for 9 chakra), and can be obtained at ECL
instantly drains all of the chakra out of the technique
15.
and into his body. The technique will then cease and any
For every 2 additional chakra spent performing this
element within the technique will dissipate.
technique, the Required Perform Threshold increases by
Next, the user must make an additional chakra control
2, and the Perform DC by 4.
check (DC 15) to force the excess chakra out of his body
MUSHI DAMA NO JUTSU (BUG BALL TECHNIQUE) or else suffer 2d4 (+1 per chakra spent on the drained
Ninjutsu (Requires; Symbiote (a)) [Aburame Hijutsu] technique) points of damage.
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
23); Time: 1 full-round action; Components: C, F; Range:
MYUGAN SUTANSU: KYOSEI CHUNYU (MYUGAN STANCE:
Close; Effect: Creates and attacks with 1 Mushi Dama;
FORCED INJECTION)
Taijutsu (Strike) (Requires Shitatchi (a)) [Myugan
Duration: 1 round/2 levels; Save: Fortitude partial; Cost:
Hijutsu]
8+3 per additional kikaichuu.
Rank: 5 (B); Learn DC: 19, 2 successes; Perform: 7 (DC
The user surrounds his target with kikaichuu and 20); Time: 1 attack-action; Components: C, M; Range:
swiftly sucks their chakra dry. Close; Target: One creature; Duration: Instant; Save:
The target of this jutsu is immediately caught by the Fortitude half; CR: Yes; Cost: 1 (See Text).
bugs, which are practically impossible to dodge, and
The user must have the Shitatchi bloodline ability
takes each swarms normal chakra drain each round, plus
activated in order to perform this technique.
1, per swarm. The Target must also make a Fortitude save
The user quickly shifts into a Dao Shi stance and makes
each round lest he be rendered stunned until the
an unarmed attack that deals normal damage.
following round. A successful save means the target is
Simultaneously, he imbues his chakra into an isolated
nauseated instead and doesn't take the additional point
body part causing it to overflow and explode due to the
of chakra drain. After he is caught, the target can
chakra overload. At this level of the technique, the user
attempt to make an escape artist check (DC 30) in order
can only cause this chakra explosion in smaller body
to escape from the Mushi Dama.
parts. If this maneuver is successful, the user imbues 1d4
Material Focus – Minimum 3 kikaichuu.
(+1 per 4 levels) points of his own chakra into the target’s
MYUGAN SUTANSU: HANGEKI NO HAISHUTSU (MYUGAN isolated chakra points causing 1d4 damage per chakra
STANCE: DRAINING COUNTERATTACK) imbued. The chakra cost of this technique is 1 + 1 per
Taijutsu (Stance) (Requires Shitatchi (a)) [Myugan point of imbued chakra.
Hijutsu]
MYUGAN SUTANSU: KYOSEI CHUNYU JIZEN (MYUGAN STANCE: MYUGAN SUTANSU: CHAKRA HEN’I (MYUGAN STANCE:
FORCED INJECTION ADVANCED) CHAKRA DISPLACEMENT)
Taijutsu (Strike) (Requires Shitatchi (a); Kyosei Chunyu) Chakra Control (Requires Shitatchi (a)) [Myugan
[Myugan Hijutsu] Hijutsu]
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 (DC Rank: 14 (Super S); Learn DC: 31, 8 successes; Perform:
27); Time: 1 attack-action; Components: C, M; Range: 20 (DC 38); Time: 1 full-round action; Components: C, S,
Melee; Target: One Creature; Duration: Instant; Save: M; Range: Close/Melee; Target: one creature (See Text);
Fortitude half; CR: Yes; Cost: 2 (See Text). Duration: Instant; Save: Fortitude partial; CR: Yes; Cost:
15.
The user must have the Shitatchi bloodline ability
activated in order to perform this technique. The user must have the Shitatchi bloodline ability
This technique is simply stronger form of the original activated in order to perform this technique.
Kyosei Chunyu technique. The user makes an unarmed The user must make both a Concentration and Chakra
attack that deals normal damage. And like before, the Control check (DC 25) to gather a large amount of
user imbues chakra into an isolated body part. chakra in his hands. They will take the shape of tiny,
However, the user may now imbue said chakra into a sharp points on the fingertips. Next the user makes a
larger area of the body adequately. In addition to that, touch attack against a single creature. If the user
the user now imbues 1d6 (+1 per 4 levels) points of succeeds his touch attack, he will hit the target in a
chakra into the opponent’s body causing ld6 damage per selected area. Instead of dealing damage, the user makes
chakra imbued. The chakra cost of this technique is 2 + contact and performs a second Chakra Control check
1 per point of imbued chakra. (DC 20 + the target’s CR) to extract the target’s chakra.
Mastery – At every odd level of mastery, the amount The user drains 10d4 points of chakra from the target.
of chakra imbued increases by 1 die size. (d8, d10, d12) Finally, the user can do one of the following:
The damage die remains the same. Chakra Explosion: The user can harness and force the
absorbed chakra back out in the form of force damage.
MYUGAN SUTANSU: SO JUNBI (MYUGAN STANCE: TOTAL The user may target the same creature he drained chakra
PREPARATION) from, or a different creature in an adjacent square to the
Taijutsu (Stance) (Requires Shitatchi (a)) [Myugan
user. The target will suffer damage equal to 1 per chakra
Hijutsu]
point drained.
Rank: 8 (B); Learn DC: 23, 4 successes; Perform: 11 (DC
Chakra Transfer: If the user is within five feet of
25); Time: 1 full-round action; Components: C, M; Save:
another enemy or an allied ninja, he can transfer the
None; Cost: 5.
chakra to that person. The user makes a ranged touch
This incredibly advanced martial stance was created attack to isolate the new target’s chakra points and force
by the Myugan Monk Order and is designed to ready the chakra into their body. If the target is an enemy, the user
combatant for any scenario presented in an encounter can pump all of the chakra into a small region of points
without having to resort to physical violence. to deal damage equal to the amount of chakra originally
The user spends a full-round action to enter this drained. If the target is an ally, the user can make a
stance. The user can no longer attack or use any other Concentration check (DC 30) to focus on the amount he
techniques until this stance is broken or replaced. The is expending so that he can restore the ally’s chakra pool
user may only make swift actions and move actions each without overloading them. Any leftover points of chakra
round after activation. are converted to damage to the user.
While in this stance, the user gains a +10 bonus to his Passive Disperse: The user can make a chakra control
defense and a +5 bonus to saves and skill checks. He check (DC 20) to release the chakra out of his arm in a
cannot be caught flat-footed or be flanked. ray away from the user. If a creature happens to be in the
If an opponent still succeeds on an attack roll against way of the blast, it can make a Reflex save to avoid the
the user, the user may spend an instant action to perform blast or else suffer 2d8 force damage.
a counterattack at his highest attack bonus. He still takes
damage from the attack normally. N
NAMI-KAKUSHI NO JUTSU (WAVE SPLITTER TECHNIQUE)
Ninjutsu (Suiton) (Requires Chakra Control 10 ranks,
Ninpou: Chakra Nagashi (5)) [Water]
Rank: 10 (S); Learn DC: DC 25, 4 successes; Perform: 13 damage by 1d8, to a new maximum of 5d8 water damage
(DC 27); Time: 1 full-round action; Components: C, S, E, and 5d8 force damage for 12 points of chakra.
F, Mas; Range: Melee; Effect/Target: One creature, or
one wave technique; Duration: 1/round level or until
NARCISSUS BACHI NO JUTSU (NARCISSUS CURSE TECHNIQUE)
Ninjutsu (Mirror Arts, Requires Mirror Arts (f)) [Mirror
discharged; Save: None; CR: None; Cost: 8
Arts]
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC
Using this technique, the user covers the weapon with 21); Time: 1 attack action; Components: S, F, Mas; Range:
the containment seal with water that rotates violently at 30 feet; Target: One creature; Duration: 1 round/level;
high speeds. Once created, the nami-kakushi has two Save: Will negates; CR: Yes; Cost: 4.
uses – for attack, and for defending against a single
The user forces the target looks to the mirror, catching
Daibakufu, a Suishouha, Deishouha, or Bakusuishouha
his attention with a flow of chakra through the
technique.
reflection. On a failed saving throw, the target is
Attacking: The nami-kakushi, when discharged, deals
Fascinated and only looks to the mirror. The fascinated
weapon damage plus 2d8 extra damage, half water, half
subject drops anything it is holding and can take no
force not multiplied on a critical hit. The weapon must
action unless threatened (see Fascinated condition).
hit with a successful melee attack in order to discharge
While fascinated, the user gains a +2 bonus to Charisma
in this manner.
checks made against the subject. Rage and frenzy effects
Defending: Once activated the nami-kakushi can
have a 5% chance per round of ending abruptly. The
disrupt any wave technique that is heading towards the
fascinated subject can make a Will save every round to
user. The user makes a single attack roll at his highest
break the effect. This technique can only work once per
attack bonus, versus the Saving Throw DC of the
day on a target.
technique, which on a hit forces an opposed level check
The user does not need to hold the mirror while
(1d20 + character level, mastery counts) if the wave was
Narcissus Bachi no Jutsu is active.
casted by a creature. On a success, the wave jutsu
Mastery – The second and fourth step of this technique
finishes prematurely at the end of the next round. On a
allow the user to use this technique an additional time
confirmed critical, the wave jutsu immediately ends,
per day against the same target.
with no further effect. If the wave jutsu allows the caster
Material Focus – One Mirror.
to ride atop (i.e. Bakusuishouha no jutsu) the creature
may suffer fall damage. On a fail, the user suffers the full NIBAN ODORI: BAKENOKAWA (SECOND DANCE: MASK)
effects of the technique, and must make a Strength check Genjutsu (Mind-Affecting, Phantasm; Requires Taijutsu
(DC 15) to not immediately drop the weapon used. 8 ranks; Meimu no Kamae (t))
This technique may be coupled with a Charge action Rank: 4 (C); Learn DC: 20, 2 successes; Perform: 7 (DC
to hit the wave. It can also be used against non-casted 17); Time: 1 attack action; Components: C, F, M, P; Area:
waves, and requires the user to beat a DC of 15. No level- 45 ft. radius; Duration: Concentration + 1 rounds/level
check is required to disrupt the wave. (D); Save: Will disbelief; Cost: 5+2/change.
The user suffers a -4 penalty to level checks to
overcome Doton¬-based wave jutsu, and a +4 bonus to The dancer's second dance is used as support and
level check to overcome Katon-based wave jutsu. cover, often times set up long before the enemy arrives,
Empower – The user can spend 3 point of chakra to as the user continues the dance for as long as needed.
increase the water and force damage by 1d8, to a This technique can only be used while the user is in the
maximum of 4d8 water damage and 4d8 force damage Meimu no Kamae stance. The user may make one
for 9 points of chakra. advanced change per two levels. An advanced change is
The user can spend 2 points of chakra to gain a +1 something of significant importance, such as changing
bonus to the opposed level check against wave-jutsu, to the color of a room or adding a door where there isn't
a maximum of +3 for 6 chakra. any, and even moving or removing a tree from its
Mastery – The second and fourth step of mastery current location, as well as making objects of Medium-
reduce the penalty to level checks against Doton-based size or smaller appear or disappear and such, but it
wave jutsu by 1. cannot affect a creature or cause harm in any way.
The fifth step of mastery allows the user to spend a A creature that interacts with an objects created by
further 3 points of chakra to increase the water and force this technique will believe that it is real and appear to
affect it, but in reality no such thing happens (a bridge
will feel real, but the creature will fall through if it passes R
through it, just like a glass of water will appear to be RAIDEN (LIGHTNING TRANSMISSION)
refreshing but have in fact no effect. This technique Ninjutsu (Raiton) (Requires Raikiri (5), Kage Bunshin no
cannot be disbelieved until it is identified or studied, and Jutsu) [Electric]
can be dispelled. This technique can only affect Rank: 12 (S); Learn DC: 28, 6 successes; Perform: 15 (DC
unattended objects. Until the user stops the dance, the 32); Time: 1 full-round action; Components: C, H, E;
user of this technique gains a +1 Dodge bonus to Defense Range: Personal; Effect: Creates link between user and
due to the difficult to predict movements the dance has clone; Duration: 1 round/ 4 levels; Save: Reflex half (See
them perform. Text); CR: Yes; Cost: 12.
A creature that enters the area, unless the user
The user must have at least one active Kage Bunshin
chooses, cannot see or hear the user's dance, but is still
within 10 feet in order to use this technique. The user
affected by it.
and clone form a Raikiri and connect the two techniques
Material Focus – To accurately perform this technique,
together. This creates a chain of lightning between the
the user needs specially made clothes, usually equipped
user and the clone that is able to slice through objects
with whistles or bells that cause the illusion. These
with ease. Once the chain is formed, the user and clone
clothes usually have a Cost DC of 10.
may not stray more than 10 feet away from each other
NINPOU: GISUIKYOO NO JUTSU (NINJA ART: CEREMONIAL or else the technique will dissipate. For the duration of
WATER MIRROR TECHNIQUE) this technique, the user and clone act simultaneously
Ninjutsu (Suiton) [Water] during the user’s turn. The clone loses its individual turn
Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 3 (DC for the purposes of this technique.
13); Time: 1 full-round action; Components: F, H; Range: While active, the user may make charge attacks in
Touch; Area: One 5-ft square; Duration: Concentration which the user and clone move past, or on either side of,
(up to 1 round/level) plus 1 round/2 levels; Save: None; a target creature. This results in the lightning chain
Cost: 3. passing through the target thus dealing 2d8+2 slashing
damage, 2d6+2 electricity damage and 2d4+2 sonic
The character touches the surface of the clean water, damage that can halved with a successful Reflex save. If
and let the chakra flows toward it. For the duration of the user and clone remain on either side of the target,
the jutsu, this water body can be used as "Material Focus: the target may make a Tumble check (DC 25) to safely
Mirror". move up to one-half its movement speed away from the
Material Focus – A body of clean water. technique. If the target fails this check, it still moves
NINPOU: IN'NA KOOKEI NO JUTSU (NINJA ART: INNER SIGHT normally, but suffers half the original damage dealt by
TECHNIQUE) the technique. If the target remains in the affected
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f)) square and does not move, it suffers half the original
Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4 (DC damage each round until either the user moves, the
16); Time: 1 full-round action; Components: H, F, Mas, technique expires, or the target makes the
E; Range: Personal; Target: You; Duration: 3 rounds (D); aforementioned Tumble check.
Save: None; Cost: 3. If the user is dealt damage while this technique is
active, he must make a Concentration check (DC 10 +
The user looks at the mirror and try to recall any damage taken) to maintain the technique. If the clone is
information, talking with himself against the dealt damage while this technique is active and isn’t
mirror. The user can make any Knowledge check (even destroyed as a result, it must succeed the same check at
untrained), and receives +1 insight bonus for the a -4 penalty. As a swift action that does not provoke an
duration of technique. attack of opportunity, the user may split from the clone
Empower – The user may spend 1 point of chakra to while retaining his initial Raikiri. Doing this causes the
increase the bonus by +2, up to +2 per level or +10. user’s Kage Bunshin to disappear. The user’s Raikiri will
Mastery – Every step of mastery in this technique lets only remain active for its duration minus the number of
the user re-roll a Knowledge Check per day with Insight rounds this technique was active. (See Raikiri for
Bonus, up to 5/day. details).
Material Focus – One Mirror. Empower – The user may spend an additional 2 chakra
to increase the electricity and sonic damage by 1d6 and
1d4, up to 1 die each per 4 levels (Maximum 7d6+2 and
7d4+2). The slashing damage is not subject to Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 8 (DC
empowerment. 21); Time: 1 Attack Action, 1 move action; Components:
C, H, Mas; Range: 25 ft. + 5 ft./3 levels; Duration: Instant;
RAIKIRI NO DANGAN (LIGHTNING EDGE BULLET) Saves: Fortitude half; Cost: 6.
Ninjutsu (Raiton) (Requires Raikiri (3)) [Electric]
Rank: 9 (S); Learn DC: 26, 6 successes; Perform: 14 (DC The user imbues his strengthened hair with lightning
30); Time: 1 full-attack action; Components: H, E; Range: from his lightning shield to increase the speed and
Medium; Target: One Creature; Duration: Instant; Save: damage of each senbon.
Fortitude partial (See Text); CR: Yes; Cost: 10. The technique works the same as Hari Senbon except
that the user strengthens it by using his lightning shield.
This advanced form of the Raikiri technique allows the
Lightning shield must be active for this technique to
user to charge and shoot his Raikiri at the target in a
work. It does the same damage of Hari Senbon but with
zigzag formation that strikes with the same vital
bonus 2d6 points of electrical damage. Due to the speed
precision of its parent technique, but with more power.
you cannot dodge the attack however they may still
The user makes a ranged touch attack that deals 6d6+1
make a fortitude save against the lightning damage. You
electricity damage and 4d4+1 sonic damage. If the user
may increase the chakra cost by 3 to use this attack as a
rolls a natural 20 on the touch attack, the target must
swift action, this can only be done if Hari Jizou or
succeed a Fortitude save or become stunned for 1 round
Insutanto Ke Hari Koukennin is still active.
afterwards.
Empower – The user may spend an additional 1 point RANTON: RASEN ARASHI (STORM RELEASE: SPIRALING
of chakra to increase both the electricity and sonic TEMPEST)
damage by 1, up to 6d6+5 and 4d4+5. Ninjutsu (Suiton, Raiton) (Requires Chakra Control 18
ranks, Electric & Water Affinity) [Electric, Water,
RAIKIRI NO KENDO (LIGHTNING EDGE SWORD) Combo]
Ninjutsu (Raiton) (Requires Raikiri (3)) [Electric]
Rank: 14 (Super S); Learn DC: 33, 8 successes; Perform:
Rank: 8 (A); Learn DC: 24, 4 successes; Perform: 11 (DC
20 (DC 35); Time: 1 full-round action; Components: C,
25); Time: 1 attack action or 1 swift action; Components:
H, E, Mas; Range: 0 feet; Effect: Creates 1 rasen arashi;
H; Range: Personal; Effect: One Raikiri no Kendo;
Duration: Instant; Save: Fortitude partial; CR: Yes; Cost:
Duration: 1 round/level (D); Save: Fortitude partial (see
20.
text); CR: Yes; Cost: 8.
Similar to the Rasengan technique, the user is required
Upon completion of this technique, the user condenses
to form a ball of whirling chakra in his hand and thrust
his Raikiri into a long blade of lightning. Thus formed,
it towards the enemy. However, unlike the Rasengan,
the Raikiri no Kendo has the same characteristics as a
this whirling mass of chakra will appear watery with a
katana, in which the user is automatically proficient,
pulsing electric nucleus. The user makes a melee touch
that deals an additional 1d6 points of electricity damage
attack with the Rasen Arashi that, if it connects, deals
and 1d4 points of sonic damage on a successful attack.
8d8 force damage, 4d6 water damage, 4d4 electricity
Raikiri no Kendo attacks are chakra-enhanced.
damage and it will push the target backwards a number
If the user scores a critical hit with the Raikiri no
of feet equal to half the damage, rounded to the nearest
Kendo, the user doubles the slashing damage only, and
5-foot unit. The target must succeed a Fortitude save or
the target must succeed a Fortitude save (as per the
else fall prone and become stunned for one round.
technique) or become stunned for 1 round afterwards.
Using this technique will only form the Rasen Arashi.
Once sundered, or if it leaves the user’s hand or the
Attacking with it is an attack action, but can also be part
duration expires, the Raikiri no Kendo fades into
of a full-attack action. The technique will be discharged
nothingness.
when used, regardless whether it hit or not. The user can
If the user has an active Raikiri in his hand, he may use
hold onto it for 1 round per level before it dissipates, if
this technique as a swift action that does not provoke an
not used beforehand.
attack of opportunity. His Raikiri transforms into the
Empower – The user may also spend 3 points of chakra
Raikiri no Kendo if the technique is performed this way.
to increase the damage by 1d8, 1d6 and 1d4. (Maximum
RAIKURAI HARI DANPEN (LIGHTNING HAIR FRAGMENT) 1 die each per level or 16d8, 12d6 and 12d4.)
Ninjutsu (Raiton) (Requires Hari Senbon (t) and Raidate Mastery – At fifth step of mastery, the user is able to
no Jutsu (t)) [Electric] maintain the Rasen Arashi for a short period of time to
use as a weapon. For 1 round per 4 levels, the user may
make a Concentration check (DC 25) after attacking For the duration of the technique the user’s physical
with the Rasen Arashi to maintain its form. The damage body remains in the square he occupied before
dealt by the technique is halved although targets hit by performing this technique. The user’s physical body
the technique are still push backwards and must succeed becomes an empty shell (treat as unconscious) for the
the Fortitude save as mentioned above. Each subsequent duration of this technique or until the user dismisses the
round after the first attack costs an additional 2 chakra. technique. If the user’s physical body is harmed to the
The technique may not be empowered when used in this point that his hit points drop below -10, then the
fashion. character is considered dead. His spirit form will
continue to act for the duration of the technique, as it is
RANTON: RASEN ARASHI RYUUDAN (SPIRALING TEMPEST the spiritual manifestation of the user’s soul. However,
DRAGON) upon completion of this technique, the character
Ninjutsu (Suiton, Raiton) (Requires Ranton: Rasen
remains dead unless revived by some external means.
Arashi (3); Chakra Control 18 ranks) [Electric, Water,
Performing this technique manifests the user’s
Combo]
spiritual form only. His spirit form can begin performing
Rank: 12 (S); Learn DC: 30, 6 successes; Perform: 18 (DC
actions on the user’s next turn. It can attack normally,
32); Time: 1 attack action; Components: C, S, Mas; Range:
but not perform techniques. It can also move normally,
Medium; Target: One creature (See Text); Duration:
or fly (with perfect maneuverability) up to the user’s
Instant; Save: None; CR: Yes; Cost: 10.
base land speed though it may not stray further than the
The user must have an active Rasen Arashi in his hand range of the technique. The spirit is considered
to perform this technique. By forming the necessary half incorporeal (see Incorporeal for more details).
seals and expending additional chakra, the user’s Rasen The most powerful aspect of this technique is the
Arashi transforms into a swirling dragon that erupts ability to possess a target creature while in the spirit
from the user’s hand and swiftly flies at its intended form. The user targets a single creature within range to
target. The user may make a ranged touch attack with possess. The spirit spends an attack action to merge with
the Rasen Arashi within this technique’s range. It deals the target’s body and takes control of that creature’s
normal damage on a successful hit and will push the actions for the duration of the technique or until the user
target backwards a number of feet equal to half the cancels possession, unless the target can succeed a Will
damage, rounded to the nearest 5-foot unit. As per save. If the target succeeds the save then the spirit is
Ranton: Rasen Arashi, the target must succeed a rejected and forced from the body, but the creature
Fortitude save or else fall prone and become stunned for becomes dazed for 1 round. Each subsequent attempt to
one round. possess the same target grants the target a +1 bonus to
Mastery – At fifth step of mastery, the user may the save. However, if the target fails the save, then the
quicken this technique to be used in conjunction with possession is successful and the user gains the following:
Ranton: Rasen Arashi. This ability acts as the character’s Strength, Dexterity, and Constitution score of the
quickened action for the round and can only be assumed body.
performed in this way once per encounter. Natural armor, natural attacks, movement, and other
simple physical characteristics of the assumed body.
REIKA NO JUTSU (SPIRIT TRANSFORMATION TECHNIQUE) Extraordinary special attacks and qualities of the
Ninjutsu (Requires Chakra Control 16 ranks) assumed body, but not supernatural or spell-like abilities
Rank: 13 (S); Learn DC: 29, 6 successes; Perform: 17 (DC unless they were already active. Strength and speed
33); Time: 1 full-round action; Components: C, H, Mas; ranks of the body are automatically suppressed and
Range: Long; Target: See Text; Duration: 1 round/level inaccessible.
(D); Save: Will negates (See Text); CR: No; Cost: 20 (See Chakra signature of the assumed body.
Text). Current Chakra Pool of the assumed body.
This technique allows the user’s spirit to materialize Elemental Affinity of the assumed body.
and leave the body, which is then able to take possession Current conditions (ill and good) of the assumed body.
of a target, enabling the user to freely manipulate the Equipment worn by the subject.
target’s body at will. The user spends a full-round action Despite being controlled by the user; the target retains
to manifest a spirit outside his body that shares his its initiative if in combat. Cancellation of the possession
likeness. Once materialized the spirit appears can occur in three ways. First the user may willingly
translucent with a colored aura surrounding its person. cancel the possession as a swift action that must occur on
the subject’s turn. Alternatively, if the target dies while
under the effects of possession, then the possession is The subject gains 10 points of chakra, divided at the
automatically cancelled. And finally, each round after user’s discretion between the subject’s chakra pool and
the possession takes effect, the subject may make an reserves. The user can prevent chakra depletion in the
additional Will save to reject the user’s spirit and take subject if this technique is used within 5 minutes of
back control of its body. Once the possession has been suffering the condition. This technique can only be used
cancelled, the subject falls prone and the user’s spirit will on a single creature at a time, and can be used no more
rematerialize in an adjacent square to the subject’s body. than 2 times per day. A character with 5 or more levels
The user of this technique may attempt to possess in Elementalist (Doton) class can reverse petrification
multiple creatures within the duration of this technique, from a creature by using this technique.
but each subsequent attempt after the first costs an While using Reitete no Jutsu, the user can perform this
additional 5 chakra. technique while possessing a target creature to transfer
Mastery – Each level of mastery in this technique chakra to said target.
increases the technique’s base range by 10 feet. Mastery – The fifth step of mastery in this technique
allows the user to double the amount of chakra he can
REITETE (LAY ON HANDS) provide the subject, but at triple the chakra cost. It can
Chakra Control (Spirit) (Requires Chakra Control 9
only be attained at ECL 16 or higher.
ranks) [Lost Hijutsu]
Rank: 3 (C); Learn DC: 15, 3 successes; Perform: 4 (DC RESU YOUGAN KYUUTAI NO JUTSU (LESSER LAVA SPHERE
16); Time: 1 minute; Components: C, Mas; Range: Touch TECHNIQUE)
(See Text); Target: One creature; Duration: Ninjutsu (Yoton) [Lava]
Instantaneous (see text); Save: Will negates (harmless) Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 3 (DC
(see text); CR: Yes; Cost: 4. 15); Time: 1 move action; Components: H, F; Range:
Close; Target: (see text); Duration: 1 round/level; Saving
The user lays his hand on the target's chest and gently
Throws: None; CR: Yes; Cost: 2 + 1 per additional sphere
allows his chakra to seep into its chakra coils and be
(max 1 per 2 level).
absorbed.
The subject gains 2 points of chakra. This technique The user spits out a series of dripping, super-heated
can only be used on a single creature once per day. A balls of lava, which merge with pieces of earth from the
character with 5 or more levels in the Elementalist terrain around them. These balls lift from the ground
(Doton) advanced class can reverse the petrification and surround the user, waiting to be directed.
from a creature by using this technique. Using their chakra, the user creates one or more
While using Reitete no Jutsu, the user can perform this spheres of lava. These spheres can then be thrown as a
technique while possessing a target creature to transfer ranged touch attack, dealing 1d6 points of hybrid
chakra to said target. earth/fire damage. The spheres follow and surround the
Mastery – The fifth step of mastery in this technique user, but do not hinder any attacks.
allows the user to replenish the subject's chakra reserve Material Focus – 1 lb. of earth, sand, rock, or mud per
by the same amount instead of its chakra pool, and projectile.
prevent chakra depletion if used within 5 minutes of
suffering the condition. It can only be obtained at ECL
RINRIN NO JUTSU (BITING COLD TECHNIQUE)
See Godai Taigeki: Yondan Jutsu technique.
15 or higher.

REITETE KENGEN (LAY ON HANDS EMPOWERED) S


Chakra Control (Spirit) (Requires Chakra Control 14 SAIGAITON: OKUHONO NO TATSUMAKI (DISASTER RELEASE:
ranks) [Lost Hijutsu] MANY FLAMING TORNADOES)
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 16 (DC Ninjutsu (Fuuton, Katon) [Fire, Wind]
30); Time: 1 minute; Components: C, Mas; Range: Touch Rank: 12 (A); Learn DC: 28, 4 successes; Perform: 15 (DC
(See Text); Target: One creature; Duration: 32); Time: 1 full-round action; Components: C, H, E (See
Instantaneous (see text); Save: Will negates (harmless) Text); Range: Close; Effect: Creates 1d4+1 tornados;
(see text); CR: Yes; Cost: 10. Target: One or more 5 ft. squares; Duration: 1d4+2
rounds; Save: Reflex negates (See Text); CR: Yes; Cost: 4
This technique is an advanced form of the Reiki per tornado.
technique, allowing the user to funnel more chakra into
the subject’s chakra coils.
This highly advanced form of chakra manipulation action, but can also be part of a full-attack action. The
requires the combined force of fire and wind to create technique will be discharged when used, regardless
devastating fire tornadoes that wreak havoc on those whether it hit or not. In the event the user misses, the
who become affected by them. In order to perform this Dairasen no Bakuhatsu Kyu will not form a vortex, but
technique, the user rolls 1d4+1 to determine how many will explode in a 20-foot radius burst from the point of
tornadoes this technique will create. He then chooses a origin that deals 6d6 fire damage to all creatures in the
number of 5-foot squares equal to that number within affected area, which can be halved with a successful
the technique’s range for the tornadoes to reign down Reflex save. The user is unable to make a Reflex save in
on. If a creature is caught in an affected square, it must this case, and must instead succeed a Fortitude save to
succeed a Reflex save or else suffer 6d6 fire damage and half the damage and avoid falling prone. The user can
6d6 wind and become trapped in the vortex for the hold onto the Dairasen no Bakuhatsu Kyu for 1 round
duration of the technique. If a creature becomes trapped, per 3 levels before it dissipates, if not used beforehand.
it takes an additional 2d6 fire damage and 1d6 slashing Empower – The user may spend 1 point of chakra to
damage each round after the first. After the vortex ends, increase the force damage dealt by 1, maximum 1d8 per
the target must succeed an additional Reflex save (DC level or 18d8. The user may also spend an additional 1
20) to avoid catching on fire, which if the creature fails, point of chakra to increase the elemental damage by 1,
deals 2d6 fire damage per round for a number of rounds maximum 1 die per level or 12d6. This does not apply to
equal to half the duration of this technique. the vortex or subsequent explosion. The perform
Empower – The user may spend 4 points of chakra to requirements increase by 1 for every 2 additional
create an additional fire tornado, up to 5 additional damage die.
tornadoes. Mastery – At fifth step of mastery, the user may choose
to dissipate the technique in the event he misses his
SAIGAITON: DAIRASEN NO BAKUHATSU KYU (DISASTER target and the technique would discharge by making a
RELEASE: VIOLENT SPIRALING EXPLOSION SPHERE) Chakra Control check (DC 20 + each point of chakra
Ninjutsu (Fuuton, Katon) (Requires Rasengan (5)) [Fire,
spent empowering the technique) as a free action.
Wind and Force]
Rank: 14 (Super S); Learn DC: 32, 6 successes; Perform: SAN TARON SUTORAIKU (THREE TALON STRIKE)
19 (DC 39); Time: 1 full-round action; Components: C, Taijutsu (Strike) (Requires BAB +12, Soujutsu: Juugeki
H, E, Mas (See Text); Range: 0 feet (See Text); Effect: (3)) [Armed]
Creates 1 Rasen no Bakuhatsu; Duration: Instant; Save: Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11 (DC
None (See Text); CR: Yes; Cost: 20. 24); Time: full-attack action; Components: C, M, F,
Mas; Range: Melee; Target: One Creature; Duration:
The Dairasen no Bakuhatsu Kyu utilizes advanced
Instant; Save: Fortitude partial (see text); Cost: 5.
chakra manipulation in conjunction with the Rasengan
to create an explosive, multi-elemental version of the The user makes a full attack action gains an additional
normal Rasengan technique. This technique requires the attack at his highest attack bonus, each of which must be
user to form a whirling ball of chakra imbued with fire made against a single target. Each hit deals an additional
and wind in his hand, and thrust it towards an enemy. point of damage, and if the target is hit three or more
The user makes a melee touch attack with the technique times he must make a Fortitude save or be stunned for
that, if it connects, deals 7d8 force damage plus 5d6 1d4 rounds and knocked prone.
damage, half of which is fire and the other half wind. Mastery – The third and fifth step of mastery in this
The target will be pushed backwards a number of feet technique increase the bonus damage by 1.
equal to half the force damage, rounded to the nearest 5- Material Focus – The user's spear, naginata or
foot unit. Then the target must succeed a Reflex save (as quarterstaff.
per the technique) or else be caught in a 20-foot radius
vortex of wind and fire that deals an additional 2d6
SANBAN ODORI: KIKU (THIRD DANCE: FEAR)
Genjutsu (Phantasm) (Requires Taijutsu 9 ranks; Meimu
slashing damage and ends in an explosion within the
no Kamae(t)) [Mind-Affecting]
same proximity that deals 2d6 fire damage. Any creature
Rank: 6 (B); Learn DC: 22, 3 successes; Perform: 9 (DC
in the affected area must also make a Reflex save to avoid
21); Time: 1 attack action; Components: C, F, M, P; Area:
being caught in the vortex and explosion.
45 Foot Emanation; Duration: Concentration; Save: Will
Using this technique will form the Dairasen no
Partial; Cost: 6.
Bakuhatsu Kyu only. Attacking with it is an attack
The third dance is used to deal with the user's foe's as SANKATTO: SHODAN DACHI (THREE CUTS: FIRST STANCE)
easy as possible, by scaring them away. This technique Taijutsu (Stance) (Requires Two-Weapon Fighting (f),
can only be used while the user is in the Meimu no BaB +6)
Kamae stance. This technique causes the user's nerves to Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
tense and get an undeniable sense of something bad 19); Time: (see text); Components: M, F, Mas; Save: None;
about to happen. Non-heroic characters are assumed to Cost: 6.
fail this save, and are instantly panicked. Any other
The user drops in this stance and as part of the
creature that succeeds it's save feels very uneasy and
technique, draws and wields 3 of the weapon he chose
suffers from being shaken. A creature that fails it's saved
when learning this stance – two in each hand, and one
instead becomes frightened.
clenched between his teeth. The weapon must be a
After 1d4 rounds, if the user is still performing the
melee weapon that is the one below the user’s size
dance, the sounds and speed of the dance increase
category or smaller, and could be feasibly held between
greatly. Each creature must succeed the save or rise one
the users’ clenched teeth. Ultimately, the GM remains
level in fear (Shaken->Frightened->Panicked).
the final arbiter of what weapon can or cannot be used
Creatures outside 30 feet, but withing range gain a +2
in this stance.
bonus to both saves. In the first part of the dance, the
Entering this stance is a full-round action that may
user gains a +1 Dodge Bonus to defense until they stop
provoke an attack of opportunity. Should the user have
dancing. Or, if the dance continues into the second part,
the Quick Draw feat, the perform time is reduced to a
this bonus increases of +2.
move equivalent action, but still may provoke an attack
Material Focus – To accurately perform this technique,
of opportunity.
the user needs specially made clothes, usually equipped
The user gains a single extra attack as part of this
with whistles or bells that cause the illusion. These
stance – using the weapon held in his mouth. This attack
clothes usually have a Cost DC of 10.
suffers a -4 penalty to hit due to the unorthodox manner,
SANKATTO: MIE KEN SHŪDŌ SŌ (THREE CUTS: TRIPLE BLADE taken from either the users’ highest attack bonus, or the
DERVISH) relevant attack bonus if made as part of a full-attack
Ninjutsu (Requires Hikiro Renken (t), BaB +11 and action. The Two-Weapon fighting penalties apply, so a
Sankatto: Shodan Dachi (3)) full attack action using 3 light weapons with a full-attack
Rank: 9 (B); Learn DC: 23, 4 successes; Perform: 11 (DC action of +20/+15/+10 would be +18/+18/+14/+13/+8 -
24); Time: 1 full-attack action; Components: M, F; Range: both the Two-Weapon Fighting and the -4 penalty
Close (10ft+ 5ft/2levels); Target: one creature; Duration: stack.
Instant; Save: Fortitude negate; Cost: 8. Any attack made with the weapon held in the mouth
suffers a -2 penalty to the damage roll. As always,
This technique can only be performed in the Sankatto:
Strength modifier applies, but can never benefit from
Shodan Dachi stance. As a full-attack action, the user
being held in two hands. In addition, when rolling for
throws his three held weapons, first in his primary hand,
opposed disarm checks, the user suffers an additional -2
then his off-hand, and finally the one held in his teeth,
penalty, on top of any other modifier to the roll.
hitting on his full to-hit bonus. Each attack deals normal
This stance can be learned multiple times, each time it
weapon damage if it hits, plus the users’ Strength bonus.
applies to different held weapon.
If both the first and second attack hit and deal damage,
Mastery – The first step of mastery reduces the penalty
the third attack if successful provokes a Fortitude save
to-hit by -2, to a total of -2.
that, on a fail, will deal an additional 3d8 damage of the
The second step of mastery reduces the penalty to
appropriate type (usually slashing) and cause the target
damage by -1, to a total of weapon damage -1.
to become Fatigued, or Exhausted if he already suffers
The third step of mastery reduces the penalty to-hit by
from the Fatigued condition.
a further -2, to a total of -0. This can only be learned at
The weapons return to the user at the end of full-
ECL 8.
attack action, and if he has the Quick Draw feat, can be
The fourth step of mastery reduces the penalty to
considered ready. Abilities or actions that may prevent
damage by a further -1, to a total of weapon damage.
this, such as the Deflect talent, do so as normal.
The fifth step of mastery removes the penalty to
Material Focus – The user’s held weapons.
disarm checks, and can only be learned at ECL 12. In
addition, once per encounter, the user can spend an
action point to enter this stance as a swift action.
Material Focus – 3 held weapons of the same type. SEIREI HENKOU: TENSHI KOUSEI NO JUTSU (SOUL
MODIFICATION: ELEMENTAL CONFIGURATION TECHNIQUE)
SARAKEDASU KOUHAI (LAY WASTE) Chakra Control (Spirit) (Requires Seireiha (3))
Ninjutsu [Force]
Rank: 3 (C); Learn DC: 18, 2 successes; Perform: 5 (DC
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 (DC
16); Time: 1 move action; Components: C; Range:
15); Time: Swift action; Components: S, Mas; Range:
Personal; Effect: Modifies 1 Soul Edge; Duration: 1
Close (10 ft. + 5 ft./2 levels); Target: 5-foot space;
round/level; Save: None; Cost: 2.
Duration: Instant (See Text); Save: Reflex half; Cost: 1
Through the mastery of forming Soul Edges, a user can
With this technique the user creates a mass of energy in control the form of their Soul Edges with this technique.
a space within range. This space can be occupied by a Depending upon the user’s elemental affinities, the Soul
creature. At the end of the combat round in which it was Edge he places this technique on will reconstruct itself
created, this mass of energy detonates, dealing 1d4 Force into a new shape with new properties correlating with
damage to all creatures in a 10 ft. radius. If only a single their elemental affinities. A user of this technique may
creature is in the effect radius of Sarakedasu Kouhai, the only perform this technique on a single Soul Edge that
damage is doubled. (A swarm is not considered a single has already been created; also, a user may only select one
creature for the purposes of this jutsu). elemental affinity for the Soul Edge. Once this technique
expires, the Soul Edge that was affected dissipates no
This technique cannot be used more than once in a
matter the duration left for it when it was created.
round.
Fire: The Soul Edge takes on a reddish hue and deals
Mastery – The first, third, and fifth steps of mastery
an extra 1d6 Fire damage.
increase the damage die size by one step.
Water: The Soul Edge takes on a bluish hue and
SEIDENKI NO JUTSU (STATIC ELECTRICITY TECHNIQUE) becomes a whip, the Soul Edge gains a reach of up to 15
See Godai Taigeki: Yondan Jutsu technique. feet and can attack adjacent enemies.
Earth: The Soul Edge becomes a quarterstaff and has a
SEIHATAKI WARERU NO JUTSU (SOUL SHATTER TECHNIQUE) diameter equal to the size of his forearm. In this form the
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f), Seirei Soul Edge cannot be used to attack, but gives the user +2
Kasumetoru no Jutsu(t)) Deflection to his AC.
Rank: 15 (Epic); Learn DC: 40, 10 successes; Perform: 23 Wind: The Soul Edge becomes a thin blade, this
(DC 45); Time: 1 full-round action; Components: C, H, element grants the property Keen to the Soul Edge.
X, Mas, E; Effect: One creature affected by Seirei Ice: The Soul Edge becomes a long staff of ice and
Kasumetoru no Jutsu; Duration: Instant; Save: Will shatters immediately once the technique is performed,
(partial); Cost: 30. the scattering ice pieces reflect in the sun making it
After stealing half from the target essence, his shadow harder to concentrate on the user. The user gains 20%
does not exist anymore until regains his levels. To use Concealment if in daylight. Concealment is only granted
Seihataki Wareru no Jutsu the user must "steal" half of in the area the Soul Edge dispersed.
target's Hit Dices (levels) inside the same mirror, so Electricity: The Soul Edge becomes a sphere of
forces his own chakra toward the object. The overflow electricity and upon the user’s thought is fired at any
breaks the mirror, and so the target soul does. This opponent within 30 feet. The orb of electricity deals 2d6
technique instantly delivers 10 points of damage per Electricity damage and is considered a range attack.
shinobi level. The target must try a Will saving throw Mastery – At the third step of mastery in this
die, even if the Will save is successful, the subject takes technique, the user may perform this technique once
3d6 points of damage but regains all the lost levels. and affect a second Soul Edge with the same Elemental
Empower – The user may spend 1 point of chakra to Affinity.
increase the damage by 1 die, up to 7d6. At the fifth step of mastery in this technique, the user
may use a different Elemental Affinity on separate Soul
Mastery – The fourth step of mastery in this technique Edges.
can kill the target or just let him fall unconscious, up to SEIREI HENKOU: KINZOKU MANE NO JUTSU (SOUL
user's choice. MODIFICATION: METAL MIMICRY TECHNIQUE)
Expendable Components – One Mirror. Chakra Control (Spirit) (Requires Seireiha (3))
Rank: 3 (C); Learn DC: 18; 2 successes; Perform: 5 (DC
16); Time: 1 move action; Components: C; Range: SEIREI HENKOU: TORA NO KOUGAKE (SOUL MODIFICATION:
Personal; Effect: Modifies 1 Soul Edge; Duration: 1 GAUNTLETS OF THE TIGER)
Round/level; Save: None; Cost: 2. Chakra Control (Spirit) (Requires Seireiha (3); any 1
other Seirei Henkou Technique)
Most Soul Edges are said to be shapeless and formed by
Rank: 8 (A); Learn DC: 26, 3 successes; Perform: 10 (DC
the concentration of chakra; however, few who master
25); Time: 1 move action; Components: C, E; Range:
the Soul Edge Technique are able to change its own form
Personal; Duration: 1 round/level or 1 full-round; Save:
and simulate different substances. With the Kinzoku
None; Cost: 8.
Mane no Jutsu the user may select any type of special
substance for his Soul Edge to simulate. Once this technique is performed the designated Soul
The Soul Edge remains weightless and considered Edge changes shape and wraps around the user’s
Chakra-enhanced, but the technique also allows it to forearm. The chakra also extends past the user’s finger
bypass certain damage reduction depending on tips creating menacing claws that are double in length of
substance chosen. Substances may include Silver, his fingers. The user automatically gains proficiency
Adamantine, Cold Iron, Darkwood, etc. Certain with claw attacks and can apply his dexterity modifier to
substances may be disallowed due to DM’s discretion. Attack Rolls. Because the claws are held together by
Mastery – At the third step of mastery in this intense chakra control, damage dealt by Tora no
technique, the user may perform this technique once Kougake are 2d6 + Wisdom modifier and is considered
and affect a second Soul Edge with the same substance chakra-enhanced. The Soul Edge in this state can also be
simulated. used defensively granting the user a +2 Deflection bonus
At the fifth step of mastery in this technique, the user to his AC.
may use different substances on separate Soul Edges. Empower – Another option of this technique is to
create one devastating attack by doubling the Chakra
SEIREI HENKOU: TENRAPPA BAKUHA (SOUL MODIFICATION: Cost. There must be an unobstructed path of at least 15
HEAVEN’S TRUMPET BLAST) feet or more between the user and his target. If there is
Chakra Control (Spirit) (Requires Seireiha (3); any 1
a pathway, then the user may undergo a charge attack
other Seirei Henkou Technique)
and deliver a mighty thrust at the end. Using the
Rank: 8 (A); Learn DC: 26, 3 successes; Perform: 10 (DC
technique this way requires a touch attack from the user
25); Time: 1 attack action; Components: C, F, E; Range:
and deals 8d6 untyped damage + the user’s ranks in
30 ft.; Area: Semi-circle, center where user is located;
Chakra Control. If the user fails to succeed his
Duration: Instant; Save: Reflex halve; Cost: 10.
opponent's AC, then no damage is given and Chakra is
As shinobi develop through their careers, most wasted.
accumulate a large store of chakra within their bodies.
SEIREIHA HENKOU: TSUBUTE (SOUL MODIFICATION: THROWN)
The Soul Edges of old were unable to tap into these
Chakra Control (Spirit) (Requires Seireiha and Chakra
reserves to empower the weapons that reflected their
Control 7 ranks)
ever-changing chakra. Now a technique has been
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5 (DC
created which allows a user to pack their chakra into a
17); Time: 1 attack action; Components: C, Mas; Target:
Soul Edge and release a devastating swing of raw chakra
Creates thrown projectiles; Duration: 1 minute/level (D);
that injures anyone in its arc. Anyone caught within the
Save: None; CR: No; Cost: 5.
area of the Tenrappa Bakuha receives 10d6 Force
damage; a successful reflex save reduces the damage by The user creates a shapeless, weightless blade of
half. Unattended objects also receive damage from this chakra. The blade counts as a needle properly sized to
technique. Once the technique is performed, the Soul the user, but can only be sundered by chakra-enhanced
Edge used for the attack dissipates. attacks (for a Medium-sized character, the soul edge
Empower – The range of this technique is increased by would deal 1 point of damage, crit 20/x2, range of 10 ft.).
5 feet for every 2 chakra points added to a maximum of The needle will appear in the user's hand and will
60 feet. instantly dissipate on the following round it leaves his
Material Focus – 1 Soul Edge. grasp. The needle counts as chakra-enhanced when
delivering attacks, and has a hardness of 6 and 4 hit
points. The jutsu creates 2 needle per use.
Kunai, needles, shuriken and large shuriken created around unhindered and unopposed for several seconds,
this way benefit from all abilities, talents and feats the then utilizes the surprise created by the effect to gain the
creator has when making them. upper hand on his opponents.
Mastery – The first step of mastery enables the user to As soon as the technique is completed, all those within
create throwing shuriken with the standard stats for a the area of effect make an immediate will save; those
creature their size and also being chakra-enhanced. caught in its effects will experience a several-second gap
The third step of mastery enables the user to create during which their minds are put in complete stasis.
kunai with the standard stats for a creature their size and Once the duration is over, they continue with their
also being chakra-enhanced. actions and thoughts from before; the transition is
The fifth step of mastery enables the user to create absolutely seamless to the subjects, and cannot be
large shuriken with the standard stats for a creature their detected by any means. During this time, the user may
size and also being chakra-enhanced. Each use creates move around at will and will not provoke Attacks of
two large shuriken. Opportunity from any subject that is caught in the
The third step of this jutsu increases the number of Genjutsu.
kunai, needles, and shuriken created to 4. If the user attempts to attack, the subject will get a
The fourth step of this jutsu increases the number of second will save at a +10 bonus to resist the Genjutsu in
kunai, needles, and shuriken created to 6. time to defend themselves normally; otherwise the
The fifth step of this jutsu increases the number of subject loses their dexterity bonus to defense for the
kunai, needles, and shuriken created to 8. attack. The Genjutsu will be canceled for all subjects as
soon as any attack succeeds. Each consecutive use of the
SEIREI KASUMETORU NO JUTSU (SOUL STEAL TECHNIQUE) jutsu on the same subject (or subjects) grants a +4 bonus
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f))
to resist its effects, and after the third use the subject may
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16 (DC
also make a Spot check DC 18 to notice something about
32); Time: 1 attack action; Components: C, H, F; Range:
his environment moving to deduce that he 'missed' the
Close; Target: One creature; Duration: Instant (see Text);
last several seconds of time (this can be things like clouds
Save: Will negates; CR: Yes; Cost: 10.
instantly moving across the sky, or something that was
The ninja must hold a physical mirror with both of his falling before the Genjutsu having already hit the
hands after completing the hand seals. So the user aim ground afterward). When the jutsu is over, the user
the mirror against the target and starts to drain his soul seems to have moved faster than is humanly possible
to the mirror. His shadow twists and enters in the mirror (even through ninja techniques) from one place to
surface. another without leaving a trail, making a sound, or even
The subject gains 1d4 temporary negative levels (see causing a blur of movement.
Special Abilities) (Will Negates). Negative levels stack. When in combat, as soon as this Genjutsu ends, the
Assuming the subject survives, it regains lost levels after user can make a single move action to finish their turn
a number of hours equal to user's shinobi level (no swift or free actions). The user must use the move
(maximum 15 hours). Usually, negative levels have a action for movement, not reloading a crossbow or other
chance of becoming permanent, but the negative levels move-equivalent actions. After the Movement action,
from Seirei Kasumetoru no Jutsu don't last long enough the user immediately drops one point in the initiative
to do so. lineup and acts again as though everyone else had
Material Focus – One Mirror. delayed their actions until after his next turn. This
second turn may be taken normally with no restrictions.
SEISHIN GARANDOU NO JUTSU (MIND VOID TECHNIQUE) If this effect drops the user's initiative to equal to that
Genjutsu (Phantasm) (Requires Genjutsu 8 ranks) of another participant in the battle, friend or foe, that
[Mind-Affecting, Lost Hijutsu] character takes their turn before the user gets their
Rank: 8 (A); Learn DC: 21, 3 successes; Perform: 11 (DC second turn as though there had been a tie in rolling
21); Time: 1 Standard Action; Components: C, initiative and the other person won the tie. From that
S; Range: Long; Area: Burst centered on user; Target: All; point on the user's initiative remains at its new value.
Duration: Instant; Save: Will negates; Cost: 8.
SEISHUKU AME RYUU: HARIKAKOU NO JUTSU (SILENT RAIN
With this powerful Genjutsu technique, the user STYLE: NEEDLEFALL TECHNIQUE)
erases himself from existence to the senses of all those Ninjutsu (Suiton) (Requires Maboroshi Senbon Ame (t))
within range of the technique to allow himself to move
Rank: 5 (B); Learn DC: 19,3 successes; Perform: 7 (DC round until it wakes up. A successful saving throw
19); Time: 1 attack action; Components: H, F; Range: instead stuns the target for 1 round.
Personal; Area: 20 ft. burst; Target: Self; Duration: 1 When the user uses this technique against a creature
round/2 levels; Save: Reflex (halve); Cost: 5. whose anatomy he is not familiar with (non-humanoids)
increase the perform DC by 5.
A technique that builds on the Maboroshi Senbon
Mastery – At the third stage of mastery increase the
Ame technique, the user creates clouds from the water
damage when unconscious to 1d6.
vapor in the air which rain needles created from the
Material Focus – Five senbon.
water. The user of this technique creates a burst of
clouds centered on himself that rain Senbon formed SEISHUKU AME RYUU: MABOROSHI SENBON AME (SILENT RAIN
from the water. Any hostile creature caught in the burst STYLE: ILLUSIVE NEEDLE RAIN)
takes 2d6 damage every round it stays there, and may Ninjutsu (Suiton) [Water]
spend an additional point of chakra to increase the Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC
damage by +1d6 (maximum 6d6). In addition to hostile 16); Time: 1 attack action; Components: H, F Range:
creatures taking damage every round they are in the Close; Area: Burst 10 ft.; Duration: 1 round/3 levels; Save:
burst, the burst increases by 5 ft. every round. Reflex (half); Cost: 4.
This technique cannot be performed in dry climates
The user of this technique makes rain water fall from
(such as dessert), though it will still work on a dry day.
the sky while having needles rain from the sky also,
Material Focus – Either nearby clouds, a humid
hidden by the rain. When the user uses the technique is
environment or 5 liters or more of water.
creates a 10 ft. burst of rain from a square within range,
SEISHUKU AME RYUU: HISSORI CHOBO OUDA (SILENT RAIN the rain does not create enough water to fuel other
STYLE: STILL POINT STRIKE) Suiton Ninjutsu and dries within seconds at the end of
Taijutsu (Strike) [Armed] the techniques duration. A creature caught within the
Rank: 1 (D); Learn DC: 12, 2 successes; Perform: 3 (DC burst takes 1d3+1 damage that can be increased by +1d3
11); Time: 1 attack action; Components: F; Range: Close; per a point of additional chakra (maximum 5d3). By
Target: One Creature; Duration: Instant; Save: Fortitude spending 2 points of chakra the user of the technique can
(negate); Cost: 1. have the burst increase in size by 5 ft. (to a maximum of
20 ft.).
The user of this technique makes a precision attack
Material Focus – 10 Senbon/round.
with his Senbon hitting pressure points and cutting off
movement. The user makes a ranged attack with a SEISHUKU AME RYUU: SENBON KAWARIMI (SILENT RAIN STYLE:
throwing needle that if it hits deals damage and stuns the NEEDLE BODY SUBSTITUTION)
target for 1 round. Ninjutsu
Material Focus – Senbon. Rank: 4 (C); Learn DC: 17 ,2 successes; Perform: 6 (DC
17); Time: 1 attack action or 1 instant action;
SEISHUKU AME RYUU: KEIJOURMYAKU (SILENT RAIN STYLE: Components: H, F; Range: Personal; Target: You (See
JUGULAR PIN CUSHION TECHNIQUE) Text); Duration: Instant; Save: (See Text); Cost: 2.
Taijutsu (Strike) (Requires Hissori Chobo Ouda (3),
Chakra Control 12 Ranks, Knowledge: Earth and Life This technique functions in the same way as Kawarimi
Sciences 9 Ranks) [Armed] no Jutsu, except that the user leaves behinds a burst of
Rank: 6 (A); Learn DC: 21,4 successes; Perform: 8 (DC throwing needles as well as the object he substitutes
21); Time: 1 attack action; Components: F; Range: Close; himself with.
Target: One creature; Duration: Instant; Save: Fortitude When the user uses this technique, a 10 ft. burst of
(partial); Cost: 6. senbon dealing 2d4 damage plus any poison on the
senbon appears where he once was along with object
A technique perfected purely for the use in
which he substituted himself with. For every additional
assassination, its user throws a number of senbon
point of chakra the user wishes to spend he can increase
charged with his own chakra at the jugular vein turning
the damage by 2d4 (maximum 6d4). The user may move
it into a shredded bloody mess to be followed up by the
up to 30 ft. or his base land movement speed as part of
finishing strike. The user of this technique makes a
this technique, whichever is lower.
ranged touch attack against the target that if it hits deals
Avoiding Attacks: The user performs Senbon
2d8 damage and the target is knocked unconscious for
Kawarimi as an instant action before an enemy attack
1d4 rounds and takes an additional 1d4 damage every
roll (melee or ranged attack, touch attack, or grapple Used as a way for practitioners of the Silent Rain Style
attempt) targeting him specifically. To do so, the user to practice both accuracy and charging their senbon
cannot be flat-footed or denied his Dexterity bonus to with chakra the Shinjutsu combines medical science,
defense. Avoiding an attack costs 2 point of Chakra that martial art skill and chakra control to disrupt the flow of
can't be converted, and can be done up to 1 time per day. chakra and make it more difficult for an opponent to
The attack avoided must be from a creature with of his perform jutsu. The user of the technique makes ranged
ECL or 1, whichever is lower. The user cannot avoid an touch attack with a senbon which counts as chakra
attack if he is immobilized in any way. To avoid the enhanced for the purpose of damage reduction and deals
attack, the user must make a Perform check (as per 1d4 damage. If the target fails there saving throw they
Senbon Kawarimi, mastery counts) opposed to the receive a -1 penalty to Ninjutsu, Genjutsu, Taijutsu and
opponent's attack roll (add 5 if the attack roll is a Chakra Chakra Control checks made to perform Jutsu for 1
Control, Genjutsu or Ninjutsu effect, a natural 20 or a round/level.
confirmed critical), minimum 17. Material Focus – 1 Senbon.
Success means that the user replaces himself, and the
substituted object has the desired tag in the square he
SEKITAN KENKYAKU NO JUTSU (COAL-WALKER TECHNIQUE)
Chakra Control (Body) (Requires Tadayou (t))
previously occupied. Avoiding an attack must be
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
declared before knowing the result of the attack roll.
16); Time: 1 move action; Components: C; Range:
Failure means that the chakra spent trying to avoid the
Personal; Target: You; Duration: 1 minute/level; Saving
attack is wasted, and the technique fails. The user
Throws: None; Cost: 1.
requires both hands free to perform this technique. An
opponent can choose to lower the value of its ECL for This technique allows the user to float on lava. The
the purpose of allowing an opponent to evade the attack user is able to walk, run or charge normally and suffer
in this manner, but not increase it. Each use of Avoiding no movement penalty while on calm lava. If the user
an Attack stacks with all other techniques with effects uses this technique on rough lava (actively moving a
that allow you to Avoid an Attack, such as Kawarimi no quick pace), he must make a Balance check (DC 15) or
Jutsu or Shundou. move at half his normal speed until his next turn.
Mastery – Every step of mastery after the first allows If the technique is used on stormy lava, the user must
the technique to be used an additional time per day, up make a Balance check (DC 20) or move at one-quarter
to 5/day. his normal speed and lose his dexterity bonus to defense
The first step of mastery allows the user to avoid an until his next turn, where he must remake another
attack of up to his ECL or 5, whichever is lower. check. On the round the technique should end, the user
The second step of mastery allows the user to increase may spend a free action to sustain the technique and
the cost to 4 when avoiding an attack, to avoid an attack renew its effect on the same round, instead of having to
of up to his ECL or 10, whichever is lower. spend another move-equivalent; doing so still costs the
The third step of mastery allows the user to increase user the same Chakra Cost as it would if he used the
the cost to 6 when avoiding an attack, to avoid an attack technique normally.
of up to his ECL or 15, whichever is lower. Using this technique under lava has no effect until the
The fifth step of mastery allows the user to increase user surfaces. When landing on lava, a character can use
the cost to 8 when avoiding an attack, to avoid an attack this technique as an instant action that does not provoke
of up to his ECL or 20, whichever is lower. an attack of opportunity, but suffers a –20 penalty to
Material Focus – Senbon (10 + additional 10 for each meet the perform requirements, must pay double the
extra point of chakra spent). chakra cost.

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.

SHUUGYOU: KAWASU (TRAINING: DODGE) Whether through curiosity, familiarity or deep-seated


Training (Taijutsu) (Requires Training (f)) hatred, you've studied the ins and outs of a known clan
Rank: 9 (A); Learn DC: 24, 4 success. and their Kekkei Genkai ability to an extreme level.
When fighting an opponent with the selected Kekkei
Intensive full contact training between a student and Genkai active, the Ninja gains a +2 bonus on Bluff,
a teacher. The student dodges as the teacher throws Listen, Sense Motive, Spot, and Survival checks when
punches and tries to hit the student full force. This using these skills against these ninja. Likewise, he gets a
intensive training is reserved for medical ninja of Jounin +2 bonus on weapon damage rolls against them.
level because of the training style and how medical ninja This technique may be taken more than once; each
must not be hit so they can heal their comrades in battle. time it must be taken for a different Bloodline Limit.
Upon completion of this training the student gains a +1
Dodge bonus to Defense and a +1 bonus to his Reflex SHUUGYOU: KOUDO KOUSEN RYU (TRAINING: ADVANCED IRON
saves. In addition, after every day of this training the WIRE STYLE)
character takes 6d6 lethal damage, which can kill the Training (Taijutsu) (Requires Sleight of Hand 10 Ranks)
character. Rank: 8 (C Rank) Learn DC: 21, 2 successes; Components:
Extended Training – A character who already has a M
base Reflex save of 10 or greater must double the amount
Using this advanced training with a battle wire, the
of time to gain the training benefits of this technique.
user is able to wrap his wires around the limbs of his foe
SHUUGYOU: KINOBORI NO WAZA (TRAINING: METHOD OF TREE or another object within range. Using a single battle wire
CLIMBING) on a foe, the user is able to Initiate a ranged grapple. The
Training (Chakra Control) user is free to make attacks with his offhand. If the user
Rank: 4 (C); Learn DC: 17, 2 successes. has two battle wire, he is free to make normal ranged
attacks or another ranged grapple against anyone within
range with his offhand, including his grappled foe, if he
can beat his grappled foe(s) grapple check per attack. If SHUUGYOU: KYUUSHUU KOKOROGAKERU (TRAINING: REVENGE
the user fails this grapple check he cannot make the IN MIND)
attack (per normal grapple rules) against any foe, not just Training (General)
the one being grappled with. If both hands are occupied Rank: 6 (C); Learn DC: 13, 5 successes.
(both grappling for instance) the user is able to make
For weeks, you've trained and trained, determined to
unarmed attacks with his feet. (If he can beat both
overcome (or kill) a single being. They may be a rival
grapple checks per attack.)
you hope to surpass, or a sensei you wish to impress.
While in such a grapple the user may spend the chakra
Most likely, it's someone you want to kill.
to activate Kousen Shibari no Jutsu. The user does not
Every time you interact directly against that character,
have to make the touch attack against any foe already
you add a +1 to every roll related to opposing them - to
grappled, when using Kousen Shibari no Jutsu. In
hit, damage, saves vs. their jutsu, intimidate checks -
addition, if the user has two foes grappled when he
anything the GM finds suitable.
activates Kousen Shibari no Jutsu, it effects both targets,
Each time this technique is trained the user applies it
not just one.
to a new specific person.
When grappling an inanimate object, the user is able
to pull things of small size and up to 10 lb. to himself SHUUGYOU: RISUTOA SHIAN (TRAINING: RESTORATIVE
harmlessly. the user is also able to pull himself to an MEDITATION)
unmovable object with a strength check of 10, allowing Training (Chakra Control)
for easier movement in a variety of directions without Rank: 8 (B); Learn DC: 22, 4 successes.
the need for climb or jump.
Special: This training also grants Kousen Shibari no Chakra is a ninja’s most important tool, and as such,
Jutsu if the user does not already know it. being able to regain chakra during sleep is very
Material Focus: Battle wire. important. This training involves a special form of
meditation used when sleeping. After finishing the
SHUUGYOU: KOUKOTSU SHIBUTOI (TRAINING: BONE training, the user can enter a deep REM-like sleep, that
TOUGHENING) helps restore chakra reserves better than normal sleep.
Training (Taijutsu) (Requires Training (f)) The user uses Constitution or Wisdom (whichever they
Rank: 6 (C); Learn DC: 20, 3 successes. derive their bonus chakra pool from) to determine
chakra reserve recovered in addition to their normal
Slamming your fist into the ground until they bleed
recovery based on level.
and various other parts of your body, the bones become
The technique does not cost any chakra, but it does
stronger as they heal over and over again. Your legs are
require the user have at least 1/10th of its original
beaten until they almost break only to heal and become
chakra.
harder than ever before. At the end of this training the
character gains an additional +1 bonus to unarmed SHUUGYOU: SAMUINNIN (TRAINING: COLD ENDURANCE)
damage and Damage Reduction 1/-. In addition, at the Chakra Control (Training)
end of each day of training the character must make a Rank: 5 (C); Learn DC: 20, 3 successes.
Fortitude save DC 10 or take 1 point of temporary
Strength damage. This strange training makes the character gain a
Mastery: At each odd level the user gains +1 to their resistance to cold and is mostly found in ninja villages
Damage Reduction. At each even level the user gains +1 with a lot of snow for a long time. The character goes
to their unarmed damage bonus. through various tasks with little to no clothing on. Once
this training is over the character gains a +4 on Fortitude
SHUUGYOU: KYUU SUTO (TRAINING: SWIFT STRIKE) saves to resist cold weather effects.
Training (Taijutsu)
Rank: 6 (B); Learn DC: 21, 2 successes SHUUGYOU: SAKADACHI OSHIAGERU (TRAINING: HAND STAND
PUSH UPS)
This training teaches the character to move swiftly Training (Taijutsu) (Requires Training (f), Taijutsu 12
and go for the kill as fast as possible, at the end of this ranks)
training the character gains a +5 ft. to movement and +1 Rank: 9 (A); Learn DC: 21, 4 successes.
to Reflex saves and Initiative.
A character who has completed this training gains a +5
bonus to Balance checks.
SHUUGYOU: SARU TSUKAMU BODOU (TRAINING: MONKEY This technique does not draw a weapon for you, the
SNATCHES GRAPE) user must either have one in his hand or have the Quick
Training (Taijutsu) (Requires Training (f), Sleight of Draw feat, or make use of the kunai and shuriken draw
Hand 10 ranks) feature.
Rank: 6 (C); Learn DC: 24, 4 successes.
SHUUGYOU: TATEMAE (TRAINING: TEA CEREMONIES)
Practice makes perfect, especially when aim is Training (General)
involved. With this training, you've worked on the Rank: 3 (C); Learn DC: 19, 1 success.
motions of plucking something small and soft from a
You've been taught the ancient and beautiful art of
slight cavity - not very practical. Unless you count, of
serving and drinking tea. The incredible poise and
course, the eyes.
patience required for such a thing grants you a +2 bonus
Normally, making a called shot to the eyes is a -12.
on Bluff, Diplomacy and Perform (Dance), as well as the
This training reduces the penalties by 1 at each odd level
ability to delay any of your actions without penalty.
of mastery, to extricate an opponent's eye with your bare
hands. SHUUGYOU: TSUKAMU DEBARI (TRAINING: LEDGE GRAB)
Training (Taijutsu; Requires Training (f), Climb 5 ranks,
SHUUGYOU: SUIMEN HOKOU NO WAZA (TRAINING: METHOD OF
Jump 5 ranks)
WATER WALKING)
Rank: 2 (C); Learn DC: 13, 2 successes.
Training (Chakra Control)
Rank: 6 (B); Learn DC: 20, 3 successes. If the character fails a horizontal jump check by less
than 10, the user doesn’t clear the distance, but can make
Completing this training technique grants a +1 bonus
a Reflex save (DC 15) to grab the far edge of the gap. The
to Chakra Control checks made to tap reserves and a +2
character ends his or her movement grasping the far
bonus to chakra pool and chakra reserves. The user
edge. If that leaves the character dangling over a chasm
automatically learns the Tadayou technique if he did not
or gap, getting up requires a move action and a Climb
already know it.
check (DC 15).
Mastery – At the first step of mastery in this technique
the user may spend 3 chakra and activate Tadayou as a SHUUGYOU: TSUKISENU MOKUZAI (TRAINING: ENDURING
free action. WOOD)
At the third step of mastery in this technique the user Training (Ninjutsu) (Requires Mokuton Affinity)
need only spend 2 chakra. Rank: 6 (A); Learn DC: 20, 4 successes; Components: Mas.
At the fifth step of mastery in this technique the user
The user learns to create more and more dense wood
need only spend 1 chakra.
using their Mokuton affinity creating stronger barriers
SHUUGYOU: TAIKOU YADAMA (TRAINING: COUNTER and ensuring their traps ensnare the enemy more
PROJECTILE) effectively. The user’s Mokuton techniques that create
Training (Taijutsu) (Requires Training (f)) barriers gain an additional 1 hardness and 5 hit points.
Rank: 2 (C); Learn DC: 14, 2 successes. The user’s techniques which capture or grapple an
enemy increase their Escape Artist DC by 1 and their
The user may intercept a projectile with his own. You Break DC by 1.
may ready an action to intercept the projectile. Make an Mastery – Each step of mastery grants an additional 1
attack roll opposed to the opponent's attack roll. If you hardness and 5 hit points and further increase the Escape
succeed, the attack misses. If you fail by less than 10, the Artist DC by 1 and Break DC by 1 to the user’s Mokuton
attack receives a -5. techniques.
Defensive Maneuver: The Defensive Maneuver costs 1
point of chakra, and can be done up to 1 time per day. SHUUGYOU: WAN BUSO IAWNOBORI (TRAINING: ONE ARMED
The attack avoided must be from a creature with a ROCK CLIMBING)
Challenge Rating equal or lesser than his level, or 1 Training (Taijutsu) (Requires Training (f) Climb 10
(whichever is lower). The user cannot avoid an attack if ranks)
he is unaware of the attack. Rank: 6 (B); Learn DC: 20, 3 successes.
You suffer any range penalties to the attack roll as per
Through mountainous terrain you climb to the top.
the projectile used. It may not be any more than one size
This training involves climbing dangerous cliffs with
category smaller than the projectile it is intercepting.
one hand tied behind your back. The character must be
around mountainous terrain to learn this training. At the SHUUGYOU: ZEN SHIAN (TRAINING: ZEN MEDITATION)
end of this training the character gains a +5 inherent Training (Chakra Control)
bonus to Climb checks. Additionally, if the character is Rank: 4 (B); Learn DC: 18, 2 successes.
reduced to climbing with only one hand, they may
You have trained yourself in being one with the world
continue to climb using one hand instead of being
and one with yourself. Once per day, you may gain an
unable to move.
additional +4 on any Chakra-Control Check.
Mastery – Each step of mastery gives the user a +1 to
the Reflex save.

SHUUGYOU: WASHI KABI GAIKAN (TRAINING: EAGLE'S


SPLENDOROUS APPEARANCE)
Genjutsu (Training)
Rank: 6 (C); Learn DC: 20, 3 successes; Components: F, X

The user gains a +1 inherent bonus to his Charisma


score. This bonus is permanent.
Expendable Components – Health drinks and pills.
Purchase DC: 22.
CHAPTER 8: BLOODLINES & TEMPLATES
AJNA BINDU [DOUJUTSU] THIRD EYE (SU)
When an Ajna Bindu wills it, they can open a third eye
From the Hindu concepts of Ajna, meaning on their forehead which functions in every way like a
‘Command’, and Bindu, meaning ‘point’ to take the physical eye. A Third Eye user’s chakra turns white.
meaning ‘Point of Command’, Ajna Bindu has two parts. The character manifests this ability as an attack action
The first is the physical transformation. When activated that does not provoke an attack of opportunity. He or
Ajna Bindu opens a third eye in the center of the user’s she gains an insight bonus to Defense, Chakra Control
forehead. The second is the spiritual transformation and Sense Motive checks, and Genjutsu checks to detect
which manifests by using chakra to increase the illusions.
chemical melatonin in the pineal gland of the brain to In addition, the character can attempt to make a Sense
induce a quasi-dreamlike state of mind. Motive Check with a DC of 10 + the opponent’s Will
save bonus to create an emotional link with one
REQUIREMENTS opponent as a free action once each turn. So long as the
MINOR
Skills: Diplomacy 2 ranks user maintains the connection the user gains a +1 to The
Feats: Advanced Bloodline (Ajna Bindu) DC of the character's Doujutsu techniques while his
Third Eye is active. The number of characters a Third
INTERMEDIATE Eye user can connect with at one time is equal to the
Skills: Diplomacy 3 ranks
number associated with ‘Third Eye’ in the chart. In
Feats: Advanced Bloodline (Ajna Bindu)
addition, the user’s illusions that do no damage get a
TABLE: AJNA BINDU BLOODLINE TRAITS bonus against being dispelled equal to the bonus.
The character can concentrate for a move-equivalent
Ajna Bindu Ajna Bindu
action to gain the ability to See Chakra for as long as he
Level Minor Intermediate
concentrates, plus 5 rounds. Concentrating this way is
1st — —
the same as if he were concentrating on a technique.
2nd — Third Eye +1 The Ajna costs 1 point of chakra every round to
3rd Third Eye +1 Fatal Intuition +1 maintain. Deactivating this ability and maintaining the
4th — — emotional connection with an opponent is a free action.
5th Fatal Intuition +1 Third Eye +2 FATAL INTUITION (SU)
6th — — The character gains an insight bonus to Genjutsu DCs
and Will saves while the Third Eye is active.
7th High Speed Sight 1 —
8th — Third Eye +3
HIGH SPEED SIGHT (SU)
When the Third Eye is active, the character gains a
9th Third Eye +2 Fatal Intuition +2 high speed sight of the specified amount for as long as he
10th — Deep Meditation can See Chakra.
11th Deep Meditation Third Eye +4 DEEP MEDITATION (SU)
12th — High Speed Sight 2 When out of combat, an Ajna Bindu user can perform
13th Fatal Intuition +2 — a special form of meditation with the third eye open.
During this meditation, the Ajna Bindu user does not
14th — Third Eye +5
suffer the chakra cost of opening the third eye and they
15th Third Eye +3 Fatal Intuition +3 can allow a number of allies to join the meditation equal
16th — — to their Third Eye bonus. While in this meditation all
17th High Speed Sight 2 Third Eye +6 participants receive a +4 bonus to learn checks for
Genjutsu and Chakra Control [Spirit] Techniques. Any
18th — High Speed Sight 3
involved in the deep meditation can “train” with this
19th Third Eye +4 — bonus without ever actually leaving the meditation.
20th — — Those training in this manner appear to simply be
meditating to all outside of the meditation but their
chakra appears to flicker as if they were using a
technique. It is not possible to use an implement to gain
a bonus in training while in Deep Meditation but one TABLE: AKEKOCHUU BLOODLINE TRAITS
can tutor or be tutored, providing the tutor is part of the Akekochuu Akekochuu Akekochuu
meditation. Despite being a special kind of training, Level Minor Intermediate Major
Deep Meditation suffers all of the usual penalties Heedless of Heedless of Immortal
involved with training including chakra cost. In 1st
Danger Danger Fortitude 2
addition, those in deep meditation are completely Heedless of
unaware of their environment, though direct physical 2nd — —
Danger
contact breaks the meditation. Body Over
3rd — —
Mind
AJNA BINDU FEATS Body Over Immortal
4th —
BATTLE READY (THIRD EYE) [META-CHAKRA] Mind Fortitude 3
You are quick in activating your Third Eye in battle. Body Over Immortal
5th —
Prerequisite: Advanced Bloodline (Ajna Bindu), Third Mind Fortitude 1
Eye +2. 6th — — —
Benefit: The character may spend 1 meta-chakra Immortal No Challenge
7th —
charge to activate the Third Eye ability as a swift action. Fortitude 2 Too Great
Immortal Immortal
8th —
Fortitude 1 Fortitude 4
AKEKOCHUU 9th — — —
Immortal
The Bloody Butterfly exists as a bloodline passed down 10th — —
Fortitude 5
the Kyusuki line since its founders crushed all the other
Immortal
clans that possessed the same energy. The bloodline 11th — —
Fortitude 3
originated from a great Caterpillar Demon who
Immortal
cultivated powerful souls in order to create a cocoon. 12th — —
Fortitude 2
Once it was finished, the Demon would use the spilled
No Challenge Immortal
blood and powerful spirits to transform into a beautiful 13th —
Too Great Fortitude 6
butterfly. However, the caterpillar demon did not expect
14th — — Insurmountable
its children to rebel.
The rebellion shed much blood, but the caterpillar lay No
Immortal
dead and the captured spirit energy empowered the 15th Challenge —
Fortitude 4
Too Great
surviving ninja. The ninja went their separate ways and
lived in peace for some time, until the two grand- Immortal Immortal
16th —
Fortitude 3 Fortitude 7
daughters of the youngest shinobi slaughtered all others
who held their powerful gift. 17th — Insurmountable
Immortal
REQUIREMENTS 18th —
Fortitude 5
Unbreakable
MINOR
Skills: 2 ranks in Treat Injury, 2 ranks in Intimidate. Immortal
19th — —
Feats: Advanced Bloodline (Akekochuu) Fortitude 4
20th — — —
INTERMEDIATE
Ability Scores: Constitution 16, and either Intelligence
14 or Wisdom 14. IMMORTAL FORTITUDE (EX)
Skills: 3 ranks in Treat Injury, 3 ranks in Intimidate. The character gains a Fast Healing ability equal to the
Feats: Advanced Bloodline (Akekochuu) given number. This ability is active as long as the
MAJOR character does not engage in strenuous activities such as
Ability Scores: Constitution 18 and either Intelligence 16 training, traveling, or other physically intensive or
or Wisdom 16. mentally exhausting exercises.
Skills: 4 ranks in Treat Injury, 4 ranks in Intimidate. HEEDLESS OF DANGER (EX)
Feats: Advanced Bloodline (Akekochuu), Light Sleeper The Akekochuu drains the common sense of the
character and renders her incapable of judging true
danger. The character gains a bonus on saves against Fear AOI
equal to 1/2 her character level as long as she is above
1/4th of her maximum HP. The character cannot flee
REQUIREMENTS
Ability Scores: Wisdom or Charisma 16
from a battle until she has taken enough damage to be
Skills: Handle Animal 4 ranks
reduced below 1/2 of her maximum HP.
Feats: Advanced Bloodline (Aoi), Moujuu Aishou
BODY OVER MIND (EX)
The character can break herself of fear or mental control TABLE: AOI BLOODLINE TRAITS

through her unwavering faith in herself. The character Aoi


may, as a reaction, spend a number of chakra points up Level Major
to her Immortal Fortitude bonus. This chakra cannot be 1st Acute Sense of Smell, Track
converted to hit point damage. The character 2nd Skill Focus (Handle Animal or Survival)
immediately gains an insight bonus equal to the spent 3rd Keen Senses +1
chakra on Will Saves. 4th —
NO CHALLENGE TOO GREAT (EX) 5th Adrenaline Surge/1
A step further down the recklessness line, the 6th —
character becomes so sure that she cannot fail that she
7th Keen Senses +2
cannot and will not give up. The character gains a bonus
8th Predators Instincts
equal to her Immortal Fortitude number when she
attempts a skill check or attack roll against an opponent 9th —
who stands in her way. This ability is only active when 10th Adrenaline Surge/2
the user is below 1/2 her maximum HP. 11th Keen Senses +3
As long as the character is above 1/4th her maximum 12th Scent
HP, the character cannot turn away from a challenge 13th —
and must respond with the full force of her abilities.
14th Keen Senses +4
Normally, this involves a fight, but an enterprising
15th Adrenaline Surge/3
Kyusuki knows that not every question has "Punch it
until it stops bleeding" as an answer. 16th —
17th —
INSURMOUNTABLE (SU)
No shinobi can overcome a dedicated Kyusuki. The 18th —
character may, as a move action, spend an action point 19th Keen Senses +5
to regain a number of HP equal to her Immortal 20th Adrenaline Surge/4
Fortitude number times two. Unfortunately, this ability
comes at a great cost. The character may no longer turn
KEEN SENSES (EX)
away from any challenge, regardless of her current HP.
An Aoi are born with better senses than most. They
She can only be removed when she is unconscious.
gain a boost to Search, Spot, and Listen checks.
UNBREAKABLE (SU) PREDATORS INSTINCTS (EX)
A true paragon of the Kyusuki line: The Unbreakable
As an Aoi master's their bloodline they are able to
Shinobi! The character may, as a swift action, spend an
apply their Keen sense modifier to Melee Attack rolls
action point to regain their maximum HP. This ability
and Reflex saves.
may only be used when the character is between -1 and
-9 HP. The character is rendered unconscious but will ADRENALINE SURGE (EX)
continue to fight via muscle memory. The character does A number of times per day specified, the character is
not fall prone, but she does drop everything she's able to gain an adrenaline surge as an free action. The
holding. The character fights on using unarmed attacks, adrenaline surge only remains available for the action it
but she is treated as being Blinded for all attacks made was declared for, and if left unused, is wasted. The
by her and against her. adrenaline surge grants the character a +1 circumstance
bonus every two levels (maximum +10) to a single attack
roll, Reflex save or Defense against a single attack, or to
any check made to use a technique as a defensive
maneuver or while avoiding an attack. If the adrenaline
surge is used to gain a bonus to a Reflex saving throw or
to Defense, the surge consumes a daily use of both particularly running water, ruins a trail for air-breathing
defensive maneuver and avoiding an attack. creatures. Water-breathing creatures that have the scent
ACUTE SENSE OF SMELL (EX) ability, however, can use it in the water easily.
In many ways, the sense of smell of an Aoi is a lot like False, powerful odors can easily mask other scents. The
the sent ability but without the automatic nature of presence of such an odor completely spoils the ability to
scent. An Aoi nose allows it to locate and identify certain properly detect or identify creatures, and the base
races and creatures by their smell, and to aid in tracking Survival DC to track becomes 20 rather than 10.
it. Track: To find tracks or follow them for one mile
An Aoi automatically gets to attempt a DC 10 Wisdom requires a Survival check. The character must make
check to detect an animal within 30 feet, regardless of another Survival check every time the tracks become
concealment. If the animal is upwind, the range at which difficult to follow.
an Aoi can detect it doubles. If it is downwind, the range The character moves at half his or her normal speed
is halved. (or at the character's normal speed with a -5 penalty on
An Aoi has a better ability to detect and distinguish the check, or at up to twice the character's speed with a
the scents of creatures than a normal human. This gives -20 penalty on the check). The DC depends on the
the lupine a +5 racial bonus on Spot checks made to surface and the prevailing conditions.
oppose a known individual's Disguise check if the If the character fails a Survival check, he or she can
individual comes within 5 feet. retry after 1 hour (out-doors) or 10 minutes (indoors) of
An Aoi within 5 feet of an invisible or hidden creature searching.
is entitled to a DC 10 Wisdom check as a free action to DC
pinpoint that creature. Condition Modifier
An Aoi gains a +2 racial bonus on all Survival checks
Every 3 targets in the group being tracked -1
made to follow tracks. Aoi can't track by smell alone, but
the olfactory clues they find aid their tracking Every 24 hours since the trail was made +1
techniques. Every hour of rain since the trail was made +1
Aoi take a -2 penalty on all saving throws against Fresh snow cover since the trail was made +5
attacks based on odor.
Scent: This ability lets a creature detect approaching
enemies, sniff out hidden foes, and track by sense of BEARER OF THE KAPPA (TEMPLATE)
smell. A creature with the scent ability can detect
opponents by sense of smell, generally within 30 feet. If Somehow the spirit of a Kappa has been entombed in
the opponent is upwind, the range is 60 feet. If it is your own body. Whether this was sealed within you
downwind, the range is 15 feet. Strong scents, such as before your birth or even more unusual after your birth,
smoke or rotting garbage, can be detected at twice the you forever have the blessings of the water spirits, but
ranges noted above. Overpowering scents, such as skunk the curse of the kappa within you. You are forever
musk, can be detected at three times these ranges. regarded with distrust just as the Kappa who are famous
The creature detects another creature’s presence but not for their pranks and tricks that sometimes go too far, like
its specific location. Noting the direction of the scent is murder. Faint scales can be seen across your face in
a Move action. If it moves within 5 feet of the scent’s unusual patterns, each individual displays different
source, the creature can pinpoint that source. patterns on their scales and the scales are located in
A creature with the Track feat and the scent ability can different places on each bearer’s face. One rule remains
follow tracks by smell, making a Wisdom check to find consistent, the scales are very obvious to those around
or follow a track. The typical DC for a fresh trail is 10. them.
The DC increases or decreases depending on how strong Using the power of the Kappa you are able to exert
the quarry’s odor is, the number of creatures, and the age control over water, making you an unmatched force
of the trail. For each hour that the trail is cold, the DC near rivers and oceans.
increases by 2. The ability otherwise follows the rules for This inherited template can be applied to any creature.
the Track feat. Creatures tracking by scent ignore the
Type: Same as base creature, but gains Demonic subtype.
effects of surface conditions and poor visibility.
Skills: The character suffers a -4 to all Charisma-based
Creatures with the scent ability can identify familiar
skills except Genjutsu.
odors just as humans do familiar sights. Water,
Feats: The base creature gains Improved Chakra Pool for Using the water to float higher than 5 feet above the
free upon receiving this template, and said feat will ground requires a Concentration check (DC 20) and
always be available in any Bonus Feat list to the host. spending 2 points of chakra each round to avoid the mass
Special Attacks: Water’s Embrace, Water Shuriken of water losing shape and dropping whatever it is
Special Qualities: Water’s Embrace, Water Manipulation holding.
Level Adjustment: +2 The user can command a mass of water equal to five
Challenge Rating: +1 times his own weight to move at the same speed he can,
WATER’S EMBRACE (SU) but may only command a mass equal to his own weight
Using the water around him, the bearer of Water Spirit to follow him during transportations, such as Shunshin
is able to form gigantic arms or shapes of water to slam no Jutsu or Shunpo (counts as a weightless creature). The
into his enemies. The bearer can use a mass of range of control the bearer has over the water is limited
water equal to his body weight to deliver an attack to 30 feet.
within 30 feet as long as his chakra pool is 1 or higher. WATER SHURIKEN (EX)
Although this attack is considered a natural attack, the The Bearer of the Kappa is able to throw shuriken
bearer can still deliver multiple attacks during a full made from his own water. Each shuriken requires an
attack action, depending on his base attack bonus. attack roll, and he can throw 4 per round at his highest
The character still threatens only the squares adjacent to attack bonus. A Water Shuriken deals 1d6 plus his
him despite the range of this attack. modified Strength score points of piercing damage and
The attack deals damage as a slam attack from a has a range increment of 50 feet.
magical beast one size larger than the character with his
Strength score, plus one-half his level (round down).
The attack increases in size by one category every 5 BYAKUGAN [DOUJUTSU]
levels. The water also gains a +4 bonus to
grapple checks, but does not benefit from speed or BYAKUGAN FEATS
strength ranks or non-permanent bonus to Strength or
size.
ENDURING EYE
Prerequisite: Byakugan +2, Con or Wis 16
At 10th level, the bearer can deal damage as a claw
Benefit: The character has become accustomed to
attack instead. The water's embrace can be shaped at the
using his Byakugan, they pay 1 less chakra each time
bearer's will (being mindful of the embrace's size, at the
they must pay the cost for the Byakugan to remain
GM's discretion), but doing so does not increase or
active.
reduce the damage it can deal. Regardless of its shape,
the water's embrace will always appear to obviously be EPIC BYAKUGAN [EPIC]
a water construct unless it is somehow disguised. Your ability at maintaining the Byakugan activated for
The bearer can still attack airborne creatures without a long time improves further, enabling you to keep your
being hindered by the normal limitations of making Byakugan activated, to some extent, most of the day.
water levitate (see below). Prerequisite: Byakugan Eye +3, Spot 18 ranks, Sense
WATER MANIPULATION (SU) Motive 18
The bearer of the Water Spirit, regardless of his will, Benefit: You gain the ability to partially activate your
is always protected by water. Whenever he finds himself Byakugan eye. In this state, the
within 30 feet of water, the bearer gains a + 5 deflection Byakugan Eye only grants half its standard bonus,
bonus to defense against the first attack per 5 levels rounded up (maximum +3), and you cannot use any
(minimum 1, maximum 4) in a round, after which the abilities relevant to the Byakugan eye (such as Combat
deflection is negated until the next round, a ray attack Insight, Keen Sight, or High-Speed Sight).
counts towards this limit and are also blocked if they’re
within the amount that can be blocked. You may still perform techniques requiring the
The water can be used to carry weight with its Byakugan to be active, use Telescopic eye or concentrate
equivalent strength score (see Water's Embrace), so long to See through Chakra.
as it remains within 30 feet of the bearer, separate from
the bearer's own carrying capacity, though only as a The cost of Epic Byakugan is paid every 10 minutes (1
creature of the same size as the user (typically Medium- point of chakra), rather than every two rounds.
sized, with no multiplier for being a larger creature).
CHAKRA RESONANCE Chakra Enhanced Strength: The user’s limbs are coated
in chakra and allow him to deal increased damage. All
The members of the Kyomei clan were once regarded unarmed melee attacks deal an additional amount of
as some of the strongest feudal warriors of their time. damage equal to the number indicated in the chart.
Sadly, with the changing times and the countless wars, Chakra Shield: The user can thicken his skin by
their stronghold in the Grass Country was sacked and its pushing chakra out of his pores to strengthen his natural
members scattered throughout the world. However, defense. The user gains a damage reduction against all
ninja lore still spins tales of Kyomei clansmen and their damage types equal to the number indicated in the chart.
powerful bloodline. Burst Speed: The user focuses his chakra on the tips of
REQUIREMENTS his feet to significantly increase his overall speed. The
Ability Scores: Constitution 16 character increases the number of squares (5 feet) he can
Skills: Chakra Control 4 ranks, Concentration 2 ranks. move per round by the number indicated in the chart.
Feats: Advanced Bloodline (Chakra Resonance). Chakra Vision: The user can focus his chakra into his
eyes to significantly enhance his vision. While this
TABLE: CHAKRA RESONANCE BLOODLINE TRAITS
ability is active, the user gains High Speed Sight equal to
Chakra Resonance the indicated number above as well as the ability to see
Level Major much further than the average person. He suffers a
1st Chakra Resonance +1 penalty to Spot checks after 2 squares (10 feet) plus the
indicated number, instead of solely every 2 squares (10
2nd Sense/Suppress Chakra
feet).
3rd Full Effect 1/day The user of this ability may switch between
4th — enhancements as a swift action, once per round, that
5th Chakra Resonance +2 does not provoke an attack of opportunity. This ability
6th Chakra Restoration costs 1 chakra per round to maintain. Deactivating this
ability is a free action; however, the user will be dazed
7th —
after deactivation for 1 round.
8th —
SENSE/SUPPRESS CHAKRA (SU)
9th Full Effect 2/day By 2nd level, the character can sense and suppress
10th Chakra Resonance +3 chakra naturally.
11th — FULL EFFECT (SU)
12th — A number of times per day, the user may utilize all
13th Supercharged Resonance four of the Chakra Resonance abilities simultaneously
for 3 rounds. The chakra cost is doubled per round while
14th —
this ability is in effect.
15th Chakra Resonance +4
BONUS FEATS
16th — The character gains the Chakra Restoration feat at 6th
17th — level.
18th Full Effect 3/day SUPERCHARGED RESONANCE (SU)
19th — Once per day, the character can supercharge his
20th Chakra Resonance +5 Chakra Resonance ability to its very peak. For 1 round
per Constitution modifier score, the character may use
all four abilities simultaneously at double the indicated
CHAKRA RESONANCE (SU) Chakra Resonance number (See chart). This ability costs
The wielder of this bloodline has immense control triple the normal chakra cost as noted above.
over his chakra system and is able to push it through his The character may not deactivate this ability freely
pores and manipulate it in different ways to enhance his and must instead spend a full-round action to deactivate
abilities. This ability requires an attack action that does it prematurely. Once this ability ends, the character
not provoke an attack of opportunity to activate. Once must succeed a chakra control check (DC 20) or else
activated, the user may choose one of the following instantly be drained of 2d6 chakra from the intense use
ability enhancements:
and manipulation of chakra. He must also succeed a fouler than the demons whose blood they purportedly
Fortitude save (DC 20) or become fatigued. share.
REQUIREMENTS
Ability Scores: Strength 15.
CHILD OF THE WILD Feats: Advanced Bloodline (Chi no Bousou), Power
Attack
CHILD OF THE WILD FEATS
TABLE: CHI NO BOUSOU BLOODLINE TRAITS
ANIMAL BOND Chi No Bousou
Prerequisite: More than 1 animal companion.
Level Major
Benefit: The character may treat one of their
1st Riot of the Blood +2
secondary animal companions as though it were 3 levels
higher. 2nd Infernal Constitution 2 (10)
Normal: Typically, additional animal companions are 3rd Dreadful Personage +1
based off your level minus 3 per extra. -3 for the 2nd, -6 4th —
for the 3rd, etc.
5th Infernal Constitution 3 (15)
Special: This feat may be chosen multiple times. Each
time it is chosen it may be applied to the same animal or 6th The Blood that Hates, Dreadful Personage +2
another as long as the animal would not exceed the level 7th Riot of the Blood +4
of its owner. 8th Monstrous Physique
BLOODHOUND 9th Dreadful Personage +3
Prerequisite: Boost Scent (lesser) 10th Infernal Constitution 4 (20)
Benefit: The character is able to pinpoint the location 11th —
of a creature using Scent. You must be within 10 ft. of
12th Dreadful Personage +4
the creature to pinpoint their location.
Normal: Typically, with Scent you may detect 13th —
creatures but not pinpoint their location. 14th Riot of the Blood +6

ONE WITH NATURE 15th Infernal Constitution 5 (25)


Prerequisite: Aware +2 16th Dreadful Personage +5
Benefit: The character receives an additional +3 bonus 17th —
to each skill he normally gets a bonus for, upon reaching
18th Dreadful Personage +6
that level. So, a level 1 character receives their +2 on
Handle Animal checks will receive an additional +3 to 19th —
those checks but not a +3 to Spot or Survival until 20th Infernal Constitution 6 (30)
reaching the levels that grant those bonuses.

RIOT OF THE BLOOD (SU)


CHI NO BOUSOU The character can enter a bloodthirsty rage in combat.
While under the effects of Riot of the Blood, he
Of the great many clans who claim descent from the temporarily gains a bonus to his Strength and
various demon tribes of yore, few families manifest Constitution scores but takes a -2 penalty to his Defense.
abilities half as terrifying as the Yato clan and the Oni Riot of the Blood lasts a number of rounds equal to 3 +
blood that they lay claim to. Though deceptively human the character’s (newly improved) Constitution modifier.
by most appearances, the Yato manifest the remnants of To end Riot of the Blood before its duration expires, the
their infernal ancestry through their blood to empower character may attempt a Will save once per round as a
themselves at the expense of their own humanity. free action. The DC is equal to 13 + ½ the character’s
Through the use of their bloodline, the mercenary Yato level. Success ends the rage immediately; failure means
have carved a bloody notch in the history books as it continues. The effects of Riot of the Blood do not stack
implacable killing machines who turn the tides of battle with the Beastmaster’s frenzy class feature or similar
in one fell swoop. They are known as blood-thirsty abilities.
shinobi whose killing instincts and insatiable hunger for The character can Blood Riot once per day as a free
battle have given them a reputation even greater and action and gains an additional usage per day every 5
character levels. Even though this takes no time, he can CLAY ARTIST (TEMPLATE)
do it only during his turn and not in response to
another's action. A creature is considered a “clay artist” after performing
While enraged, the character cannot use any the kinjutsu technique Kuchi Sakusei no Jutsu that
Charisma-, Dexterity-, or Intelligence-based skills creates mouths on the body in order to use Kibaku
(except for Intimidate), the Concentration skill or any Nendo techniques. Such transformations include two
abilities that require patience or concentration, nor can mouths on the palm of each hand and one on the user’s
he perform Chakra Control, Genjutsu or Ninjutsu chest. Withdrawing a bit of clay from his pouch, one of
techniques. He can use any feat he has except Combat the mouths can consume the clay, imbue it with his
Expertise or meta-chakra feats. Explosive chakra and fashion it into a creature. The user
While under the influence of Riot of the Blood, the will retain control over the item and can decide what
character must attack those he perceives as foes to the actions the clay art will take.
best of his ability. Should he run out of enemies before
Skills: Craft (Visual Arts) is always a class skill.
Riot of the Blood expires, his rampage continues
Special Qualities: Kibaku Nendo Mouths.
regardless. He must then attack the nearest creature
Effective Character Level Adjustment: +1.
(determine randomly if several potential foes are
Challenge Rating: +0.
equidistant) and fight that opponent without regard to
friendship, innocence, or health (the target's or his own). EXPLOSION RELEASE
When Riot of the Blood ends, the character is fatigued Kibaku Nendo techniques are a combination of
for the duration of the encounter. If the character is still Explosion Release as well as Earth Release. The Fire and
under the effect of a rage ability, the fatigued condition Lightning natures make up the Explosion Release but the
does not apply until the rage ends—at which point the manipulation of the clay utilizes Earth Release. In order
character is exhausted, not merely fatigued. to benefit from this template the user needs Explosion
Release and Earth Release, without these the user will
INFERNAL CONSTITUTION (SU) not be able to use the Kibaku Nendo techniques.
As a move action the character gains the fast healing
ability and may heal an amount of hit points per day up NINJA CLAY
to the number listed within the parenthesis on the table The Clay Artist develops the ability to use Earth
above. The character can end Infernal Constitution as a Release to manipulate rock and water within the earth
free action at the start of his turn in order to spread out to create special clay utilized in Kibaku Nendo
his healing throughout the day. techniques. This clay unless properly stored (see Clay
Storage Pouch sealed item), will dry out and be rendered
THE BLOOD THAT HATES (EX) useless. If ninja clay is left out at in open air or even
When the character makes use of the Power Attack or
enclosed but at temperatures beyond a range of 60 to 70
Improved Power Attack feat he may instead apply his
degrees Fahrenheit, the clay will begin to dry out at a
attack roll penalty to his Defense.
rate of 1 pound an hour.
MONSTROUS PHYSIQUE (EX) The user must take time to prepare their clay in
You are treated as one size category larger for the advance, the processes to create Ninja Clay is listed
purposes of determining melee weapon damage below:
(including natural weapons), as well as for combat The user must have a number of 3 pounds of rock/sand
maneuvers such as bull rush, disarm, overrun, sunder, and water for each pound of ninja clay they wish to
trip, and knockback. Monstrous Physique does not affect create. The total creation time takes 4 continuous hours.
your reach, speed, ability scores, skills, or other effects The amount the Clay Artist attempts to create decides
dependent on size. the DC for the attempt, see the table below.
DREADFUL PERSONAGE (EX) Pounds of Clay Craft (Visual Arts)
You gain a bonus to Intimidate checks. At 6th level 1 lb. 10 DC
you may add your Strength modifier to Intimidate skill 2 lb. 15 DC
checks in place of your Charisma modifier. 3 lb. 20 DC
4 lb. 25 DC
+1 +5
KIBAKU NENDO MOUTHS
The user has two mouths on the palm of each hand.
The mouths allow the user to Perform Kibaku Nendo
techniques, by consuming the clay, imbuing it with Medium-sized (9 pounds): A Medium-sized sculpture
Explosion Release and fashioning it into a creature by can carry up to 300 pounds of material and may deal up
using Earth Release. As a part of the casting time of each to 11d8 point of explosion damage in a 20-ft-radius
technique, the user must succeed in a Craft (Visual Arts) burst. It has a +4 bonus to Hide and Move Silently
check, with DC equal to the Perform DC of the checks, a chakra pool equal to 2 times the number of die
technique. Failure means that the sculpture is defective, it carries in its explosion, and a defense of 13 and 17 hit
and won’t work properly. If the check fails roll a d6 and points.
look at the table below. Large-sized (12 pounds): A Large-sized sculpture can
carry up to 500 pounds of material and may deal up to
Result (1d6):
13d8 point of explosion damage in a 30-ft-radius burst.
1-2: The sculpture has one or more defective
It has a +4 bonus to Hide and Move Silently checks, a
limb/wing/appendage, its speed reduced to 10 ft.
chakra pool equal to 2 times the number of die it carries
3-4: The sculpture seems to work just fine, but will
in its explosion, and a defense of 11 and 30 hit points.
explode regardless of the user’s will, after 1d3 rounds.
Huge-sized (15 pounds): A Huge-sized sculpture can
5-6: The sculpture seems to work just fine, but won’t
carry up to 1000 pounds of material and may deal up to
explode when commanded, and when destroyed it goes
15d8 point of explosion damage in a 40-ft-radius burst.
up in a harmless puff of smoke.
It has a +0 bonus to Hide and Move Silently checks, a
The sculptures can take upon any form, from a bird to chakra pool equal to 2 times the number of die it carries
a spider, and always carries a nasty surprise in explosive in its explosion, and a defense of 9 and 50 hit points.
form. To create the sculpture, the user needs 3 pounds of Any size listed by an Kibaku Nendo technique is the
clay per size category above Tiny (For example, a large maximum size category of sculpture that technique can
sculpture would need 12 pounds of clay). After chewing create.
and spiting the sculpture back from one of the mouths The sculpture moves at a speed of 30 feet per round
on the user (including their original mouth) and making and acts on the user's mental directions only. It cannot
the necessary hand seals, the sculpture will be enveloped be taken over or affected by any mind-affecting effects,
by a puff of smoke and will increase to the appropriate and is immune to all conditions, as well as sneak attacks
size. The maximum size and amount of clay used and critical hits.
depends on the technique used (Kibaku Nendo – C1, The user can spend 2 times the required amount of
Kibaku Nendo – C2, etc). The statistics of each sculpture clay and 2 extra points of chakra per sculpture, and
are given below: create a flying sculpture that can move at a flying speed
Diminutive (1 pounds): A diminutive sculpture must of 40 feet (average). The DC of the Craft check is
occupy the square of a creature to deal any damage, as it increased by 5.
deals up to 5d8 point of explosion damage in a 5-ft. radius When creating medium-sized or smaller sculptures,
burst. The diminutive sculpture has a +12 bonus to Hide the user may choose to create a swarm of smaller
and Move Silently checks, a Chakra Pool equal to 2 times creatures (instead of a single, bigger creature) by
the number of die it carries in its explosion, and a spending two extra points of chakra per additional
defense of 19 and 1 hit point. sculpture the user wishes to make. The DC of the Craft
Tiny (3 pounds): A tiny sculpture must occupy the check is increased by 5.
square of a creature to deal any damage, as it deals up to By adding faster legs or a second pair of wings, the user
7d8 point of explosion damage in a 5-ft. radius burst. The can spend 2 times the required amount of clay and 2
tiny sculpture has a +8 bonus to Hide and Move Silently extra points of chakra per sculpture to double the speed
checks, a Chakra Pool equal to 2 times the number of die of his sculptures. The DC of the Craft check is increased
it carries in its explosion, and a defense of 17 and 6 hit by 10.
points. DC increases are cumulative. So, if the user wants to
Small (6 pounds): A small sculpture can carry up to 50 create a swarm of smaller creatures with faster legs, the
pounds of material and may deal up to 9d8 point of DC would be increased by 10 and the chakra cost would
explosion damage in a 10-ft.-radius burst. It has a +9 be increased by 4.
bonus to Hide and Move Silently checks, a chakra pool The user may set off the explosion of any sculpture, as
equal to 2 times the number of die it carries in its long as it remains within sight, as a move action, which
explosion, and a defense of 15 and 9 hit points. sets off a number of sculptures equal to the user’s
Intelligence modifier. Once destroyed, when the
duration expires or when it receives more electrical
damage than one third of its current hit points, the Duration: 1 minute/level (or until discharged); Save:
sculpture reverts back to inanimate, harmless clay. Reflex negate (see text); Cost: (see text).
The user may control a number of sculptures equal to
Another version of Kibaku Nendo, this one allows the
half their character level + their Intelligence modifier at
user to create a large flying sculpture used as a mount.
one time. Attempting to create more to control renders
The chakra cost of this technique is 5, plus 2 for every d8
previous ones useless and harmless.
it is charged with (the carrier version is limited to the
CLAY ARTIST TECHNIQUES same amount of damage as a medium flying sculpture).
When riding the bird, the user uses his own reflex saves
KIBAKU NENDO: (EXPLODING CLAY)
and his own defense. The user needs to use the ride skill
Ninjutsu (Bakuton) (Requires Craft (visual arts) 9 ranks
for complicated maneuvers or may use Kinobori to
and Kibaku Nendo Mouths (a)) [Explosion, Kinjutsu]
adhere to the surface of his sculpture.
Rank: 6 (B); Learn DC: 22, 4 successes; Perform: 9 (DC
Expendable Components – A mass of clay (24 pounds).
21); Time: 1 attack action; Components: C, S, X; Range: 5
feet; Effect: One sculpture; Duration: 1 round/level (or KIBAKU NENDO: C2 NO BAKUHATSU (EXPLODING CLAY: C2
until discharged); Saving Throws: Reflex negate (see EXPLOSION)
text); Cost: (see text). Ninjutsu (Bakuton) (Requires Craft (visual arts) 15 ranks,
Kibaku Nendo (2), and Kibaku Nendo Mouths (a))
The basic version of Kibaku Nendo allows the user to
[Explosion, Kinjutsu]
animate tiny clay figures. By using this technique, the
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 15 (DC
user can animate a single sculpture of tiny size (see Clay
29); Time: 1 attack action or 1 full-round action (see
Artist template). The chakra cost of this technique is 2
text); Components: C, S, X; Range: 5 feet; Effect: One
for each d8 the user charges the sculpture with.
sculpture; Duration: 1 round/level or 1 minute/level (or
Expendable Components – A mass of clay (1 pound).
until discharged); Save: Reflex negate (see text); Cost:
KIBAKU NENDO: C1 NO BAKUHATSU (EXPLODING CLAY: C1 (see text).
EXPLOSION)
This technique has two variations:
Ninjutsu (Bakuton) (Requires Craft (visual arts) 11 ranks,
C2 Dragon: Following the same rules as Kibaku Nendo:
Kibaku Nendo (1), and Kibaku Nendo Mouths (a))
C1 no Bakuhatsu, but the user creates a huge sized flying
[Explosion, Kinjutsu]
sculpture (see Clay Artist for details) that resembles a
Rank: 8 (S); Learn DC: 27, 5 successes; Perform: 14 (DC
dragon. If the user wishes, as a full-round action, the
28); Time: 1 attack action; Components: C, S, X; Range: 5
dragon will draw in some of its tail to create numerous
feet; Effect: One sculpture; Duration: 1 round/level (or
spheres (1 sphere/creator’s level), which it will expel
until discharged); Save: Reflex negate (see text); Cost:
from its mouth. The spheres are land mines that disguise
(see text).
themselves with the terrain they rest upon (DC 20 Spot),
This technique allows the user to use the finesse and which deal half the damage the dragon would, according
depth of his art to create animated clay figures of various to how much chakra the user charged Dragon with. For
sizes. By using this technique, the user can animate a example, if the user spent 30 points of chakra to charge
single sculpture of tiny, small or medium size (see Clay C2 Dragon with 10d8, each land mine would deal 5d8
Artist template). The chakra cost of this technique is 2 points of damage in a 10 ft. radius blast (Reflex halves)
for each d8 the user charges the sculpture with. to any creature that step on it. The spheres can be kept
Expendable Components – A mass of clay of the harmless if the creator desires, and won’t explode until
specified weight to create the sculpture. the user activates them (a move action). The huge flying
sculpture and the land mines remain active for 1
KIBAKU NENDO: CARRIER VERSION (EXPLODING CLAY: minute/level. The chakra cost to use C2 Dragon is 3
CARRIER VERSION) points of chakra for every d8 the user wants to charge
Ninjutsu (Bakuton) (Requires Craft (visual arts) 13 ranks,
the sculpture with. Using this version of the technique
Kibaku Nendo (2), and Kibaku Nendo Mouths (a))
takes a full-round action.
[Explosion, Kinjutsu]
Flying Dragon: Following the same rules as Kibaku
Rank: 10 (A); Learn DC: 28, 5 successes; Perform: 15 (DC
Nendo: C1 no Bakuhatsu the user creates a huge flying
29); Time: 1 full-round action; Components: C, S, X;
sculpture that resembles a dragon. This version lasts for
Range: 5 feet; Effect: One large flying sculpture;
1 round/level and consumes an attack action to use. The
chakra cost is the same as Kibaku Nendo: C1 no later. Failure means that the victim dies immediately,
Bakuhatsu. while success means that the creature breathed only part
of the cloud, receiving 1d6 points of Strength, Dexterity
KIBAKU NENDO: C3 NO BAKUHATSU (EXPLODING CLAY: C3 and Constitution damage, as his body is torn apart from
EXPLOSION) inside out. The cloud is invisible, and can’t be seen unless
Ninjutsu (Bakuton) (Requires Craft (visual arts) 17 ranks,
the user can See Chakra or See Through Chakra. The
Kibaku Nendo (3) and Kibaku Nendo Mouths (a))
target may still negate its effects by receiving at least 15
[Explosion, Kinjutsu]
points of lightning damage to their own body before
Rank: 14 (Super S); Learn DC: 33, 6 successes; Perform:
they are required to make the afore mentioned saving
17 (DC 39); Time: 1 attack action; Components: C, S, X,
throw, but must properly identify this technique
Mas; Range: 5 feet; Effect: One sculpture; Duration: 5
beforehand. Differently from most Kibaku Nendo
rounds (or until discharged); Save: Reflex negate (see
techniques, moving the cloud each round requires
text); Cost: 30.
concentration (otherwise it will remain on the same
Using this technique, the user is able to create a place until the duration expires).
stronger version of the Kibaku Nendo, and focus even Expendable Components – 15 pounds of clay.
more Chakra into a small flying sculpture, but with the
KIBAKU NENDO: KYUUKYOYU GEIJUTSU (EXPLODING CLAY:
explosive power of a huge sculpture. It has the same
ULTIMATE ART)
statistics as a similar sculpture from Kibaku Nendo, but
Ninjutsu (Bakuton) (Requires Kibaku Nendo (5), Kibaku
its speed is doubled, and the explosion is a 100-ft.-radius
Nendo: C1 no Bakuhatsu (5), Kibaku Nendo: C3 no
burst that deals 15d8 point of damage once the explosion
Bakuhatsu (5), Kibaku Nendo: C2 no Bakuhatsu (t) and
is set off. All damage suffered by the explosion can be
Kibaku Nendo Mouths (a)) [Explosion, Kinjutsu]
halved with a successful Reflex save.
Rank: 20 (Epic); Learn DC: 46, 8 successes; Perform: 24
Mastery – The user adds 10 feet to the burst for each
(DC 50); Time: 1 Full-round action; Components: C, S;
level of mastery on this technique.
Range: Personal; Effect: 6 Km burst; Duration: Instant;
Expendable Components – 15 pounds of clay.
Save: See Text; Cost: Special (See text).
KIBAKU NENDO: C4 KARURA (EXPLODING CLAY: C4 GARUDA) This is the ultimate technique of the Kibaku Nendo.
Ninjutsu (Bakuton) (Requires Kibaku Nendo (5), Kibaku
After removing the bindings sealing the mouth on his
Nendo: C1 no Bakuhatsu (5), Kibaku Nendo: C3 no
chest, the user will feed the maw a large clump of clay.
Bakuhatsu (3)) and Kibaku Nendo Mouths (a))
After being ingested, dark veins will begin to emerge on
[Explosion, Kinjutsu]
his body during 1d3 rounds as he infuses the clay with
Rank: 16 (Epic); Learn DC: 46, 7 successes; Perform: 19
his explosive chakra. When the veins nearly cover his
(DC 46); Time: 1 Full-round action; Components: C, S;
whole body, they will begin to retreat back into a sphere
Range: 5 feet; Effect: 20 feet radius burst/cloud;
located near the chest mouth. When the veins totally
Duration: 5 Rounds; Save: Fortitude partial (See text);
retreat back into the clay (after the 1d3 rounds have
Cost: 40.
passed), the user will ignite it, using all his remaining
This is the most deadly form of the Kibaku Nendo chakra and body as fuel, causing a huge explosion, which
technique. First, the user ingests clay using his real will cover a six-kilometer area. Anything inside this area
mouth. Then, the expelled clay will combine to form a will be affected as stated below:
huge version of the user. After forming the needed hand 300 ft. or less: Any creature, object or structure within
seals, the giant version of the user will explode into a 20 this distance must succeed in a Fortitude saving throw to
ft. burst of fine microscopic clay bombs. These tiny avoid being completely disintegrated, and a Reflex
objects will form a cloud, and be controlled by the user' saving throw to halve 50d8 points of damage.
as they move 30 ft. per round towards any direction the 301 ft. – 1 Km – Any creature inside this area receives
user wishes. The victim will then unknowingly breathe 40d8 points of damage that can be halved by a successful
in the cloud. These tiny objects will then travel Reflex saving throw.
throughout the body and detonate, causing microscopic 1 Km - 2 Km – Any creature inside this area receives
explosions. This in turn causes the body to disintegrate 25d8 points of damage that can be halved by a successful
on a cellular level. Reflex saving throw.
Any living creature that breathes the deadly cloud
must succeed in a fortitude saving throw 1d3+1 rounds
2 Km - 3 Km – Any creature inside this area receives
20d8 points of damage that can be halved by a successful
Reflex saving throw.
3 Km - 4 Km – Any creature inside this area receives SHOTON
10d8 points of damage that can be halved by a successful This character gains the ability to use crystal
Reflex saving throw. techniques.
5 Km - 6 Km – Any creature inside this area receives
5d8 points of damage that can be halved by a successful
CRYSTAL SKIN (SU)
This ability can be activated as a standard action at the
Reflex saving throw.
cost of 1 point of chakra every round. The character
6 Km – Any creature inside this area receives 1d8
gains a bonus to unarmed damage or damage reduction
points of damage that can be halved by a successful
equal to the specified number. The user can switch the
Reflex saving throw.
function of this ability as a swift action once per round.
6+ Km – No effect.
This ability can be deactivated as a free action.
The user obviously dies after the explosion, leaving
nothing behind, having been vaporized. CRYSTAL BLADE (EX)
Expendable Components – 20 pounds of clay. As a move action that does not provoke an attack of
opportunity, while the character’s Crystal Skin ability is
active, the character can create a weapon composed of
CRYSTAL STYLE crystal that attached itself to the user’s forearm. The
Crystal Blade counts as a simple weapon and requires the
REQUIREMENTS Simple Weapon Proficiency to be wielded properly.
Elemental Affinity: Earth
Because of its placement, the user can still perform
Skills: Concentration 3 ranks
techniques with hand seals normally.
Feats: Advanced Bloodline (Shoton)
A Crystal Blade is always appropriately sized for the
TABLE: CRYSTAL STYLE BLOODLINE TRAITS user’s current size category. The following statistics are
Crystal based on a medium sized character.
Level Major A small Crystal Blade is a light weapon that deals 1d4
1st Shoton points of slashing damage, critical 19-20/x2.
A medium Crystal Blade is a light weapon that deals 1d6
2nd Crystal Blade (Small)
points of slashing damage, critical 18-20/x2.
3rd — A Crystal Blade has a hardness of 4 and 5 hit points (8
4th Crystal Skin +1 for medium). While the weapon can only be created
5th Crystallization (5 ft.) while Crystal Skin is active, the blade itself will not
disappear if the ability is deactivated, as long as the user
6th —
has at least 1 point of chakra.
7th Crystal Blade (Medium)
8th Crystal Skin +2
CRYSTALLIZATION (SU)
As a standard action, the user can convert non-living
9th — matter into solid crystal. For each 2 points of chakra
10th Crystal Affinity +2 spent for this ability, the user can convert a 5 ft. square
11th Crystallization (10 ft.) into crystal (maximum radius equal to the amount
shown on the table above). It can be shaped in any way,
12th —
even as sharp tentacles capable of attacking near
13th Crystal Skin +3
creatures. Attacking with the created crystal is a
14th Crystal Affinity +4 standard action that deals 1d4 points of piercing damage
15th — for every 5 ft. of its size, using the character’s
16th Crystal Skin +4 Intelligence modifier + half character level as a bonus to
attack rolls as a melee attack against adjacent opponents.
17th Crystallization (20 ft.)
The crystal is incapable of making grapple checks and
18th — cannot score critical hits.
19th Crystal Affinity +6 Crystal created in this fashion has a hardness of 10 and
20th Crystal Skin +5 2 hit points per level of the user. If the user drops below
1 point of chakra, any crystal created using this ability the Manifestation grants is only available while in the
immediately disintegrates. Cursed Seal Level 3 form.
CURSED BLESSING
Your raw potential has been improved thanks to the
CRYSTAL AFFINITY Cursed Seal.
The character gains a bonus to learn, perform and Benefit: The character gains a temporary +2 to one
convert Shoton techniques equal to the number shown. Ability Score or +1 to two Ability Scores. The Ability
In addition, once per day, the user can add half their Score(s) chosen cannot be changed after the first
Crystal Affinity as a bonus to a Shoton technique DC selection.
while Crystal Skin is active. BIZARRE SINEW
The muscle fibers in your body have changed and
become more flexible.
CURSED SEAL LEVEL 3 (TEMPLATE) Benefit: The character gains a +4 bonus to Reflex saves.
The Cursed Seal can be improved further thanks to CELLULAR REGENERATION
advancements in genetics and drug treatment therapy. The Cursed Seal has amplified the rate at which you
Only the most skilled and intelligent of doctors and recover from wounds.
geneticists are able to provide the skills necessary to Benefit: The character gains fast healing 3.
unlock a Cursed Seal to the next stage. See the Core INCREDIBLE SKILL
Handbook pg. 805 for more details on the Cursed Seal The Cursed Seal has vastly improved your skill in some
template. areas.
Skills: Control Cursed Seal as a class skill. Benefit: The character picks 2 different skills to that
Special Qualities: Cursed Seal Level 3. get miscellaneous +5 bonuses.
Level Adjustment: +2. IMPROVED SENJUTSU CONVERSION
The Cursed Seal has improved the manner in which
When manifested, this ability grants the creature a +4
you process Senjutsu chakra.
bonus to Defense, Reflex saves, attack and weapon
Prerequisite: Sage’s Wisdom (f)
damage rolls, a +6 bonus to opposed disarm, trip, grapple,
Benefit: The character now uses the below chart when
bull rush or overrun checks and Climb, Jump and Swim
converting Nature Energy into Senjutsu Chakra.
checks. He gains 36 temporary chakra and his carrying
capacity triples. Every consequent use within a 24 hours Conversion Method DC (round up)
period reduces the amount of chakra gained by any level Full Round Action 5 + 1/2 nature energy
by 12, minimum 0. The temporary chakra fades converted
immediately after the Cursed Seal is deactivated. Attack Action 10 + 1/2 nature energy
Like the level 1 Cursed Seal, manifesting or converted
Move Action 20 + 1/2 nature energy
deactivating this ability is difficult for an unwilling
converted
creature (see Cursed Seal Level 1).
Swift Action 30 + nature energy converted
Each round spent under the influence of the level 3
Free Action 40 + nature energy converted
Cursed Seal grants 4 CSP. The level 3 Cursed Seal can be
used a number of times every 24 hours equal to the RESILIENT ORGANS
creature's Constitution modifier. Each time after that The Cursed Seal has drastically changed how your
deals 2 points of temporary Constitution damage upon organs process substances.
activation, and puts the creature into a fatigued Benefit: The character gains a +4 to Fortitude saves
condition when deactivated (or exhausted if it was against poisons and diseases.
already fatigued). STRANGE MIND
The effects of any Cursed Seal Level do not stack with The Cursed Seal has twisted your mind’s neural
another. pathways, making it harder to influence you.
CURSED MANIFESTATIONS Benefit: The character gains a +4 to Will save against
Special manifestations occur when a person reaches Compulsions.
Level 3 of the Cursed Seal. The character picks one of the UNDYING
following features, they can never change it. The bonus The Cursed Seal has given you an inhuman will to live.
Benefit: The character adds their level to the amount
of hit points they must reach in order to die. For Retry: Each attempt at a quickened transformation is a
example, a 5th level character would need to be brought swift action.
to -15 HP to die.

UNUSUAL BODY CURSED FLEXIBILITY


Your body has been physically warped by the Cursed You’ve developed great skill in utilizing your Cursed
Seal making it harder to land critical hits on you. Seal, you’ve learned to transform rapidly.
Benefit: The character gains a Critical Miss Chance of Prerequisite: Cursed Seal Level 2, 12 ranks Control
15%. Cursed Seal
Check (Force Transformation): The cursed character Benefit: The character is now able to try for
makes a check to forcefully activate the cursed seal. transformations in the blink of an eye, if he can exert
enough control over the Cursed Seal, he can change as
an instant action.
Voluntary Transformation DC
Check (Force Transformation): The cursed character
Level 1 15 makes a check to forcefully activate the cursed seal.
Level 2 20
Level 3 25 Deactivate Seal DC
Activate Level 1 30
Retry: The character can attempt to force the cursed
Activate Level 2 35
seal to activate as often as he likes. Each attempt is an
Activate Level 3 40
attack action.
Check (Deactivate Cursed Seal): The cursed character Deactivate Level 1 25
makes a check to attempt to deactivate the cursed seal. Deactivate Level 2 30
Deactivate Level 3 35
Deactivate Seal DC
Level 1 (Voluntary) 10 Retry: Each attempt at a quickened transformation is
Level 2 (Voluntary) 15 an instant action.
Note: You can still only make one instant and swift
Level 3 (Voluntary) 20
action per turn.
Level 1 (Involuntary) 15
Level 2 (Involuntary) 20
ENDURING CURSE
Your body has grown used to the effects of the Cursed
Level 3 (Involuntary) 25 Seal, you’re now able to lessen the negative effects it has
on you, and you can even utilize the Level 1 form
Retry: The character can retry to deactivate a without penalty.
voluntary transformation an unlimited amount of times, Prerequisite: 12 ranks Control Cursed Seal
each try is an attack action. An involuntary Benefit: The character takes one less CSP per round
transformation deactivates on its own as the encounter (minimum 0).
ends.
WILLING CURSE
Prerequisite: Will Over Flesh
Check (Quicken Transformation): Only a willing
Benefit: The character is able to transform a number of
recipient can use this skill to facilitate the
times per day equal to their Wisdom modifier, though
transformation and deactivation process.
any damage for exceeding this number is still dealt to the
user’s Constitution. The character also receives a +1 to
Deactivate Seal DC
all bonuses from the Cursed Seal template at all levels,
Activate Level 1 25
they also gain a +4 to Control Cursed Seal checks.
Activate Level 2 30
Activate Level 3 35 CURSED TECHNIQUES
Deactivate Level 1 20 Upon reaching Cursed Seal Level 3, the character is
Deactivate Level 2 25 granted 2 Cursed techniques that are only usable while
Deactivate Level 3 30
in the Level 3 form. Other requirements and effects may A cursed human fighting without a weapon may
also be present depending on the technique. expose his cursed arm and use a slam natural attack with
[WIP] it. The base creature gains a slam that deals 1d4 plus their
strength modifier in damage. This slam is treated as if it
DAIRIKI were made with a dark iron weapon, and ignores up to
15 points of damage reduction or hardness. If the base
DAIRIKI FEATS creature is armed, then this slam may only be used as a
secondary weapon if they are not wielding their primary
EARTH MOVER weapon with two-hands or are wielding their primary
Prerequisite: Power of the Earth +1, One with the
weapon in their non-cursed arm.
Earth
Benefit: The character gains a burrow speed equal to BOUND DEMONIC ARM (EX)
his move speed. One of the base creature's arms, their right or left, is
destroyed irreparably. All flesh, blood, and sinew
MOUNTAIN MAN contained in the limb withers over the course of eight
Prerequisite: Dairiki +1 hours and rots away until nothing but the bone remains
Benefit: The character gains a climb speed equal to behind. This process causes an immense amount of pain
their move speed as well as a +4 bonus to Climb while the base creature. Over the course of the next eight
Dairiki is activated in addition to his normal Strength hours, blood red chakra flows out of the exposed bone,
bonuses. and eventually the base creature is left with an arm
ONE WITH THE EARTH composed of pure chakra covering a skeletal hand.
Prerequisite: Power of the Earth +1 The base creature's demonic arm is always active, and
Benefit: The character no longer takes movement it drains 1 points of chakra for each round the limb is
penalties from difficult terrain on any form of land. uncovered. As long as the limb is uncovered it grants a
+2 profane bonus to the user's Strength score. This bonus
POWER OF THE EARTH only applies to one arm, and as such the user does gain
Prerequisite: Power of the Earth +2, Earth Mover
this benefit when two-handing their weapon.
Benefit: The character gains a +6 to grapple when
The user may, as a free action, pour more of his own
using a Doton jutsu that grapples.
life force into the demonic arm to increase its
effectiveness. The user may increase the bonus Strength
DEMONIC ARM (TEMPLATE) granted by their demonic arm by 1 point per 2 levels, but
takes 1d4 points of lethal and chakra damage for every 2
Monsters made of malicious chakra exist within the points she increases her profane bonus by. This increased
world, and such monsters should always be strength drains an additional 1 chakra per 2 points of
exterminated with extreme prejudice. But humans bonus Strength per round. The damage taken cannot be
desire power from all sorts of places, and even these reduced by damage reduction. The bonus to the user's
monsters can be used. A human may use a monster's Strength score lasts until the limb is covered up again.
cursed chakra to supplement their own, but doing so Example: An 8th level human with a Demonic Arm
causes drastic physical effects. can increase her +2 modifier to +6, but takes 2d4 points
The Demonic Arm template can only be applied to a of lethal damage and 2d4 points of chakra damage by
living corporeal human. It is always applied after birth, doing so. Every round, he will need to pay 3 points of
and cannot be inherited. The human this template is chakra until he covers up the limb.
applied to is heretofore referred to as the base creature. HOLY SHROUD (EX)
A piece of cloth blessed by a holy man, soaked in holy
Type: The creature gains the Demonic Subtype.
water, or otherwise made resistant to the power of
Abilities: +2 Strength, -2 Constitution
demonic energy. This cloth covers the user's demonic
Special Attacks: Slam Attack, Bound Demonic Arm
arm, and prevents it from draining any chakra from the
Special Qualities: Bound Demonic Arm, Holy Shroud,
base creature. The cloth takes a full round action to wind
Demonic Chakra
around the user's limb, and can be undone as a swift
Level Adjustment: +2
action. The cloth does not allow the user to wear any
Challenge Rating: +1
kind of armor over the arm it's wrapped around, but can
SLAM ATTACK be worn under clothes easily.
The base creature must modify any armor to leave 20th), up to a maximum equal to his Constitution
their demonic arm uncovered, and as a result reduces the modifier. The procedure to transfuse additional
armor bonus of any armor they wear by 1 permanently. bloodline DNA into the character’s system takes 1d4
The holy shroud provides a +2 sacred bonus to Defense days per bloodline level progression (Minor,
and saves vs creatures with the Demonic or Evil Intermediate, Major). A character with multiple
subtypes, or the Outsider type. bloodlines may manifest them proficiently in combat.
DEMONIC CHAKRA (EX) Once per round, the character may spend a move-
The base creature's chakra signature is irrevocably equivalent action that provokes an attack of opportunity
changed, and she will always appear to those with to manifest one of his chosen bloodlines. He may only
chakra sensing capabilities as a Demon rather than a have one active at a time. While it is active, the character
Human. is able to use any abilities granted by the bloodline. If the
character manifests a different bloodline during the
same encounter, the previous one becomes dormant
DNA TRANSFUSION (TEMPLATE) again and he suffers 2 points of temporary Constitution
damage. This is a cumulative penalty. This action incurs
This is less of an ability and more of a masterful work an attack of opportunity.
of medical ingenuity. By transfusing the DNA of
LIFE EXPECTANCY (SU)
specimens that possess bloodlines, the user can
The character’s life expectancy drastically reduces
effectively bond those bloodlines to his own genetic
with each bloodline transfused into his body. For the
code and harness their powers concurrently. This
first bloodline, and every additional bloodline after, the
medical procedure has harsh consequences for the
character’s age categories after Young Adult reduce by 5
subject, but the rewards can be incredibly powerful.
years.
This template may be applied to a 1st level character,
Example: If normally a human character would be
but he cannot gain additional bloodlines unless he can
considered an Adult at age 30, then a character with 2
perform the surgery per the Treat Injury skill or have
transfused bloodlines would be considered Middle Aged.
another character perform the necessary procedure for
Additionally, when the character reaches the Old
him. The chosen bloodline will not progress in effective
category, he must succeed a Fortitude save (DC 25) each
level until after the character’s 3rd level if the template
month or else suffer 1 point of permanent Constitution
is chosen this way.
damage.
Transfusing the DNA required for this template
requires a surgery kit and a Treat Injury check (DC 25 + DNA TRANSFUSION FEATS
5 per bloodline progression (Minor, Intermediate,
Major)). If the character attempts this surgery on BLOODLINE MONSTROSITY [META-CHAKRA]
himself, he takes a -5 penalty to his Treat Injury check By mastering the use of his transfused bloodlines, he
and drops to 1 hit point at the end of surgery, regardless may harness their powers concurrently for a short time.
of if he was successful or not. This surgery may not be Prerequisite: DNA Transfusion Template, 3 or more
performed more than once per week. bloodlines, Con 15.
Benefit: A number of times a day equal to the
Special Qualities: Infused Bloodlines, Life Expectancy. character’s Constitution modifier, he may manifest all of
Level Adjustment: +1 per chosen bloodline. his chosen bloodlines simultaneously as a full-round
INFUSED BLOODLINE (SU) action at the cost of a metachakra charge. This ability
After the medical procedure mentioned above, the grants the character access to abilities granted by all
character will feel the effects immediately. Any chosen bloodlines for 2 + Constitution modifier rounds
bloodline(s) chosen is treated as if 3 levels lower when after activation. However, the effective bloodline level
determining abilities, and all actions and chakra costs for determining those abilities is reduced by an
required by the bloodline still apply. However, the additional 1. (Stacked with the reduction mentioned in
character is not required to take bloodline levels to the template) When this ability ends, the character
continue gaining abilities in said bloodline. Doujutsu suffers 2d4 points of temporary Constitution damage.
bloodlines are not offered by this template in any
capacity.
A character may increase the number of bloodlines his
body can handle by 1 every 5th level (5th, 10th, 15th,
DOUKAGAN [DOUJUTSU] The character may also concentrate for an attack
action to See Chakra for as long as his Doukagan remains
The Fujiwara clan's Doukagan is a bloodline that active. Will save bonuses against Genjutsu from Seeing
manifests itself in the eye and allows its wielder to Chakra do not stack with the Doukagan's. Deactivating
memorize the movements of Chakra when molded and this ability is a free action.
used in techniques.
REQUIREMENTS
MINOR HIGH SPEED SIGHT (EX)
SKILLS: GENJUTSU 2 RANKS, NINJUTSU 2 RANKS
Feats: Advanced Bloodline (Doukagan). While the character's Doukagan is active, he gains a
high speed sight equal to the specified amount.
INTERMEDIATE
Skills: Genjutsu 4 ranks, Ninjutsu 4 ranks OSMOSIS (SU)
Feats: Advanced Bloodline (Doukagan). Once per round as an instant action while the
character's Doukagan is active and he is Seeing Chakra,
TABLE: DOUKAGAN BLOODLINE TRAITS he may “assimilate” any Ninjutsu, Genjutsu, or Chakra
Leve Doukagan Doukagan control technique he sees being performed by spending
l Minor Intermediate an action point. The technique must be performed with
1st Doukagan +1 Doukagan +1 either the half seal or hand seals component. Other than
assimilating the technique, his Doukagan bonus
2nd — High Speed Sight 1
increases by +2 against the assimilated technique.
3rd — Osmosis
The technique, once assimilated, allows the character
4th High Speed Sight 1 — to develop it within 2 weeks with a bonus to Learn
5th — Technique Thief checks equal to his Doukagan bonus increased by
6th — Doukagan +2 Osmosis. If unused within 2 weeks, the knowledge fades
and is useless. Normal restrictions and requirements of
7th Osmosis High Speed Sight 2
the technique (such as elemental affinity or need of a
8th — — bloodline) apply. If the technique cannot be assimilated,
9th — Hypnotic the action point is not wasted. The character can only
10th Doukagan +2 Doukagan +3 assimilate a number of techniques per month equal to his
11th — High Speed Sight 3 Intelligence modifier plus 2.

12th — — TECHNIQUE THIEF (SU)


This ability allows the character to copy techniques
13th High Speed Sight 2 Doukagan +4
using the Doukagan’s Osmosis ability, and its ability to
14th — High Speed Sight 4 see chakra and how it’s molded.
15th — — The character must ready an action. Any technique he
16th Doukagan +3 Doukagan +5 sees and has assimilated using Osmosis he may copy for
instant use using his readied action. The character must
17th — High Speed Sight 5
meet the requirements of the technique to copy it, and
18th — —
if he does not, the action is wasted.
19th High Speed Sight 3 Doukagan +6 The technique must be a Genjutsu, Ninjutsu, or
20th — High Speed Sight 6 Chakra control technique performed with hand seals or
half seals components. A technique performed with no
hand seals cannot be copied.
DOUKAGAN (SU) To copy a technique, he must succeed a check to
The character can activate this bloodline ability by
identify it and check again to Perform the technique. If
spending an attack action that does not provoke an
both checks to identify and perform the technique, the
attack of opportunity and costs 1 points of chakra every
maneuver can be initiated. When initiating the
round to maintain. While the Doukagan is active, the
maneuver, the character has a 80% base chance of
character gains a resistance bonus to Will saves against
success. If he fails, the readied action is wasted, but he
Genjutsu and Ninjutsu techniques, and a bonus to
spends no chakra. If he succeeds, the character must pay
identify Genjutsu and Ninjutsu techniques (see above).
the same chakra cost as the technique that was
performed (accounting for meta- chakra feats and the
technique being empowered). If a meta-chakra feat was Benefit: The character may spend 1 meta-chakra
applied to the technique, the chance of success is charge to activate the Doukagan ability as a swift action.
reduced by 30%. The character is able to determine if a
ENHANCED DOUKAGAN
meta-chakra feat was applied to the technique when he
Your Doukagan is considered the peak of your
succeeds on identifying it.
bloodline in both skill and beauty.
If the character can See Chakra, the chance of success
Prerequisite: Advanced Bloodline (Doukagan),
increases by 10%.
Hypnotic, Doukagan +3.
If the maneuver succeeds, the character can choose to
Benefit: You gain Beautiful Eyes.
Copy, Memorize or Nullify.
Copy: The character performs the technique as it was GREATER OSMOSIS [META-CHAKRA]
performed by the creature he copied from, and it has the Prerequisite: Advanced Bloodline (Doukagan),
same effects. The character gains a +2 bonus to Learn Osmosis.
checks made to develop the technique for 2 weeks. If Benefit: Up to twice per day, the character can spend
unused, the bonus fades. a meta-chakra feat to use the Osmosis ability rather than
Memorize: The character gains a +4 bonus to Learn an action point.
checks to develop the technique for 1 month. If unused, MASTER OF EYES
the bonus fades. He regains one-half the chakra cost he You are every technique user’s bane. Your skill in
paid to initiate the maneuver. manipulating chakra and using the Doukagan has
Nullify (Genjutsu or Ninjutsu only): The character allowed you a unique understanding of chakra and its
counters the creature performing the technique, and the uses enabling you to turn your enemies’ attacks against
technique has no effect. The character gains a +2 bonus them.
to Learn checks made to develop the technique for 2 Prerequisite: Advanced Bloodline (Doukagan),
weeks. If unused, the bonus fades. A technique with a Doukagan +6
Personal range cannot be nullified. Benefit: You gain Twist of Fate.
HYPNOTIC (SU) SEE THE UNSEEN
The character’s Doukagan eyes evolve and begin to
Prerequisite: Doukagan +2
spin hypnotically when activated. The character gains a
Benefit: The character may use Osmosis for techniques
+4 resistance against Doujutsu and Genjutsu techniques
that qualify that do not use hand seals.
and upon a failed attack against the character the
attacker must make a Wisdom resist or become EPIC DOUKAGAN [EPIC]
Fascinated. Your ability at maintaining the Doukagan activated for
a long time improves further, enabling you to keep your
BEAUTIFUL EYES (SU)
Doukagan activated, to some extent, most of the day.
The characters Doukagan are particularly striking in
Prerequisite: Doukagan Eye +2, Genjutsu 18 ranks,
their beauty drawing ones gaze innately. Enemies must
Ninjutsu 18
maintain an Averting Ones Eyes Maneuver or succeed at
Benefit: You gain the ability to partially activate your
a -4 Wisdom resist each round to not become Fascinated.
Doukagan eye. In this state, the
TWIST OF FATE (SU) Doukagan Eye only grants half its standard bonus,
The character may choose when attacked by a hostile rounded down (maximum +2), and you cannot use any
Ninjutsu, Genjutsu, or Doujutsu to instead of making a abilities relevant to the Doukagan eye (such as High-
saving throw to instead make a Chakra Control roll plus Speed Sight or Osmosis).
their Doukagan bonus versus the hostile attacks You may still perform techniques requiring the
Performance DC. Should the character succeed the Doukagan to be active and concentrate to See Chakra.
attack is turned back against its original caster. The cost of Epic Doukagan is paid every 10 minutes (1
point of chakra), rather than every round two rounds.
DOUKAGAN FEATS
BATTLE READY (DOUKAGAN) [META-CHAKRA]
You are quick in activating your Doukagan in battle.
EURYALE CLAN (TEMPLATE)
Prerequisite: Advanced Bloodline (Doukagan),
In a time before Hidden Villages, before the
Doukagan +1, Osmosis.
militarization of ninja, before even the rise to power of
the Senju or the Uchiha., there was the Euryale. In the
beginning, the First Sage struck down the gods, Lesser Curse Template applied. Members of the clan
overturned the natural order and forced the heavens to with the Greater Curse are humans (generally standard,
kneel to Man. He demanded obedience, but did not fire-type or wind-type) with the Greater Curse template
expect the treachery that would come. The fallen gods applied.
bound their power into mortals, imbued human flesh GREATER CURSE TEMPLATE
with their natural magic and corrupted thousands. Many The Greater Curse of the Snake God can only be
of these corrupted humans had either been driven mad applied to a Normal Human (hereafter referred to as the
or slain outright by the 'gifts' of the gods. But, as always, base creature) and is considered hereditary. The
there were survivors. One such group was the Euryale template can only be applied at birth.
clan. The original members were not blood relatives, nor
did they share any common philosophy. But they were Type: The creature gains the Subtype Cursed Human
bound by the curse in their flesh far tighter than bonds (Snake).
of blood or fealty. Hit Die: Decrease the base creature's hit die by one step
The Euryale clan did not grow to the power of the to a minimum of 1d6 (d12>d10>d8>d6).
Senju or Uchiha, nor did they swear allegiance to their Special Qualities: Cursed Blood, Doomed Soul, Burn
betters like other. Instead, the Euryale wandered into Bright, Burn Quickly
the central plains and lost themselves among the grass. Level Adjustment: +0
Years passed, and a small city had flourished where the CURSED BLOOD (EX)
Euryale had once wandered to die. The city, called the A creature suffering under the Greater Curse of the
Village Hidden in the Grass, pledged its allegiance to the Snake God is able to manifest the Medusa Eye. The
Daimyo of the Land of Grass. They produced young creature gains Advanced Bloodline (Medusa Eye) feat as
ninja trained in ancient techniques passed down the a bonus feat.
Euryale clan for many human generations, and in time
DOOMED SOUL (EX)
would challenge the might of Konohagakure and the
A creature suffering from the Greater Curse of the
legacy of the Senju.
Snake God lives dramatically shortened lifespans. As
But the Will of Fire was stronger than the Snake God's
such, they effectively have two ages: Their Actual Age
curse, and Kusagakure was crushed. Their ninja brushed
(or AA), which uses the standard aging chart to
away, their country in ruins and their morale in tatters:
determine positive ability score adjustments, and their
The grass-nin rebelled against their Euryale masters. The
Effective Age (or EA), which uses the standard aging
Euryale clan had been relegated to a role of support and
chart to determine negative ability score adjustments.
subservience to Kusagakure, and while their cursed
The creature's Effective Age is determined at character
blood remained strong; they could never rule their
creation by multiplying their actual age by 2.75
fellow man again.
(rounded down). They then gain one EA every 130 days.
DESCRIPTION Example: A 15-year-old boy with this template would
Members of the Euryale clan are divided into two parts have an AA of 15, and thus gains no positive bonuses to
those possessing the Lesser Curse of the Snake God and his ability scores. He would have an EA of 41, and thus
those possessing the Greater Curse. All members are would qualify as middle aged and take a -1 penalty to his
treated equally regardless of which curse a member Str, Dex and Con). A doomed soul lives an additional
possesses, and all members of age are allowed to vote and +1d4*2 Actual Age years after reaching an Effective Age
take part in clan discussions. The clan is ruled by a loose of Venerable.
oligarchy, and membership of the ruling council is Example: A 29-year-old cursed human rolls a 1 on his
determined by vote and by age. Members over the age of 1d4, living for 2 more years before dying at the age of 31
20 are allowed a seat on the council, but first they must regardless of his EA.
be nominated by an already sitting member and then
BURN BRIGHTLY; BURN QUICKLY (EX)
elected by a simple majority vote of the clan. Kusagakure
A doomed soul that gains great power burns out the
views the clan as a nuisance and a liability, due in part
meagre life it has been granted much faster than those
to the restrictions and problems of their curse. But that
with lesser ambitions. Any creature with this template
same blood is often brought up when discussing the
that attains eighth level or higher gains an EA every 65
propensity of the clan to produce highly skilled ninja.
days, instead of the normal 130.
Members of the clan with the Lesser Curse are humans
(generally standard, fire-type or wind-type) with the
FLAME KEEPER the Flame Keeper, any time the person stops wearing it
they will enter the deadly frenzy.
REQUIREMENTS This applies a +6 Strength and Dexterity as he becomes
Elemental Affinity: Fire
a raging, mindless killing monster for the duration. He
Ability Scores: Con 14
gains a +2 to Will save and each natural attack does a die
Skills: Handle Animal 4 ranks.
larger of damage. The character cannot use any
Feats: Advanced Bloodline (Flame Keeper)
Charisma-, Dexterity-, or Intelligence-based skills
(except Intimidate), the Concentration skill or any
abilities that require patience or concentration, nor can
he perform Chakra Control, Genjutsu or Ninjutsu
TABLE: FLAME KEEPER BLOODLINE TRAITS techniques, except fire based Ninjutsu which the Keeper
Flame Keeper can auto-perform.
Level Major This applies to any with a rank up to half his total hit
die. The Keeper will eventually make a Fortitude save
1st Rage of the Dragon Blooded; Moujuu Aishou
(DC 15+ the total number of rounds the Rage lasted) to
2nd Fang and Claw negate the loss of consciousness from the rush of
3rd Scales adrenaline after 1 minute. If the Fortitude save was
4th — successful, the Keeper will become Fatigued. There is no
5th Fang and Claw II way other than to wear the Flame Keeper to prematurely
end the rage. This ability can be used one per day.
6th Scales II
During frenzy, the keeper must attack those he
7th — perceives as foes to the best of his ability. Should he run
8th Dragon Wings out of enemies before his frenzy expires, his rampage
9th Fang and Claw III continues. He must then attack the nearest creature
(determine randomly if several potential foes are
10th Scales III
equidistant) and fight that opponent without regard to
11th —
friendship or health (the target's or his own). A Will save
12th Dragon Wings II can be made to resist attacking friendlies or striking
13th — killing blows with a DC equal to 15 + the total number
14th Fang and Claw IV of rounds the Rage has lasted.
If the character is still under the effect of a rage ability,
15th Scales IV
the fatigued condition does not apply until the rage
16th — ends-at which point the character is exhausted, not
17th — merely fatigued.
18th Dragon Apotheosis FANG AND CLAW (EX)
19th — The character gains a bite and two claw attack forms.
20th — These attacks do damage as appropriate to the character’s
size. (1d6/1d4 for a medium sized character.) Though
bite attacks gain the bonus of the character's full
BONUS FEAT strength, claw attacks only gain 1/2 of the keeper's
The character gains the Moujuu Aishou feat at first strength modifier rounded down when applied to
level for free. Except that the level adjustment is +2 damage.
instead of +1. (Attuned to Fire Dragons). Most strangers will not be comfortable around a
RAGE OF THE DRAGON BLOODED (SU) person who has noticeable fangs and claws. Dragons
The Keeper of the Fire dragon risks at all times of strike fear wherever they roam, and lizardfolk do not
entering a deadly frenzy, attacking friends and foes have nicest reputation. The more closeted a community
without conscious. To combat the situation, the mix of is from exotic-looking people, the more likely it is that
the Dragon blood causes, the clan created a unique the character will receive a negative penalty (-1 to -5) on
artifact that controls the rage as long as the Keeper wears charisma based skill rolls. The character can avoid the
it. Once the body gets used to the effects of the artifact, negative penalty if they take care to conceal their lizard-
like attributes through a Disguise check (DC 10).
Forms II, III, and IV each allow the damage for the Fire Dragon: Small dragon; HD 1d12+2; hp 8; Mas 50; Init
Keeper's claw and bite natural weapons to increases by +0; Spd 40 ft, Fly 150 ft. (poor); Defense 17 (+0 Dex, +1
one step, as if the creature’s size had increased by one Size, +6 Natural), Touch 11, Flat-Footed 17; BAB +1;
category: 1d4, 1d6, 1d8, 2d6, 3d6. Grap -4; Atk +3 melee (1d6+2, bite); Full Atk +3 melee
Disguise checks to hide the Keeper's lizard like (1d6, bite), -2 melee (1d4+2, 2 claws); FS 5 ft by 5 ft;
appearance now increase by an additional 2, per form. Reach 5 ft; AL Companion; SV Fort +2, Ref +2, Will +2;
(This disregards the first form of Fang and Claw, as it sets AP 0; CP 2; Rep +0; Wealth +0; Learn +0; Str 15, Dex 10,
the base 10 DC). Con 15, Int 10, Wis 11, Cha 10.
Skills: Hide +4 Listen +4, Move Silently +4, Search +4,
Spot +4, Taijutsu +4
SCALES (EX) Feats: Alertness
The keeper's body sprouts scales that are fiery red. Abilities: Immune to Sleep, Hold and Paralysis effects,
These scales cover the belly and back but begin to thin Immunity to Fire
out heading toward the legs and arms. There may be BREATH WEAPON (SU)
some scales around the neck but very rarely do they A fire dragon has one type of breath weapon, a cone of
appear on the face. The scales provide a natural armor fire. It does 1d8 fire damage and an additional d8 every
bonus of +2 and Fire resistance of +10. 3 HD. A fire dragon may use this once every 1d4 rounds.
Forms II, III, and IV each allow the user +1 additional Using the breath weapon is an attack action. If the
natural armor bonus and +5 Fire resistance. Rank IV weapon deals damage, creatures caught in the area can
counts the keeper as immune to fire. attempt Reflex saves to half the damage, the save DC is
Disguise checks to hide the Keeper's lizard like 10 + 1/2 dragon’s HD + dragon’s Con modifier.
appearance now increase by an additional 2, per form. SKILLS
DRAGON WINGS (EX) The owner may pick 3 skills that are considered class
The blood of the dragon runs strong in the character. skills for their fire dragon. All dragons have skill points
He is able to grow wings that are smaller versions of equal to (6 + Int modifier, minimum 1) × (Hit Dice + 3).
dragon wings, allowing the character to fly at their land Most dragons purchase the following skills at the
speed with average maneuverability. A medium or maximum ranks possible: Listen, Search, and Spot. The
heavy load that affects land speed affects flying speed remaining skill points are generally spent on
proportionately. Concentration, Diplomacy, Escape Artist, Intimidate,
Form II allows the keeper's wings to adapt better to its Knowledge (any), Sense Motive, at a cost of 1 skill point
body, thus doubling flying speed. (maximum 120 feet) per rank. All these skills are considered class skills for
This also allows the Keeper to make 'Wing Attacks' that dragons. (Each dragon has other class skills as well.)
deal 1d4 damage (as a Medium-sized character.) These WATER AND ICE VULNERABILITY (EX)
attacks gain only 1/2 of the Keeper's strength modifier A fire dragon takes 50% more damage when subjected
(rounded down) when applied to damage. to Water or Ice techniques or abilities that deal Water or
Disguise checks to hide the Keeper's lizard like Ice damage.
appearance now increase by an additional 4, per form.
SPEAK LANGUAGE
DRAGON APOTHEOSIS (EX) A fire dragon may speak one language that it’s owner
A Keeper is recognized fully among the dragonkin he knows.
is entrusted with, thus gaining rank and granted power
among them. He gains +6 to Strength and Dexterity, and Advancement: A fire dragon advances based on the chart
a +2 to Constitution. His eyes are honed, as that of a provided in the Core Book (see Moujuu Aishou) except
dragon, and thus he gains Darkvision 60 feet and low- for as noted below:
light vision. Additionally, he now loses Rage of the Base Attack Bonus: A fire dragon has a good base attack
Dragon Blooded. bonus.
Disguise checks to hide the Keeper's lizard like Saving Throws: A fire dragon has good saves for
appearance now increase by an additional 8. Fortitude, Reflex and Will.
Skill Points: A fire dragon gains 6 skill points per hit die,
NEW CREATURE:
FIRE DRAGON and an additional feat once every 4 HD. It must meet the
The small scales of a wyrmling red dragon are a bright prerequisites normally.
glossy scarlet, making the dragon easily spotted.
FORTIFY 14th —
15th Genshigan +4
FORTIFY FEATS 16th —
ENHANCED STONE SKIN 17th High Speed Sight 3
Prerequisite: Lesser Stone Skin +1 18th Trace Fire 8d6
Benefit: The character’s Stone Skin ability’s natural 19th —
armor bonus stacks with any racial natural armor bonus
20th Genshigan +5
the character may have.

IMPROVED STONE SKIN


Prerequisite: Stone Skin +3 GENSHIGAN (SU)
The character activates this ability as an attack action
Benefit: The cost of maintaining any form of Stone
that does not provoke an attack of opportunity. He gains
Skin is lessened by 1 chakra.
an insight bonus to Defense, Spot checks and Reflex
POWER FROM MOTHER EARTH saves against Ninjutsu or Chakra Control techniques
Prerequisite: Stone Skin +4 equal to the indicated number in the chart above.
Benefit: The cost of any Doton jutsu performed by the The character also gains the Darkvision supernatural
character is lessened by 1. ability for up to 60 feet while the Genshigan is active.
While the Genshigan ability is active, the character
can concentrate as a move-equivalent action to See
GENSHIGAN [DOUJUTSU] Chakra for as long as he can concentrate, plus 5 rounds.
Concentrating this way is the same as if he were
The members of the Bakuha clan are renowned for
concentrating on a technique.
their incredible doujutsu. Even among their own clan,
This ability costs 1 chakra per round to maintain. If the
this ocular kekkei genkai is rare. Nonetheless, the visual
character is blinded, he gains none of the benefits of the
prowess of the individuals who do awaken the
Genshigan.
Genshigan is on par with the Sharingan, but with
Deactivating this ability is a free action.
deadlier effects.
REQUIREMENTS TRACE FIRE (SU)
While the character’s Genshigan are active, he may
Elemental Affinity: Fire.
use this ability. The character can spend a full-attack
Skills: Concentration 4 ranks or Spot 4 ranks.
action to concentrate on a 5-ft square within 30 feet of
Feats: Advanced Bloodline (Genshigan).
himself and create a small explosion that deals damage
TABLE: GENSHIGAN BLOODLINE TRAITS to any creature in the square equal to the indicated
Genshigan number in the chart above, half of which is fire damage
Level Intermediate and the other half force.
1st Genshigan +1 The creature can attempt a Reflex save (DC 10 +
character level + Genshigan bonus) to half the damage.
2nd —
Each round the character can make a Concentration
3rd Trace Fire 2d6 check (DC 20) to continue making explosions in
4th — different 5 ft. squares for as long as he can concentrate.
5th Genshigan +2 He must stand still and cannot take damage during this
time or else lose control of the ability. This ability costs
6th High Speed Sight 1
1 point of chakra per round to perform. This increases
7th —
by one chakra per d6 of the Trace Fire ability. The
8th Trace Fire 4d6 character may choose to spend less chakra to do less
9th — damage.
10th Genshigan +3 HIGH SPEED SIGHT (SU)
11th High Speed Sight 2 When the Genshigan is active, the character gains a
High Speed Sight of the specified amount (see above).
12th —
13th Trace Fire 6d6
GENSHIGAN FEATS Skills: The base creature suffers a -2 penalty to Chakra
Control and Concentration checks. The base creature
BATTLE-READY (GENSHIGAN) [META-CHAKRA] gains a +2 bonus to Listen and Spot checks.
Prerequisite: Advanced Bloodline (Genshigan), Feats: The base creature gains Weapon Finesse as a
Genshigan +2. bonus feat.
Benefit: You can spend 1 meta-chakra to activate Elemental Affinity: The Nibi loses its first Elemental
your Genshigan as a swift action. Affinity and gains Elemental Affinity (Fire).
TRACE FIRE MASTERY Special Qualities: Overwhelming Chakra, Cat's Speed,
The character masters the Genshigan’s powerful trace Greater Agility, Symbiosis, Nibi Manifestation.
fire ability. Level Adjustment: +3
Prerequisite: Advanced Bloodline (Genshigan), Challenge Rating: +1
Genshigan +3. OVERWHELMING CHAKRA (SU)
Benefit: The character can use the Trace Fire ability as Once the host reaches 3rd level, he may tap into Nibi's
an attack action. Additionally, the character can Chakra Pool, thus greatly increasing his own. Once per
maintain the use of this ability despite taking damage by day per three character levels, the host may spend an
succeeding a Concentration check (DC 15 + damage action point to increase his own Chakra Pool, as per
taken). standard rules, except that the amount is doubled and
ADVANCED GENSHI EYE may exceed the host's maximum Chakra Pool. Since the
From repeated use of the Genshi Eye and its host has the Demonic subtype, he rolls 6d4 rather than
properties, you are able to enhance ninjutsu while your 3d6.
doujutsu is active. The obtained Chakra is far more volatile and only lasts
Prerequisite: Advanced Bloodline (Genshi Eye), two rounds. After using Overwhelming Chakra, the host
Genshi Eye +3. opens a number of Tenketsu sealed on his body equal to
Benefit: The character gains the ability to enhance his three times the result of the roll.
Fire Release, which affects all Katon techniques. All fire- Tapping into the Nibi's Chakra reserve has the side
type ninjutsu deal half fire damage and half force effect of enhancing the user's body, and he will gain a +2
damage. The DCs for any saves granted by a Katon bonus to his Strength score for 1d3 rounds. This bonus
technique are increased by 1. He may now learn Genshi cannot be increased by using this ability two or more
techniques as well. The altered damage is optional and times in a row. A creature sensing chakra will instantly
the character may alter any technique on a case by case be able to notice the change in the host's signature and
basis. will feel the demonic, evil chakra easily as though it was
one aura category higher than in reality.
CAT'S SPEED (SU)
GHASTLY INHERITANCE (TEMPLATE) After attaining symbiosis with the Nibi, the host gains
the ability to tap into its innately agile nature. The host's
The Kyuubi is not the only tailed beast to be sealed
muscles become strong and its body becomes light as
within a human. The two-tailed monster cat Nibi is
the Nibi's chakra flood through them.
sealed within a human sacrifice in the waning years of
When using Cat's Speed, the host grows claws which
its latest host. Every generation a child is chosen to be
he may use as natural weapons that deal damage for a
the new host of the Nibi. Ghastly Inheritance can only
creature of his size without penalty. The host gains a +6
be applied to a host, henceforth referred to as base
bonus to Dexterity and Constitution, a +2 bonus to
creature, at birth and will be released upon the host's
Reflex Saves, a 30 ft. movement speed increase and a +4
death.
dodge bonus to Defense. In addition, the host gains Fast
Type: Base creature's type remains unchanged, but gains
Healing 1 for the duration. For as long as 4 rounds plus
the Demonic subtype.
1 round per point of his new Constitution modifier.
Hit Dice: The base creature's hit die moves up one size
This ability may only be used once per day per four hit
to a maximum of 1d10.
dice of the host.
Abilities: +2 Dexterity
Saves: +2 Reflex saves against Katon, +2 Fortitude GREATER AGILITY (EX)
The host naturally moves faster and is more agile than
most other creatures of his species. The host gains +5ft
to his move speed per 5 hit dice, and a cumulative +1
dodge bonus per 4 hit dice. In addition, the host is able Benefit: The character receives a flat +4 bonus to the
to double his dodge bonus for one round as a free action. amount of kumonosu that they can hold in their body.
He may use this ability in reaction to an attack roll made Special: This feat can be taken multiple times, it stacks.
against him, and only once per day.
SPIDER'S FANGS
SYMBIOSIS (EX) Prerequisite: Spider Affinity +2
At sixth level, the host joins with the spirit of the Nibi Benefit: The character gains a poisonous bite attack
in near perfect symbiosis. The host gains the ability to, that counts as a secondary natural attack. The character
once per encounter per four hit dice, reroll failed saves upon selecting this feat can decide whether the bite will
versus genjutsu with a +5 bonus to the roll. Further, the deal Strength, Dexterity, Constitution, Intelligence,
host gains a +1 bonus to hit and damage with the natural Wisdom or Charisma damage. Once chosen this may not
weapons formed by Cat's Speed. be changed. The damage is 1d4 at 5th level, 1d4+2 at 9th
NIBI MANIFESTATION (SU) level, 1d4+4 at 13th level and 1d4+6 at 17th level. Usage
When the host reaches 8th level, he may attempt to of this ability consumes one kumonosu. The DC for the
subdue or tame the Nibi's spirit. Upon attaining level 8, Fortitude saving throw is 10+ 1/2 character levels +
and every subsequent level up, the host makes a level Constitution modifier.
check (1d20+hit dice) versus a DC of 15 until he SPIDER'S TOUCH
succeeds. On a successful level check, the host Prerequisite: Spider Climb 1/day
permanently gains the ability to fully transform into Benefit: The character may use Spider Climb at will for
the Nibi. free.
Once per day per five hit dice, the host may transform
into the Nibi while using Cat's Speed. The bonuses EYES OF THE SPIDER
granted by Cat's Speed increase to +8 bonus to Dexterity Prerequisite: Blood Pact (Spider)
and Constitution, +4 dodge bonus to defense, +4 Benefit: The character grows 6 extra eyes by
deflection bonus to defense, +4 bonus to Reflex saves, a expending 5 chakra and 1 kumonosu. The character
60 ft. movement speed increase, and Fast Healing 3. He gains a +6 bonus to Search and Spot checks. As well as
also gains Fire Resistance 10 or increases existing Fire their own Genjutsu with the subtype Doujutsu receive a
Resistance by 10, a Damage Reduction of 3/Chakra and +1 bonus to its DC. Due to the increase in vision, the user
all his natural attacks count as chakra-enhanced. The also suffers a penalty when trying to avoid the gazes of
host's fiery chakra causes damage to those immediately others. The character chance of successfully avoiding a
near him, dealing 5 points of fire damage to every gaze while this ability is active is lowered by 25%. This
creature adjacent to him on the beginning of his turn. ability lasts for a number of rounds equal to the user’s
In addition to these bonuses, the host gains two Constitution Modifier, at which point it ends.
additional Slam attacks that deal 1d6+Strength damage
on hit. These attacks are made at the host's highest attack
GUMOSHIN TECHNIQUES
bonus. Furthermore, all of the host's natural weapons KUMO NENKIN NO YOROI (SPIDER ARMOR OF STICKY GOLD)
deal an additional 5 points of Fire damage. Ninjutsu (Requires Gumokeitou (a))
Transforming into the Nibi is both exhilarating and Rank: 8 (B); Learn DC: 24, 3 successes; Perform: 11 (DC
extremely taxing. Upon a successful transformation, the 23); Time: 1 attack action; Components: C, M, Mas;
host regains lost HP and chakra as if he had a full night's Range: Personal; Target: Self; Duration: 1 round per level
rest. At the end of a successful transformation, the host or until discharged (See text); Save: None (harmless);
must make a DC 20 Fortitude Save or be rendered Cost: 12.
unconscious for 1d3 hours. Kumo Nenkin no Yoroi is a ninjutsu technique utilized
by the Gumoshin clan. Taking advantage of his body's
ability to create the Kumonosu, the Shinobi is able to
GUMOSHIN create an armor shell to protect his body. When the
shinobi emits his Kumonosu from his mouth and his
GUMOSHIN FEATS sweat glands the liquid hits the air and hardens. This
EXTRA KUMONOSU form an almost imperceptible barrier around the user,
Prerequisite: Spider Silk that lasts for 1/round per level or until it breaks. The
damage reduction granted is 5/- (Does not stack with
similar sources of Damage Reduction). The armor will
absorb 5 points of damage per level, when it breaks and kind per use of the technique, and may only use this
leaves the user defenseless. In addition, for as long as this arrow once per encounter.
technique is active, the user is immune to Tenketsu Material Focus – One Kumonosu to create the bow and
sealing from techniques like Jyuuken or the Tenketsu one more for each arrow fired.
Freeze ability of the Ninja Hunter class.
Mastery – Third level of mastery on this technique
allows it to be used as an instant action, once per round, HAKERU INOCHIRYOKU (TEMPLATE)
just before an opponent attacks. The Perform DC on this
Although rare and dissociated with any specific clan,
case is equal to the attack roll, and the chakra cost can’t
certain individuals are cursed with a dangerous
be converted.
bloodline that can suck the life force out of those they
Material Focus – One Kumonosu.
touch. Many of these special individuals attempt to stay
KUMO SENKYUU - SUZAKU (SPIDER WARBOW - HORRIBLE SPLIT) hidden or keep their bloodline a secret, for the lore
Ninjutsu (Requires Gumokeitou (a)) behind the bloodline is that of a curse that plagues the
Rank: 9 (B); Learn DC: 22, 4 successes; Perform: 12 (DC wicked. While the ability is powerful, it comes at a costly
24); Time: 1 attack action; Components: C, M; Range: price.
Personal; Effect: One large warbow; Duration: 1 round
Saves: The character gains a +2 to Fortitude saves against
per level (D); Save: None (harmless); Cost: 6 (See text).
draining effects.
This ninjutsu technique is unique to the Gumoshin Skills: None.
clan. By expelling the Kumonosu inside his body, the Special Qualities: Life Absorption, Endless Fatigue.
user gathers it and forms a large warbow with on which Level Adjustment: +0.
the user is automatically proficient. The range increment LIFE ABSORPTION (SU)
for this special bow is doubled. The base chakra cost is 6 The character has an innate ability that allows him to
but can be increased depending on the arrows created. drain the life out of other creatures. It is a very deadly
For as long as this technique lasts, the user can, once per ability that manifests itself within the character at 2nd
round as a swift action, create one of the following level. As the ability surfaces, the character’s hands will
arrows that can be shot normally by the bow: become particularly veiny and pale for the rest of his life.
Normal Arrow: By spending 1 Kumonosu and 2 points When in combat, the character can make a melee
of chakra, this arrow will be formed by expelling golden touch attack that does not provoke an attack of
spider thread from his mouth into the shape of deadly opportunity. If he is successful, he deals normal unarmed
arrow. This particular arrow deals 2d8 points of piercing damage that does not add his strength modifier. All
damage on a successful ranged attack roll. damage dealt is drained from the target’s body and may
Spider String Arrow: This version requires 1 be converted into health for the user. Despite having
Kumonosu and 4 points of chakra. The spider string multiple attacks available, the character may not use this
arrow is almost equal to the previous arrow, but has a ability multiple times as part of a full attack action.
spider web string attached to the end. When this version Similarly, the character can attempt to grapple his
is fired, the trailing spider thread will contain the user's opponent. If successful, the character may drain health
chakra, this can allow him to maneuver the arrow from the grappled enemy at a rate of 1 point of health
wherever it needs to go to hit his opponent, granting a per round. This continues until the opponent can break
bonus of +10 to his attack roll. The user can only create free of the grapple or the user disengages from the
a single arrow of this kind per use of the technique. enemy. The amount of health the user can drain per
Spider String Special Arrow: This last and most round increases at 10th and 15th levels to 2 and 4
powerful arrow is an improvement of the previous respectively.
arrow. Still having the spider string that grants a bonus The character cannot exceed his normal total of health
of +10 to attack rolls, this one contains a screw-tip, this by more than 1 point per level.
design causes the arrow to spin and pierce any obstacle
it hits, ignoring up to 10 points of hardness and damage
ENDLESS FATIGUE (SU)
Also at 5th level, the character’s body becomes more
reduction and adding twice the user's strength modifier
and more worn from the bloodline manifesting itself.
to damage. This arrow costs 1 Kumonosu and 8 points of
The character must make a Fortitude save every 4 hours
chakra. The user can create only a single arrow of this
(DC 20) to avoid becoming fatigued. Consecutive failures
cause the character to become exhausted. Only sleeping
will recover from this exhausted or medical ninjutsu. become your Primary affinity, at which point your
After 4 hours from either sleep or jutsu, the character original Primary affinity downgrades to a Secondary
will need to resume making saves. nature transformation. Note that this doesn't include the
composite elements, Suiton and Doton, although you are
not prevented from acquiring them later through other
HASHIRAMA’S CELLS (TEMPLATE) means.

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/-

HOZUKI 20th Resist 5 Resist 8 Resist 10

After decades of research and experimentation in the


WATER BODY (SU)
With this ability, the character uses a number of
water country to create the perfect warrior, finally a clan
Suiton Units stored in his body. The user's body stores
achieved this goal, and very few of its members were
up to one unit plus one per two levels, and once used the
able to develop the abilities needed to perform as a water
Suiton Unit is wasted. These Suiton Units may be
shinobi in that environment.
restored by drinking water (two liters per unit) and can
REQUIREMENTS be used to activate some of the character's abilities.
MINOR Additionally, and at expenses of an Action Point, the
Elemental Affinity: Water.
character may sacrifice one or more Suiton Units in
Ability Scores: Strength 13
order to recover a number of Hit Points equal to 1d6 per
Skills: Swim 2 ranks.
Suiton Unit sacrificed. This may be done as a full round
Feats: Advanced Bloodline (Hozuki)
action that does not provoke an attack of opportunity by
INTERMEDIATE succeeding a Chakra Control Check (DC 12 + 2 per each
Elemental Affinity: Water. Unit). Once every 24 hours one Suiton Unit is
Ability Scores: Strength 13 irremediably wasted to keep the character's organism
Skills: Swim 4 ranks. working. If he happens to run out Suiton Units, he will
Feats: Advanced Bloodline (Hozuki) receive one point of Constitution damage every hour
MAJOR until he is dead or he drinks enough water to acquire a
Elemental Affinity: Water. Suiton Unit.
Ability Scores: Strength 13 RESIST (SU)
Skills: Swim 4 ranks. The character gains Water Resistance by the specified
Feats: Advanced Bloodline (Hozuki) amount.
TABLE: HOZUKI BLOODLINE TRAITS MOLDING (SP)
Hozuki Hozkui Hozuki The character can activate this ability by spending a
Level Minor Intermediate Major Suiton Unit as a move equivalent action that does not
provoke an attack of opportunity, and its effects will last
1st Water Body Water Body Water Body
for one round per character level (or until dismissed).
2nd — Resist 1 Resist 1 While this ability is active, the character possesses
3rd — — Molding 1 Strength Rank 1 (Water Molding 1), Strength Rank 2
4th Resist 1 Resist 2 Resist 2 (Water Molding 2) or Strength Rank (Water Molding 3).
5th — Molding 1 — RESILIENT (SP)
6th Resilient 1/- Resilient 2/- Resist 3 The character can activate this ability by spending a
Suiton Unit as a move equivalent action that does not
7th — — Resilient 5/-
provoke an attack of opportunity, and its effects will last
8th Resist 2 Resist 3 Resist 4 for one hour per character level (or until dismissed, as a
9th — — — swift action). While this ability is active, the character
10th Molding 1 — Resist 5 possesses Damage Reduction as stated for his progression
11th and level. Every time the character takes damage (which
— Resist 4 Molding 2
is reduced by this ability) a Suiton Unit is expended. This
ability cannot be used if the character has one or none The Jiang Shi's soul, like all others, attempted to go to
Suiton Units, and stops working automatically when the the afterlife after death. Attachments, magic or
character has only one Unit on him. This ability can also techniques forced the soul back into the body, but left a
be used as a swift action in response to an enemy's attack, 'wound' through which the soul originally left.
whenever the user is not flat footed or has his Dexterity The base creature loses its chakra reserve(treat as if it
negated somehow. This can be done by expending an had a reserve of 0) but never suffers from Chakra
action point, and if used in this way, the ability only lasts Depletion or penalties from having a low Reserve. The
for 1 round per level. base creature loses the ability to make a Chakra Control
check in order to tap reserves. The base creature cannot
HYOUMA naturally regenerate chakra and loses chakra at a rate of
5 per day.
HYOUMA FEATS SOUL TRACKING
ADVANCED HYOUMA The Jiang Shi is able to detect a creature's presence
Prerequisite: 12th level, Hyouma through its breathing. A Jiang Shi gains blindsense
Benefit: The character can freeze 50 liters as part of a within a radius of five feet. Further, a Jiang Shi is able to
technique up to 4 times per day. make a Survival check to track creatures with chakra
without the Track feat. A Jiang Shi is able to identify a
IMPROVED ARCTIC TRACKING creature's chakra strength and reserves through its
Prerequisite: Arctic Tracking breath, and gains the Sense Chakra ability at a range of
Benefit: The character upon activating their Hyouma, thirty feet. The Jiang Shi's Sense Chakra ability cannot
gains Tremorsense for 4 rounds, but must use a move be turned off.
action to activate it.
CHAKRA DRAINING
The Jiang Shi is able to drain the chakra of an
JIANG SHI (TEMPLATE) individual through its touch and its bite.
The base creature may, as an attack action that
Through techniques, 'magic' or other supernatural provokes no attack of opportunity, make a touch attack
methods a deceased person's soul remains within its against a creature within its reach. If successful, the base
body after death. Without being sent off into the creature deals 1 point of damage per 2 HD it possesses.
afterlife, the deceased rises as a hungry zombie eager to The base creature regenerates 2 points of chakra per
consume the spirit of the still-living. damage dealt in this method.
This template alters a humanoid, hereto referred to as The base creature may opt to bite the enemy while
the base creature. grappling instead of dealing it's normal unarmed
damage. The bite deals damage as it normally would for
Type: Type changes to Humanoid (Augmented).
the base creature, and the base creature regenerates
Hit Die: All Hit Dice move up by one category (d4->d6,
chakra equal to the damage dealt.
d6->d8, d8->d10, d10-d12).
A Jiang Shi may not regenerate chakra by consuming
Abilities: +4 to Strength, -2 to Dexterity, -4 to
the chakra of living non-sentient lifeforms.
Constitution, +2 to Wisdom.
Saves: +2 bonus versus Chakra damaging or draining TOUCH THE SOUL THROUGH BLOOD
attacks. +2 bonus versus Genjutsu and Fear. A +4 bonus A Jiang Shi must feed. It cannot, will not and should
versus poison and disease. not ignore that desire, or it risks death.
Skills: -4 penalty to Chakra Control checks, +2 bonus to A Jiang Shi with a chakra pool of 0 takes 1 point of
Survival checks to track living beings. Constitution damage per day that it does not feed.
Feats: The base creature gains Will Over Flesh as a bonus Further, a Jiang Shi that detects a chakra signature of
feat. Strong goes into a frenzy and must attack the owner of
Natural Attacks: 1 bite dealing 1d6+Strength, 2 claw that signature to the best of its abilities with the intent
attacks dealing 1d4+1/2 Strength. to drain the owner's chakra. This can be prevented by
Special Qualities: Leaking Chakra, Soul Tracking, Chakra making a Will Save at a DC equal to 10+Owner's HD.
Draining, Touch The Soul Through Blood. The DC is increased by 10 if the creature's chakra
Level Adjustment: +2 signature is Overwhelming.
The Jiang Shi gains a +4 bonus to its Strength and
LEAKING CHAKRA Dexterity scores and takes a -4 penalty to its Wisdom,
Intelligence and Charisma scores while frenzied. While abilities or meta-chakra abilities or any other form of
frenzied, the Jiang Shi cannot use any Charisma-, alteration from artifacts.
Dexterity-, or Intelligence-based skills (except
Intimidate), the Concentration skill or any abilities that
require patience or concentration, nor can he KATSUGAN [DOUJUTSU]
perform Chakra Control, Genjutsu or Ninjutsu
techniques, and can only perform Taijutsu that do not KATSUGAN FEATS
require the Concentration component.
If the Jiang Shi defeats the trigger of its frenzy it must
DAYLIGHT ADAPTATION
Prerequisite: Light Sensitivity -2
attempt to feed until it has drained a chakra equal to the
Benefit: The character no longer suffers from the
Jiang Shi's hit dice.
penalty of Light Sensitivity unless the exposure to light
However, Jiang Shi are held together as much by their
is sudden and abrupt, such as from a jutsu, sudden
willpower as they are by their chakra. As such, a Jiang
exposure, flash bangs or other similar instances. You
Shi may exempt 1 creature per point of Wisdom modifier
suffer a -30 ft. penalty to your Darkvision for your
from triggering the frenzy effect of this ability.
adaptation to sunlight.

EYES OF THE PREDATOR


KAMITORA Prerequisite: Darkvision 30 ft.
Benefit: Your Darkvision increases another 30 ft. and
KAMITORA FEATS your Light Sensitivity penalty increases by -1.

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

RESILIENT ART Kazguruma


Prerequisite: Monster Summoner II, Ninjutsu 10 ranks, Level Intermediate
Craft (calligraphy) or Craft (visual arts) 10 ranks 1st Genjutsu Adept
Benefit: Pick either Fire or Water damage, your 2nd Kazaguruma Eye +1
creatures no longer take one-half again as much damage
3rd —
from that source.
4th Gaze Ability 1
VISIONS OF ART 5th —
Prerequisite: Ink Vision, Ninjutsu 8 ranks, Craft
(calligraphy) or Craft (visual arts) 8 ranks 6th Kazaguruma Eye +2
Benefit: You are able to cast Genjutsu with the subtype 7th —
of Doujutsu through the eyes of your summons. The 8th Gaze Ability 2
doujutsu’s rank cannot be higher than your level - 6. In
9th —
the case of having Genius Ninja (Genjutsu) the highest it
10th Kazaguruma Eye +3
may be is your level - 4. All other effects remain the same
and the creature summoned pays for the cost of the jutsu. 11th —
No jutsu used in this manner may be altered by class 12th Gaze Ability 3
13th — Once per encounter, the character can make a gaze
14th Kazaguruma Eye +4 attack on a single creature within 30 feet. The creature
can make a Will save (DC 10 + O character level + Cha
15th —
modifier) to negate the effects of this ability. If the
16th Gaze Ability 4 creature fails the save, they begin to feel nauseated for
17th — 1d4 rounds.
18th Kazaguruma Eye +5 KAZAGURUMA EYE +4
19th — Once per encounter, the character can make a gaze
20th attack on a single creature within 30 feet. The creature
Gaze Ability 5
can make a Will save (DC 10 + O character level + Cha
modifier) to negate the effects of this ability. If the
BONUS FEAT creature fails the save, their eyes start to blacken to the
The character gains the Genjutsu Adept feat at first point of blindness for 1d4 rounds.
level of this bloodline.
KAZAGURUMA EYE +5
KAZAGURUMA EYE (SU) Once per encounter, the character can make a gaze
The character activates this ability as a move- attack on a single creature within 30 feet. The creature
equivalent action that does not provoke an attack of can make a Will save (DC 10 + O character level + Cha
opportunity. While active the character gains an insight modifier) to negate the effects of this ability. If the
bonus to Spot checks, Will saves against Genjutsu creature fails the save, their body starts to stiffen and he
techniques, and Genjutsu checks to perform or identify becomes temporarily petrified. He falls prone and is
techniques, and detect illusions equal to the indicated considered paralyzed for 1 round.
number in the chart. The character cannot use this ability if he is blinded.
The character can concentrate as a move-equivalent If the character is dazzled, then the DC required to avoid
action to See Chakra for as long as he can concentrate, the gaze attack is reduced by 2 and the duration of the
plus 5 rounds. Concentrating this way is the same as ability is halved (Minimum 1 round). After using one of
concentrating on a technique. the gaze abilities above, the character takes a -1 to attack
The Kazaguruma Eye costs 2 chakra every 3 rounds to rolls and skill checks for 1 round. Each ability above has
maintain. If the character is blinded, he gains none of the a chakra cost equal to the indicated number in the chart.
benefits of this ability.
GAZE ABILITY (SU) KAZAGURUMA FEATS
The character can only use his gaze abilities while his
BATTLE READY (KAZAGURUMA) [META-CHAKRA]
Kazaguruma Eye is active. Each progression in this Prerequisite: Advanced Bloodline (Kazaguruma)
ability offers a different ability as stated below. Benefit: You may spend 1 meta-chakra feat to activate
KAZAGURUMA EYE +1 Kazaguruma Eye as a swift action.
Once per encounter, the character can make a gaze
attack on a single creature within 30 feet. The creature
can make a Will save (DC 10 + O character level + Cha KAZE [DOUJUTSU]
modifier) to negate the effects of this ability. If the
REQUIREMENTS
creature fails the save, the creature becomes dazed for 1 Ability Scores: Strength, Dexterity, or Constitution 14
round. Skills: Spot or Search 2 ranks, Taijutsu 4 ranks
KAZAGURUMA EYE +2 Feats: Advanced Bloodline (Kaze) or True Purple Eyes
Once per encounter, the character can make a gaze
TABLE: KAZE BLOODLINE TRAITS
attack on a single creature within 30 feet. The creature
can make a Will save (DC 10 + O character level + Cha Kaze
modifier) to negate the effects of this ability. If the Level Intermediate
creature fails the save, they begin to see the things they 1st Purple Eyes +2
fear form around them causing them to become shaken 2nd —
for 1d4 rounds. 3rd Deadly Insight +1
KAZAGURUMA EYE +3 4th —
5th High Speed Sight 1 TRUE PURPLE EYES
You’re a direct descendant of the Kaze clan, and your
6th Deadly Insight +2
bloodline is extremely potent.
7th — Prerequisite: Str, Dex or Con 16, and Spot or Search 4
8th — ranks, Taijutsu 4 ranks, and can only be taken at 1st
9th Deadly Insight +3 level.
Benefit: The character gains the Purple Eyes bloodline,
10th Purple Eyes +4
and his ECL increases by 1 immediately when taking this
11th High Speed Sight 2
feat. The character's Purple eyes ability becomes a
12th Deadly Insight +4 permanent sacred bonus as soon as it is gained, and can
13th — never be turned off. The bonuses conferred by it are also
14th — permanent, but he retains his concentration normally,
still able to perform techniques with the Concentration
15th Deadly Insight +5
components, use the Concentration skill and
16th — Intelligence and Wisdom based skills.
17th High Speed Sight 3
18th Deadly Insight +6
19th —
KEIRIGAN [DOUJUTSU]
20th Purple Eyes +6 KEIRIGAN FEATS
DISREGARD DENSITY
PURPLE EYES (SU) Prerequisite: Keirigan +2
The character can activate this power as an attack
Benefit: The character is able to see the flaws in objects
action, and deactivate it as a free action. Maintaining the
so much so that they can cause direct damage to the
Purple Eyes active costs the user 2 points of chakra per
object. The character may ignore a number of hardness
round.
on an object they are attacking equal to their Keirigan
The character gains an enhancement bonus to his
while it is active.
Strength, Constitution, and Charisma scores. This does
not apply to HP rolls or Attack rolls. This does apply to INCREDIBLE DENSITY
skill checks, carry weight, and Fortitude saves. Prerequisite: Keirigan +2
While the Purple Eyes are active, the character Benefit: The character’s insight into the weaknesses of
becomes unable use the Concentration skill, and objects enables them to craft superior items compared to
Intelligence or Wisdom based skills other than Spot and those who lack this insight. The character may increase
Search. He is also unable to perform techniques the hardness of any object they craft by an amount equal
requiring the Concentration component. He remains to their Keirigan’s bonus.
able to Sense Chakra normally, and is treated as a
EPIC KEIRIGAN [EPIC]
creature 3 levels higher when it comes to sensing chakra. Your ability at maintaining the Keirigan activated for
DEADLY INSIGHT (SU) a long time improves further, enabling you to keep your
The character gains an insight bonus to attack rolls and Keirigan activated, to some extent, most of the day.
Reflex saves while the Purple Eyes Ability is active. Prerequisite: Keirigan Eye +4, Spot 18 ranks, Search 18
HIGH SPEED SIGHT (SU) Benefit: You gain the ability to partially activate your
When the Purple Eyes Ability is active; the character Keirigan eye. In this state, the
gains a High Speed Sight of the specified amount for as Keirigan Eye only grants half its standard bonus,
long as he can See Chakra. rounded down (maximum +3), and you cannot use any
abilities relevant to the Keirigan eye (such as Deadly
KAZE FEATS Insight, Executioner’s Mark, or High-Speed Sight).
You may still perform techniques requiring the
BATTLE READY (PURPLE EYES) [META-CHAKRA] Keirigan to be active and concentrate to See Chakra.
Prerequisite: Advanced Bloodline (Purple Eyes) The cost of Epic Keirigan is paid every 10 minutes (1
Benefit: You may spend 1 meta-chakra feat to activate point of chakra), rather than every two rounds.
Purple Eyes as a swift action.
KESSHUU 2. The user gains a +1 blood bonus to his/her
Dexterity score per point of the consumed creature's
A bloodline strong in the Garou Clan of the mountains Dexterity modifier.
of Kumogakure. This monstrous power gives its wielder 3. The user gains a +1 blood bonus to his/her
the ability to consume the hearts of his freshly slain Constitution score per point of the consumed
victims and gain their strength. Such an action is usually creature's Constitution modifier.
incredibly euphoric and quickly becomes an addiction Any blood related ability, such as those granted from
for many ninja 'suffering' from this bloodline. a bloodline, any sealing jutsu written in the user's blood
REQUIREMENTS or any blood pacts; Become usable by Kesshuu user as
Feats: Advanced Bloodline (Kesshuu) long as they do not require extra appendages. Any such
gained ability and associated DC is recalculated with the
TABLE: KESSHUU BLOODLINE TRAITS
user's level and stats instead of the target's.
Kesshuu The user regains chakra and hit points as if she had a
Level Intermediate full night's rest.
1st Heart of the Hateful Monster Euphoria overtakes the user for 2d4+2 hours after the
2nd Scent (15 ft.) consumption. The user gains a +2 morale bonus to attack
rolls, damage rolls, skill checks and ability checks during
3rd —
this period.
4th Hunting the Bloody Prey The bonuses gained, except regained HP or chakra,
5th — from consuming a creature's heart last for one week or
6th Scent (30 ft.) until another heart is consumed, which then replaces the
7th — previous bonuses regardless if they’re better or worse.
Consuming the heart of a slain creature takes one minute
8th Survival +4
to remove undamaged and any interruption during this
9th — time has a 20% chance to irrevocably damage the target
10th Instincts of the Predator, Scent (45 ft.) heart. Consumption of damaged hearts gives no benefits
11th — or penalties, but does allow the consumer to regain HP
and chakra as if he had a full night's rest.
12th Survival +5
Further, consuming a heart carries a 33% chance per
13th —
heart consumed to cause Heart's Blood Addiction, which
14th Scent (60 ft.) requires a Will Save with a DC equal to 10+1/2 HD of
15th — slain creature + Slain creature's Charisma Score every
16th Survival +6 time the afflicted kills a creature or finds a dead body or
the afflicted creature must consume the slain creature's
17th —
heart without regard for any immediate danger.
18th Hateful Heart of the Hunting Wolf Scent: The base creature gains scent out to the specific
19th — range based on his level. It functions as normal scent in
20th — every way except range.
HUNTING THE BLOODY PREY (EX)
As a move action that provokes no attacks of
HEART OF THE HATEFUL MONSTER (EX)
opportunity, the user may use his/her Scent ability to
The special ability of Kesshuu users is both the most
discern the relative strength of a single creature in
basic and the most powerful. This ability grants the user
his/her Scent range. The user knows whether the target
the ability to consume the heart of a slain foe. To be
has a higher or lower HD than his/herself, knows
eligible for consumption, the heart must be intact and
whether the target has a higher Constitution modifier
belong to a humanoid or monstrous humanoid enemy.
than him/her and gains a +4 to track the target by scent.
When consumed, the user gains one of the three
Survival: The base creature gains a bonus to Survival
following benefits:
checks equal to the number listed.
1. The user gains a +1 blood bonus to his/her
Strength score per point of the consumed creature's INSTINCTS OF THE PREDATOR (EX)
Strength modifier. A particularly strong foe drives the Kesshuu into a
euphoric frenzy. After using his/her Hunting the Bloody
Prey ability the user gains a +1 morale bonus to skill 20th —
checks and attack rolls per 4 HD of the target creature.
This ability will not work if the creature has fewer HD
than the user. These bonuses last for 2d4+2 rounds or
ADVANCED BLOOD (SU)
The character can pay up to half the chakra cost of a
until the target creature is slain.
jutsu or 5 (whichever is higher) when using their Blood
Mage feat.
HATEFUL HEART OF THE HUNTING WOLF (EX)
The user gains +1 to attack rolls and damage rolls
BLOOD WEAPON (SU)
The character may use their own blood to create any
against humanoid and monstrous humanoid opponents.
weapon that they are proficient with of the given size
The user may, at the expense of an action point, consume
category or lower as a move action. They take 1
a heart as a full round action but doing so increases the
Constitution damage per size category (1 for tiny, 2 for
chance of Heart's Blood Addiction by 33%.
small, etc.) and lose health and chakra accordingly.
When they return the blood to their body, a swift action,
KETSUEKI they regain the lost Constitution, health and chakra. If
disarmed of the weapon, the user must make a
This ability appears in certain children, regardless of concentration check (DC equal to the attack roll that was
clan. The reason this appears is still unknown, it could made to disarm them), if they succeed, the weapon
be a genetic abnormality or an actual, albeit spread out, breaks into a mist and returns to the user's blood stream,
bloodline. he may then reform it as normal, if he fails the
concentration check, the weapon turns to normal blood
REQUIREMENTS
Ability Scores: Constitution 15 and may not be reabsorbed and the weapon's creator
Feats: Advanced Bloodline (Ketsueki), Blood Mage (if must heal the Constitution damage normally (1 point per
taken for the Bloodline, Fuinjutsu requirement is only 4 day of rest, as temporary damage). A Blood Weapon may
ranks). be sundered as a normal weapon, having hardness equal
to twice the user's Con modifier and Hit Points equal to
TABLE: KETSUEKI BLOODLINE TRAITS
twice his Con score. If the weapon is sundered, it turns
Ketsueki to normal blood and may not be reabsorbed and the
Level Intermediate weapon's creator must heal the Constitution damage
1st Advanced Blood normally. A character may only have one Blood Weapon
2nd — created at a time (see Blood Weapon (Utility)) and the
Constitution damage may not be healed as long as the
3rd Blood Weapon (Tiny)
weapon is formed. A Blood Weapon counts as chakra
4th — enhanced for the purposes of overcoming damage
5th Blood Training reduction. A character may have Weapon enhancement
6th — seals placed on their forearm (using up body seal slots
7th Blood Weapon (Small) accordingly) to enhance their Blood Weapon.

8th — BLOOD TRAINING (SU)


The character may gain a bonus to learn certain
9th Gift of the Blood
techniques equal to half their character level. This bonus
10th — applies to any technique requiring the Blood Mage feat
11th Blood Weapon (Utility) as a prerequisite.
12th — GIFT OF THE BLOOD (SU)
13th Infectious Blood The character may ignore the blood component for
14th — any summoning jutsu that deals no Constitution damage
from the loss of blood. Alternatively, when using a
15th Blood Weapon (Medium)
summoning jutsu with a blood component the character
16th — may take an amount of temporary Constitution damage
17th Living Blood to give the summoned creature 1d6 temporary hit points
18th — for every point of Constitution damage the summoner
takes.
19th Blood Weapon (Large)
BLOOD WEAPON (UTILITY) (SU) REQUIREMENTS
The character may take a full round action to spawn Ability Scores: Wisdom 15
two Blood Weapons at once. These Blood weapons are Feats: Advanced Bloodline (Ketsuryugan)
formed in each hand and have a maximum size of one
size category less than the character's normal maximum
Blood Weapon size. A character must place one
enhancement seal on each forearm to affect both
weapons (taking up two slots). A character takes Two-
TABLE: KETSURYUGAN BLOODLINE TRAITS
Weapon Fighting penalties for wielding two Blood
Weapons at once. In addition, whenever the character Ketsuryugan
forms a Blood Weapon into a weapon that can be thrown Level Intermediate
(such as a shuriken or a kunai) they may make thrown 1st —
attacks as normal. After the weapon is thrown, the blood 2nd Ketsuryugan +1
disperses and reforms into the user's body at the end of 3rd Blood Rebellion (1d6)
their current turn.
4th Blood Companion (Medium)
INFECTIOUS BLOOD (SU) 5th Ketsuryugan +2
The character may apply a dose of their blood to any
non-bludgeoning weapon (an attack action). This dose 6th Blood Rebellion (2d6)
lasts until a creature is struck with the weapon. The first 7th —
time this weapon strikes a creature while covered, the 8th Ketsuryugan +3
character's blood seeps into the opponent's veins, 9th Blood Rebellion (3d6)
constricting them. That opponent takes a -5 penalty to
10th Blood Companion (Large)
the next save he makes against the blood user. This effect
lasts for 24 hours. When applying Infectious Blood to a 11th Ketsuryugan +4
Blood Weapon created by the user, they may use 12th Blood Rebellion (4d6)
Infectious Blood as a swift action. This ability may be 13th —
used once per day for every 4 levels the user has.
14th Ketsuryugan +5
LIVING BLOOD (SU) 15th Blood Rebellion (5d6)
The character may make a melee touch attack against
16th Blood Companion (Huge)
any creature infected with its Infected Blood ability and
may spend any amount of chakra up to their character 17th Ketsuryugan +6
level. The opponent takes 1d6 damage per point of 18th Blood Rebellion (6d6)
chakra sacrificed (half with a Fortitude save, DC 10 + 1/2 19th
character level of the blood user + user's Con modifier)
20th —
as the user's blood bursts from their veins. This ends
Infectious Blood.
KETSURYUGAN (SU)
The character activates this ability as an attack action
KETSURYUGAN [DOUJUTSU] that does not provoke an attack of opportunity. He gains
an insight bonus to Defense, Initiative and
The Ketsuryugan is a doujutsu kekkei genkai, which
Spot checks and Genjutsu checks to detect illusions, as
appears in certain individuals of the Chinoike clan. The
well as checks made to read lips or memorize a string of
Ketsuryugan is recognized by its reddish color, giving a
numbers, words or certain details (such as a crime
special appearance for the users of this doujutsu,
scene).
characterized as holders of "eyes as red as blood". The
The character can concentrate for a move-equivalent
Ketsuryugan confers genjutsu casting abilities. Its power
action to gain the ability to See Chakra for as long as he
earned it comparison to the Three Great Doujutsu.
concentrates, plus 5 rounds. Concentrating this way is
The Ketsuryugan also gave the users the ability to
the same as if he were concentrating on a technique.
manipulate the user's blood, or more accurately the iron
The Ketsuryugan costs 1 point of chakra every other
in the blood, allowing the user to not only manipulate
round to maintain. If the character is blinded, he gains
their blood, but any liquid with high iron concentration.
none of the benefits of the Ketsuryugan. Unless caught
flat-footed, immobilized or feinted against, the character BLOOD COMPANION
cannot lose his Dexterity bonus to defense Creature Type: Magical Beast (Good Fortitude, Good
while the Ketsuryugan is active. Reflex, Poor Will; Base Attack Bonus (B))
Deactivating this ability is a free action. Hit Dice: d10
Natural Weapons: One bite (Primary).
BLOOD REBELLION (SU) Special Qualities: Creator Link (Su), Escape Artist (Su),
Members of the Ketsuryugan bloodline have the
Earth Vulnerability (Su), Improved Grab (Ex), Swallow
ability to manipulate their own and other’s blood, by
Whole (Ex), Water Absorption (Ex), Water Shot (Ex).
touch in the case of others.
When the character touches an opponent or an EARTH VULNERABILITY (SU)
opponent touches the character, the character gains the A Blood Companion takes 50% more Doton damage
ability to manipulate the blood of that creature as an when subjected to Doton techniques or abilities that deal
attack action. This ability does not affect creatures Doton damage.
without blood. CREATOR LINK (SU)
This ability functions as a touch attack. If it hits, the A Blood Companion is linked to its creator mentally at
character spends 1 point of chakra per d6 they wish to all times. As long as a Blood Companion is within 100
inflict up to the amount in parenthesis to the creature. feet of its creator its creator may send it commands and
The attack infects the target with the user’s own chakra orders as if it were a Clone. This communication is solely
which begins to invade their system, the victim may one-way, and the Blood Companion cannot send
make a Fortitude save to resist this, DC 10 + 1/2 messages back. The Blood Companion understands
character’s level + character’s Wisdom modifier. The commands from its creator perfectly, but does not speak
chakra remains in the person’s system for a number of any languages and can only communicate in emotions
days equal to the character’s Ketsuryugan bonus. To and very simple concepts. Blood Companions are always
remove the chakra from the body of the victim before loyal and obedient to their creator, and cannot be forced
the duration ends, a medical specialist of at least level 5 to betray their creator no matter the circumstances.
must tend to them via Iryou Ninjutsu: Ryoji - IMPROVED GRAB (EX)
Ryoukudou and also be able to See Through Chakra or If the creature hits with a melee weapon (usually a
have someone who can use the ability to assist them. claw or bite attack), it deals normal damage and attempts
Using this ability does not provoke an attack of to start a grapple as a free action, doing so without
opportunity. provoking attacks of opportunity. No initial touch attack
BLOOD COMPANION (EX) is required. Unless otherwise stated, improved grab
The character may turn a body of water into a Blood works only against opponents at least one size category
Companion as a standard action that does not provoke smaller than the creature. A Small or smaller creature
an attack of opportunity. In order to create a Blood using improved grab does not apply its grapple modifier
Companion, the character needs a small source of water to its grapple check.
(16 liters or more) nearby and must sacrifice 5 hit points The creature has the option to conduct the grapple
as they cut themselves and bleed into the body of water normally, or simply use the part of its body it used in the
as a free action. A character may create a Blood improved grab to hold the opponent. If it chooses to do
Companion of a size equal to the size listed in the table the latter, it takes a –20 penalty on grapple checks but is
above, but may elect to create a smaller than the max not considered grappled itself; the creature does not lose
category. Each Blob size requires x4 more liters of water its Dexterity bonus to Defense, still threatens an area,
than the previous size (64 for Large, 256 for Huge and so and can use its remaining attacks against other
on), as well as an additional 5 hit points sacrificed per opponents.
larger size. A successful hold does not deal additional damage
A Blood Companion may act on the round after it is unless the creature also has the constrict ability (see
created, and acts on its creator's initiative. above). If the creature does not constrict, each successful
The Blood Companion creature is listed below. A grapple check it makes during successive rounds
Blood Companion has HD equal to its creator's HD. A automatically deals the damage given for the attack that
character may not create more than the character’s established the hold.
Wisdom modifier of Blood Companions at a time. When When a creature gets a hold after an improved grab
a character creates a Blood Companion past their limit attack, it pulls the opponent into its space. This act does
then the oldest active Blood Companion is destroyed. not provoke attacks of opportunity. The creature is not
considered grappled while it holds the opponent, so it SWALLOW WHOLE (EX)
still threatens adjacent squares and retains its Dexterity If the creature begins its turn with an opponent held
bonus. It can even move, provided it can drag the in its mouth (see improved grab, above), it can attempt a
opponent’s weight. new grapple check (as though attempting to pin the

TABLE: BLOOD COMPANION

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 —

KYUUSHOU KOUSEI FEATS 15th Weapon Mastery +3


16th Large Weapon Manifestation
REVITALIZED LIMBS 17th —
Prerequisite: Pseudomortality 1
Benefit: The character can reattach limbs (but not the 18th Weapon Transformation 3
head) to the body within a number of minutes equal to 19th —
their Constitution modifier, this process takes a full 20th Weapon Mastery +4
round that must be maintained for a number of rounds
equal to 10 – Constitution Modifier. If the process is SMALL WEAPON MANIFESTATION (SU)
interrupted, it must begin over from the beginning. The living weapon has the ability to manifest chakra-
enhanced weapons, size category small or lower, that are
BACK FROM THE BRINK physically drawn out from marked points on the
Prerequisite: Deathless Fortitude +3 wielder’s body. These weapons are considered physical
Benefit: The character upon reaching -10 HP may objects that have appropriate hardness, critical hit range
choose to take 1 permanent Con damage and be put at - and HD. However, the wielder must be proficient with
9 and stable. If someone detects life on the character via any weapon he chooses to form. This ability requires an
a skill check, jutsu, or chakra detection methods, they all attack action to perform. In addition, the wielder suffers
fail or report the subject as dead. 1d4 points of damage per use of this ability.
The wielder may possess up to 3 weapon marks on his
LIVING WEAPON body. He may choose any of these points of his body to
Once believed to be a legend based solely on extract the weapons from, but only once per round.
superstition, this bloodline has recently re-emerged in If the wielder is disarmed, incapacitated or forced to
the shinobi world. The wielders of this powerful drop his weapon for any reason, it immediately shatters
bloodline are said to be able to manifest spiritual and dissipates into nothingness.
weapons from marked points on their bodies. Although If this ability is used a number of times a day equal to
these living weapons are beginning to resurface, they are or greater than 1 + his Constitution modifier, the
still extremely rare to see. character must succeed a Fortitude save (DC 20) or else
become fatigued until he is able to get proper bed rest (8
REQUIREMENTS hours of sleep). If he is already fatigued, he becomes
Skills: Chakra Control, Concentration 4 ranks.
exhausted instead. If he is already exhausted, he suffers
Feats: Advanced Bloodline (Living Weapon).
a cumulative -1 penalty to Strength and Dexterity. The
TABLE: LIVING WEAPON BLOODLINE TRAITS character must make this save again each time he uses
the Weapon Manifestation ability after reaching his
Living Weapon
Level Intermediate limit.

1st Small Weapon Manifestation WEAPON TRANSFORMATION (SU)


In addition to manifesting weaponry, the Living
2nd —
Weapon also possesses the ability to transform marked
3rd Weapon Transformation 1 areas of his body into weapons for a short time. For a
4th — number of rounds equal to the indicated number in the
chart, the wielder may transform a marked area of his component. This lasts for 3 rounds, after which on the
body into a slashing, piercing or bludgeoning weapon final round the user may spend another meta chakra
that deals 2d6 damage. This transformation is considered charge or resume concentrating on the jutsu as normal.
drawing a weapon and thus requires a move-equivalent
action to perform but may be combined with a regular
move action if the character has a base attack bonus of+1. MOTTEYOCHI
This ability costs 2 chakra per round to maintain.
This bloodline is very famous due to the monks of the
Instant Action: A character may use this ability as an
Temple of Stone, as many of them were seen using it to
instant action once per day on an enemy’s turn to block
defend against an invasion of the Earth Country. It is said
a melee or ranged attack that specifically targets him.
that these peaceful monks turned to ferocious warriors
The user gains a +2 bonus to his defense for the duration
of earth, clad in stone armor and an innate sense of
of that turn. This ability can only be used when the user
everything around them, and through this were able to
is targeted, and not after the enemy makes his attack roll
fend off entire waves of soldiers for days on end. Though
or rolls for damage. Once the turn has been completed,
this rumor is true, most men and women with this
the weapon transformation ends instantly. This ability
bloodline are a part of a large society of peaceful monks,
costs 4 chakra points.
who worship the ideals of the first Earth Country
WEAPON MASTERY (SU) daimyo. Many feel that to become one with the universe
The living weapon quickly becomes a master of his is to first become one with the earth and nature. They
bloodline abilities and thus is granted a bonus to attack detach themselves from being directly ruled over by any
rolls and damage rolls with his weapon manifestation or person and fight purely for the earth, the simple truths
transformation weapon. of nature, and peace throughout all lands - so that the
MEDIUM WEAPON MANIFESTATION (SU) world may experience inner calmness and become one
Just like the Small Weapon Manifestation, the wielder with another.
may now extract a weapon of size category Medium or REQUIREMENTS
lower. This ability also requires an attack action to Elemental Affinity: Doton
perform; however, the damage the wielder suffers Skills: Ninjutsu or Chakra Control 2 ranks.
becomes 2d4 per use of the ability. Feats: Advanced Bloodline (Motteyochi).
QUICKENED MANIFESTATION (SU) TABLE: MOTTEYOCHI BLOODLINE TRAITS
Twice per day, the wielder of this bloodline may
shorten the time it takes to manifest a weapon. For size Motteyochi
category medium or lower, the wielder may manifest the Level Minor
weapon as a swift action. For size category Large, the 1st Tremorsense
wielder may manifest the weapon as an attack action. 2nd One with the Earth
LARGE WEAPON MANIFESTATION (SU) 3rd —
Just like the Small Weapon Manifestation, the wielder 4th Earthen Orbit 1
may now extract a weapon of size category Large or
5th One with the Earth 2
lower. This ability requires a full-round action to
perform and the damage becomes 2d8 per use of the 6th —
ability. 7th Earthen Orbit 2
8th One with the Earth 4
9th Tremorsense 2
MEDUSA EYE [DOUJUTSU]
10th Earthen Orbit 3
MEDUSA EYE FEATS 11th —
12th —
IMPROVED EARTH CONTROL [META CHAKRA]
Prerequisite: Earth Control (Half-Seals), Ninjutsu 13 13th Earthen Orbit 4
ranks, Chakra Control 13 ranks 14th One with the Earth 6
Benefit: When utilizing a jutsu with the Doton 15th —
subtype and concentration component the user is able to
16th Earthen Orbit 5
expend a meta chakra charge to ignore the concentration
17th One with the Earth 8 these abilities can be 'activated' per round. Passive
18th — abilities are constantly available, active abilities must be
'activated'.
19th Earthen Orbit 6
20th Tremorsense 3
CHAKRA IMBUED (PASSIVE)
The earth that orbits the character is imbued with his
ONE WITH THE EARTH (SU) chakra, and as such can only be controlled by him as long
Activating this ability is an attack action that requires as his Earthen Orbit ability is active. Attacks made with
only concentration and costs 2 points of Chakra every 2 these stones are granted a +1 enhancement bonus to
rounds that can't be converted. The earth around the attack; if used in a jutsu where no attack roll is needed,
user moves and attaches itself to the character, forming the save DC increases by 1. These amounts do not scale
an armor. The character's equipment bonus changes to with increased size.
+8 (+3 non-proficient) with a maximum dexterity bonus BONDING EARTH (PASSIVE)
of +1, as if he were wearing enhanced Heavy Battle As a free action, once per round the user may bond
Armor. The user takes a -6 armor check penalty and has two stones together - increasing their size category by 1.
his speed reduced to 20 feet, these penalties do not apply No matter how large the stone may be, it may not
while moving underground. The armor weighs 80 lbs., passively effect other creatures - unless a technique or
and thus the user needs at least that much earth, sand, similar effect states otherwise - even if an opponent flies
rock or mud nearby. Deactivating this ability is a free above the character when a colossal stone orbits
action. overhead or they grapple him when 6 small stones float
At levels 5, 8, 14, and 17 the armor also allows the user around his body. A stone may never grow larger than
to gain DR #/chakra as specified above and increases the colossal size.
chakra paid every two rounds by one.
RELEASE BOND (PASSIVE)
TREMORSENSE (SU) As a free action, once per round the user may release
As a move action the character may spend 5 points of the bond between two or more stones, breaking them
chakra to gain Tremorsense 30 feet. The Tremorsense down as he so wishes. The stones may never be broken
will last for 1 minute. down to a size category below small - unless a technique
At level 9 the distance becomes 45 feet and lasts 2 or similar effect states otherwise.
minutes, and at level 20 it becomes 60 feet and lasts 3
minutes.
OFFENSIVE MANEUVER (ACTIVE)
As a swift action, the user may command one of his
EARTHEN ORBIT (SU) stones to fly forward and strike the opponent. The range
Whenever the character activates his One with the of this attack is 10 feet plus five per two levels. It deals
Earth ability, in addition to the earth that attaches itself 1d6+1 earth damage, which increases by 1d6+1 for every
to his body, he may also gain a closely orbiting stone the additional size category of the stone. The attack is similar
size of a small creature and weighing 40 lbs. - but only if to that of a basic ranged attack, though the user may
there is enough earth, sand, rock or mud nearby to allow choose to use his intellect modifier rather than his
it. These stones will continue to float around the dexterity.
character even after the One with the Earth ability has
ended for a total of 1 minute per level; this time may be
DEFENSIVE MANEUVER (ACTIVE)
As an instant action, the user may command one of his
renewed as a free action at the cost of 1 point of chakra
stones to fly forth and hit anyone who is initiating a
per Earthen Orbit.
melee or ranged attack, even a jutsu, within its attack
The amount shown beside the Earthen Orbit ability
range (maximum 20 feet for this action) in order to
determines the current maximum number of stones that
intervene.
may be raised at one time. The user may choose to take
The attack and damage of this is the same as the
a move action that requires only concentration and the
Offensive Maneuver, though no matter how large the
cost of 1 chakra per Earthen Orbit in order to raise his
stone is it may do no more than 1d6+1 earth damage. In
maximum number of stones as long as he has enough
addition to damage though, it will also grant the foe a -2
material nearby and his One with the Earth ability is still
penalty to hit or to perform the action being made per
active. Stones that are bonded together or added to the
size category of the stone. This ability does not count
character's armor still count toward the maximum total.
towards the maximum number of Defensive Maneuvers
Each stone is imbued with chakra and as such is
per day, such as Kawarimi and similar techniques.
granted certain special abilities. No more than one of
INCREASED ARMOR (ACTIVE)
The character may add one orbiting stone to his Heavy
Battle Armor as a swift action, granting himself an OUKOKOI
additional +1 equipment bonus to defense per size
category. The character's armor check penalty and speed The members of the Bōei clan have an interesting
reduction increase by -1 and -5 respectively per bloodline that allows the user to form a seemingly
additional equipment bonus added, making it possible to invisible defense created out of raw chakra. It is a strong
completely immobilize one's self. The character's total and rare kekkei genkai that makes any wielder a tough
bonus through this ability may not surpass +4. adversary.

MOTTEYOCHI FEATS REQUIREMENTS


BATTLE READY (MOTTEYOCHI) [META-CHAKRA] Ability Scores: Con 16
You are quick in activating your One with the Earth Skills: Chakra Control 4 ranks, Concentration 4 ranks
ability in battle. Feats: Advanced Bloodline (Oukokoi)
Prerequisite: Advanced Bloodline (Motteyochi), TABLE: OUKOKOI BLOODLINE TRAITS
Tremorsense.
Oukokoi
Benefit: The character may spend 1 meta-chakra Level
Intermediate
charge to activate the One with the Earth ability as a
1st Calm Mind, Calm Spirit
swift action.
Alternatively, he may spend 2 meta-chakra charges to 2nd Oukokoi (DR 2/-)
activate the One with the Earth and Tremorsense 3rd —
abilities simultaneously as a single swift action. 4th Protective Sphere 1
EARTHEN SATELLITES 5th —
Your competence in maintaining control over your 6th Oukokoi (DR 4/-)
Earthen Orbit ability further increases, allowing you to
7th —
increase the number of stones raised.
Prerequisite: Earthen Orbit 5, Concentration 18 ranks, 8th Protective Sphere 2
Chakra Control 18 ranks, Ninjutsu 18 ranks 9th —
Benefit: You gain the ability to control additional 10th Oukokoi (DR 6/-)
stones though your Earthen Orbit ability. As such, your
11th —
maximum number of stones increases by 2.
12th Protective Sphere 3
Special: This feat may be taken multiple times, each
time granting the character an additional 2 stones. 13th —
14th Oukokoi (DR 8/-)
EXTENDED TREMORSENSE
Your ability to sense movement through the Earth 15th —
becomes innate. 16th Protective Sphere 4
Prerequisite: Advanced Bloodline (Motteyochi), 17th —
Chakra Control 8 ranks.
18th Oukokoi (DR 10/-)
Benefit: The character can activate his Tremorsense
ability for 1 less chakra, and now their range for 19th —
Tremorsense grows 15 additional feet on top of the base 20th Ultimate Protection
amount.

EXTREME TREMORSENSE (EPIC) CALM MIND, CALM SPIRIT (SU)


Your ability to sense movement through the Earth At first level of this bloodline, the wielder gains a +2
becomes innate. to all Concentration and Chakra Control checks.
Prerequisite: Advanced Bloodline (Motteyochi), OUKOKOI (SU)
Extended Tremorsense, Chakra Control 26 ranks. The user can activate this ability as a move-equivalent
Benefit: The character can activate his Tremorsense action that does not provoke an attack of opportunity.
ability for 1 less chakra, and now may sense out to 90 While active, the user’s body is surrounded by a layer of
feet when doing so. raw chakra that protects him. For as long as he has this
ability active he gains a damage reduction equal to the damage to the muscles over time and it is not uncommon
indicated number in the chart above. This damage for those in the Seijina house to die at a young age.
reduction applies to all types of damage. This layer of REQUIREMENTS
protective chakra is invisible to anyone who cannot See Elemental Affinity: Lightning.
Chakra. A character who can Sense Chakra can sense a Ability Scores: Dexterity 13.
strange activity of chakra surrounding the user. This Feats: Advanced Bloodline (Raijisatsu).
ability costs 1 chakra per round to maintain. At 10th
level the chakra cost increases to 2 per round, and at 18th
level it increases to 3 per round. Deactivating this ability
is a free action.
PROTECTIVE SPHERE (SU)
While the Oukokoi ability is active, the user can spend
TABLE: RAIJISATSU BLOODLINE TRAITS
1 point of chakra per Oukokoi progression to expand the
chakra layer outward to form a 5-foot radius dome that Raijisatsu
surrounds him as a swift action that does not provoke an Level Intermediate
attack of opportunity. The dome is considered a barrier 1st Enhanced Affinity
in which nothing can get in, including incorporeal 2nd Hiraishin Kaizen +1
entities. The dome has a hardness of 5 and hit points
3rd —
equal to 10 times the number indicated in the chart
4th —
above. While within the dense dome of chakra, the user
cannot move but may perform ranged attacks and 5th —
techniques that do not require movement. This ability 6th Hiraishin Kaizen +2
lasts as long as the user concentrates, plus 1 round per 7th Raijisatsu +1d6
Oukokoi progression. Once this ability reaches its
8th —
duration or the user willingly dismisses it, the user may
attempt a Chakra Control check (DC 15 + number of 9th —
rounds the Protective Sphere was active) to reform the 10th Hiraishin Kaizen +3
Oukokoi chakra layer as a free action. Otherwise, 11th —
Oukokoi is instantly deactivated and can only be 12th —
reactivated following the rules above.
13th Raijisatsu +2d6
ULTIMATE PROTECTION (SU) 14th Hiraishin Kaizen +4
One time per day, the wielder of this bloodline may
activate the Oukokoi ability as a swift action that does 15th —
not provoke an attack of opportunity. It grants double its 16th —
normal effects and costs no chakra to maintain. The raw 17th —
chakra layer becomes visible to the naked eye and seems
18th Hiraishin Kaizen +5
to burst from the user’s pores in an instant. This ability
19th Raijisatsu +3d6
lasts for 1 round per 4 levels, and can be deactivated as a
free action. However, the user becomes dazed for 1 20th —
round after deactivation.
ENHANCED AFFINITY (SU)
The character gains an additional +1 enhancement
RAIJISATSU bonus to Learn and Perform checks, and checks made to
This Bloodline power comes from a side house of the convert the cost of any techniques of that element to hit
Dattoumaru clan called the Seijina clan. This bloodline points. The DC for the saving through of any Raiton
power uses lightning coursing through the body to attain technique used by the character receives a +1
speeds quicker than the Hiraishin and make lightning enhancement bonus. The character suffers a -4 penalty
ninjutsu even deadlier. However, this power does not to Learn and Perform checks for any other element.
come without a price. The lightning causes considerable HIRAISHIN KAIZEN (SU)
The character can activate this ability as a swift action, Special Qualities: Dark twin, Souma no Kou, Kisei Kikai.
and gains a speed rank bonus equal to the specified Level Adjustment: +4
amount for doing so. This bonus does not stack with DARK TWIN (EX)
other speed rank bonuses. While active, the ability costs This ability gives the character (now referred to as
1 point of charka per 2 rounds, plus 1 per speed rank main character) a perfect twin of himself as his ally. The
gained (minimum 2) that can’t be converted to hit twin has the same levels, special abilities and ability
points. This technique also causes 1d4 lightning damage scores than the main character, but suffers a penalty of -
per speed rank gained every 2 rounds starting on the 2 on Constitution, Intelligence, Wisdom and Charisma
first. The character may make a Fortitude save of DC scores. The two brothers share the same skill ranks (but
10+2 for every speed rank gained to half this damage not the skill total modifier), feats (If the twin does not
which cannot be prevented by energy resistance. fulfil a prerequisite for a feat possessed by the main
This ability can be downplayed and allows the brother, he can't use said feat) and techniques. The twin
character to use it at less than full power. While making is considered to be 3 levels lower (Minimum 1) to
contact with water while Hiraishin Kaizen is active, the determine the effect of certain special abilities, CR, and
character takes 1d6 points of damage per round he the maximum rank of technique he can use.
maintains contact, or 2d6 points for total immersion in The brother has his own personality and may or may
water. Deactivating this ability is a free action. not share the allegiances or objectives of the main
RAIJISATSU (SU) character, at the GM's discretion. Also, the two brothers
The character may increase the damage dealt by can use the Detect Emotions ability on each other at will.
Raiton Ninjutsu by the amount shown in the table. If one of the twins perishes, the remaining brother must
Using this ability raises the Chakra cost by 1 and succeed at a Will Saving throw (DC 25) to avoid 1d4
Ninjutsu check required by 2 for each additional d6 of points of permanent wisdom damage, due to the trauma
damage dealt. After performing the technique, of losing someone bonded to himself.
regardless of if it hits or misses, the user immediately SOUMA NO KOU (EX)
takes 1d4 damage per additional d6 dealt. Energy This ability allows the twins to share the same body.
resistance cannot prevent the damage to the user. If a As a move equivalent action, the twin may enter the
technique would deal damage multiple times in the same body of the main character and remain in there for as
usage, the extra damage only counts for the initial long as he wishes, along with clothes and equipment’s.
instance. When sharing the same body, the two brothers recover
from hit point damage, ability damage and chakra loss
twice as fast as they normally would. In addition, when
REIKYOU the main character makes a full attack action, the twin
can also sprout his arms and legs to make another full
REIKYOU FEATS attack action himself (unarmed or with any held
FONT OF POWER [META CHAKRA] weapon). If the main character is reduced to 0 or less hit
Prerequisite: Chakra Surge points with the twin inside his body, the twin must
Benefit: The character may spend a meta chakra succeed at a Fortitude Saving Throw (DC 20). Success
charge to activate Chakra Surge. means that the twin is expelled without further damage,
while failure means that the twin is reduced to 0 hit
UNLOCKED POTENTIAL points and disabled. Any ill effect that requires a
Prerequisite: Latent Potential Fortitude Saving Throw that affects the main character
Benefit: The character gains a +1 bonus to his while the twin is still inside his body also affects the
temporary bonus chakra gained while using Hidden twin. When merged with his twin, the main character
Power, the amount that can be safely gained is raised to receives a bonus of +2 to all saving throws, attack rolls
20. and skill checks.
KISEI KIKAI (EX)
SAKON AND UKON (TEMPLATE) This ability can be used by one of the brothers when
the main character is 8th level or higher, and by both of
This is a very rare template that allows twin siblings to them when the main character is 16th level or higher.
break themselves into molecular level and share the By activating this power as an attack action (And
same body, or even invade other people's body. consuming 3 points of chakra per round that can't be
converted), the character can break down his body at a 18th High Speed Sight 3
molecular level and fuse into the body of his victim. This 19th —
allows him to strategically rip apart the cells of his target 20th Seiseigan +5
from the inside. To insert himself into someone's body,
the user must succeed at a melee touch attack on a
SEISEIGAN (SU)
humanoid creature with no more than twice the main The character can activate this ability as an attack
character's HD. When inside a body, the user can spend action that does not provoke an attack of opportunity.
a full-round action to cause 1d4 points of constitution The ability manifests in the eyes of the user, changing
damage (That can be negated by a Fortitude Save, DC 10 them to a solid yellow color. The character gains an
+ number of rounds sharing the body with the user). The insight bonus to Concentration, Spot and Treat Injury
user can freely leave the body as a move action, checks.
appearing at an adjacent square. Unfortunately, because The character can always See Chakra and can spend a
this fusion makes him and the ninja share the same body, move-equivalent action to See Through Chakra for as
any damage suffered by the victim that is not caused by long as he concentrates, plus 5 rounds. In addition, while
this ability is also dealt to the user. Certain abilities, like the character can See
Overwhelming Chakra, Chakra Presence, certain kinds Through Chakra, he can make a Spot check (DC 15) to
of Genjutsu and others could expel the intruder from a perceive a creature’s internal anatomy as though with x-
body, at GM's discretion. ray vision. In doing so the character can determine the
creature’s Tenketsu condition, current chakra pool, and
hit points rounded to quarter units. He can see if the
SEISEIGAN [DOUJUTSU] creature has suffered recent bone fractures or breaks or
The Seiseigan is a special kekkei genkai that manifests if it has been subjected to poison or disease and where in
itself in the eyes, and has been called the Golden Healing the body it resides or affects.
Eye in ninja lore due to its special properties. It is said This ability costs 2 chakra per 3 rounds to maintain.
that this doujutsu originated with the Sage of Six Path’s Deactivating this ability is a free action.
wife long before the days of ninja and hidden villages. HIGH SPEED SIGHT (EX)
REQUIREMENTS While the character’s Seiseigan is active he gains a
Skills: Concentration 3 ranks, Spot and Treat Injury 4 high speed sight quality as above.
ranks. PURIFICATION CHAKRA (EX)
Feats: Advanced Bloodline (Seiseigan). While the character’s Seiseigan is active, the user can
TABLE: SEISEIGAN BLOODLINE TRAITS
manifest this ability as a full-round action that does not
provoke an attack of opportunity. The user’s eyes begin
Seiseigan
to glow yellow. This ability creates an orb of chakra
Level Intermediate
around the user’s hand that can be applied to another
1st Seiseigan +1
creature via touch (willing) or a successful touch attack.
2nd —
This ability costs 3 chakra and the chakra orb lasts for 1
3rd High Speed Sight 1
round per Seiseigan bonus. Upon touching the target,
4th —
the user is able to perform different medical feats. They
5th Seiseigan +2 are as follows:
6th Purification Chakra (Fatigue) Fatigue: The user cures fatigue or improves the
7th — exhausted condition to fatigue.
8th — Stabilize: The user will instantly stabilize the touched
9th High Speed Sight 2 creature, assuming it was previously reduced to -1 hit
10th Seiseigan +3 points (or lower) and is dying.
11th — Extract Poison: The user negates the effects of any
12th Purification Chakra (Stabilize) poison. In addition, if the user can make a small incision
13th — on the creature’s body with a chakra scalpel or surgery
14th — kit, he can extract the poison entirely. Finally, the
15th Seiseigan +4 creature gains a +2 resistance bonus to Fortitude saves
16th — against the same poison for 24 hours after being affected
17th Purification Chakra (Extract Poison) by this ability.
If the user extracts poison entirely from the touched EPIC SHARINGAN [EPIC]
creature’s system, he may make up to 3 antidotes as Your ability at maintaining the Sharingan activated for
though from an actual dose of poison. The poison residue a long time improves further, enabling you to keep your
must be used within 1 hour of being extracted. Using one Sharingan activated, to some extent, most of the day.
of the aforementioned abilities does not deactivate the Prerequisite: Sharingan Eye +4, Genjutsu 18 ranks,
Purification Chakra ability, but each subsequent use of Ninjutsu 18 ranks, Taijutsu 18 ranks
the ability costs an additional 3 chakra. Benefit: You gain the ability to partially activate your
sharingan eye. In this state, the
Sharingan Eye only grants half its standard bonus,
SENJU (TEMPLATE) rounded down (maximum +3), and you cannot use any
abilities relevant to the Sharingan eye (such as Offensive
A person born of Senju blood, the blood of one of the Foresight, Glare, or High-Speed Sight).
most powerful clans in the ninja world. They are said to You may still perform techniques requiring the
be descendants of the Sage of Six Paths and thus possess Sharingan to be active, activate the
immense power. Mangekyou Sharingan (bonuses from the Mangekyou
Sharingan do not count towards the maximum +3
Type: The base creature’s type remains Human.
Sharingan eye bonus), use technique mimicry or
Ability Scores: +2 Strength and Constitution.
concentrate to See Chakra.
Saves: The character gains a +2 bonus Fortitude saves
The cost of Epic Sharingan is paid every 10 minutes (1
against massive damage and death effects.
point of chakra), rather than every round.
Skills: The character gains a +1 bonus to Strength based
checks. SHARINGAN TECHNIQUES
Feat: The character gains the Chakra Restoration feat for
free.
AMATERASU (GODDESS OF THE SUN)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a))
Special Qualities: Increased Stamina, Longevity
[Fire, Uchiha Kinjutsu]
Level Adjustment: +2
Rank: 10 (A); Learn DC: 25, 6 success; Perform: 13 (DC
INCREASED STAMINA 27); Time: 1 attack action; Components: E, H, Mas;
The character gains a great deal of stamina due to his Range: Close; Effect: Consumes 1 target or object in a
Senju blood. His chakra reserves and hit points increase burst of flame/round; Duration: Concentration (up to 1
by an extra 2 points per level. round/level) plus 1 round/level (see text); Save: Reflex
LONGEVITY half, Reflex partial; CR: Yes (see text); Cost: 6.
The lifespan of a Senju is considerably high compared
This technique can only be learned if selected when
to that of other people. The character adds 10 years to
taking the Mangekyou Sharingan feat. Your
his normal middle age, old and venerable age categories,
Mangekyou Sharingan needs to be active to use this
slowing the effect of aging in the character’s current age
technique, but not to concentrate on it. Add your
category.
Sharingan Eye bonus to Concentration checks made to
maintain this technique. You gain a +4 bonus to
SHARINGAN [DOUJUTSU] overcome Chakra Resistance when using this technique.
You project intense black flames through your
SHARINGAN FEATS Mangekyou Sharingan, targeting up to one creature or
unattended object (within line of sight) per round. Each
ENDURING SHARINGAN target suffers 2d6 fire damage, halved with a Reflex
Prerequisite: Sharingan Eye +2, Con or Wis 16 save. On a failed save, the target will catch on fire for 1
Benefit: The character becomes accustomed to the round per level, or per damage die the burst of fire
usage of the Sharingan and only needs to pay for the dealt (whichever is lower). You cannot choose the same
chakra once every other round upon activation. If you target more than 3 times per use of this technique. If a
should ever obtain Epic Sharingan, you need only pay 1 target that is caught on fire is hit again, the duration of
chakra every other 10 minutes. its catching fire will be refreshed, the effect is also
Normal: The Sharingan requires 1 chakra per round. refreshed if the target is hit by another technique that
requires Amaterasu.
Creatures that catch fire due to this technique can catches on fire for 2 rounds. The DC to put out the
attempt to put it out as normal, but the save DC to do so Amaterasu flames is a Reflex save (DC 25). It cannot be
is increased to 25. For 1 minute after it is created, doused by normal water unless it was created or
Amaterasu flames cannot be doused by water, unless manipulated by a creature with at least 18 ranks in the
done by a creature with at least 18 ranks of Ninjutsu Ninjutsu skill for 1 minute (by means of a Suiton
through the use of a Suiton technique, but it can be technique), but it can be sealed by the Fuuka Houin
sealed by the Fuuka Houin technique. technique.
If a burst of flame was fired near a surface, a 5-ft. Mastery – Every odd step of mastery in this technique
square of the surface will catch on fire, dealing half the adds another 5 Fire and Cold resistance.
damage of the original burst of flame to every creature At every even level of mastery, the duration for being
and object that comes in contact with it. The fire spreads caught on fire by this technique increases by 1 round.
at a rate of 5 ft. every round continuing to deal the initial At fifth step of mastery the damage increased to
half damage of the burst of flame that created it. The fire creatures and weapons striking the shield is increased to
will spread and burn until its duration ends. 1d8.
As the technique ends, you suffer 1 Mangekyou
Sharingan Blindness, plus 1 for every 2 rounds you
ENTON: HONOIKAZUCHI (BLAZE RELEASE: FIRE LIGHTNING)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
keep concentrating on this technique after the first.
Amaterasu (t), Kagutsuchi (2)) [Fire, Uchiha Hijutsu]
Empower – Spend 1 Chakra to increase the damage
Rank: 9 (A); Learn DC: 25, 5 successes; Perform: 12 (DC
by 1d6, up to 1d6 per level or 15d6. You must empower
25); Time: 1 attack action; Components: E, H, Mas;
each attack with this technique separately.
Range: 5 ft. radius; Duration: (see text); Save: Reflex half
Empower – Spend 1 Chakra to increase the DC of the
and Reflex partial; CR: Yes (see text); Cost: 8 + 3 per
Reflex Save for half damage by 1 (up to 3).
additional spike.
Mastery – Every step of mastery in this technique
allows the user to ignore 3 points of fire resistance The user creatures a number of spikes made from
of any target caught in his Amaterasu. Fire immunity is Amaterasu flames within the immediate area around
not affected from this mastery. himself.
Each spike deals 2d6 points of fire damage, which can
ENTON: ENTENKA (BLAZE RELEASE: FLAME WRAPPING FIRE)
be halved with a successful Reflex save. On a failed save,
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
the target also catches on fire for 1 round/level or the
Amaterasu (t), Kagutsuchi (1)) [Fire, Uchiha Hijutsu]
number of damage die dealt by a spike (whichever is
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 11 (DC
lower). The DC to put out the Amaterasu flames is a
23); Time: 1 attack action; Components: C, Mas; Range:
Reflex save (DC 25). It cannot be doused by normal
Personal; Duration: 1 round/level; Save: None; CR: No;
water unless it was created or manipulated by a creature
Cost: 12.
with at least 18 ranks in the Ninjutsu skill for 1 minute
The user wraps their body in Amaterasu flames (by means of a Suiton technique), but it can be sealed by
providing a deadly defense. The flames visibly wrap the Fuuka Houin technique.
around the user and automatically react to attacks of any The user may create a number of spikes equal to 1
kind. Even if the user is unaware of the attack, the flames every 4 character levels.
will intercept it. Empower – The user may spend an additional 1 point
For the duration of the technique the user gains a +4 of chakra to increase the damage dealt by one spike by
Deflection bonus to Defense, a Damage Reduction of 1d6, up to a maximum of 1d6 per level or 12d6. This
15/- and a Fire and Cold Resistance of 30. process must be repeated for each spike.
A creature dealing damage with an unarmed or natural Mastery – Every even level of mastery increases the
weapon attack suffers 1d6 points of fire damage each spikes damage by 1d6.
time it successfully hits the target. A weapon used by a At fifth level of mastery the range increases to 10 ft.
creature attacking a character with this technique will radius.
damage their weapon, weapons suffer from 1d6 points of
fire damage unless they are also made of Amaterasu
ENTON: KAGUTSUCHI (BLAZE RELEASE: FLAME CONTROL)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
flames.
Amaterasu (t)) [Fire, Uchiha Kinjutsu]
Fire damage from this technique, can be halved with a
Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13 (DC
successful Reflex save. On a failed save, the target also
27); Time: (see text); Components: C, Mas; Range: Close;
Duration: (see text); Save: (see text); CR: (see text); Cost: The user is able to create a weapon by manipulating
(see text). Amaterasu flames. The weapons the user may creates are
of any sort they are familiar with. If creating a weapon
This incredible ability enables the user to manipulate
that typically has reach they may increase the normal
and control the legendary flames of Amaterasu.
length of the weapon by an additional 5 ft. for an
Possession of this technique enables the user to
additional chakra cost of 2.
manipulate and interact with their Amaterasu flames
Melee based weapons also can hurl small shards of
and remain unscathed. Without this technique any
Amaterasu flame each time they are swung. The shards
Amaterasu flames that are currently active will burn
count as 1d6 fire damage and the attack is a ranged touch
uncontrollably until their duration is over. Simply
attack. The user may create 2 shards per swing, each
possessing this technique makes the user immune to his
shard has a range of 20 ft. and may target a separate or
own Amaterasu flames unless they are later manipulated
the same creature. Fire from this source does not cause
by another user of Kagutsuchi.
the subject to catch on fire. These weapons cost 10
Upon learning this technique, the user is able to
chakra for 2 handed weapons, 8 chakra for 1 handed
control Amaterasu flames in one of three ways.
weapons, and 6 chakra for light weapons to create.
Manipulate: The user may take control of any
Thrown weapons can also be created and thrown.
currently manifested Amaterasu flames in any direction
These weapons deal their standard damage as fire
within range of the technique. This functions as standard
damage as well in addition to their 1d6 fire bonus
action and costs the user an amount of chakra equal to
damage. The weapons have their standard range plus 10
the number of squares they’re moving that are covered
ft. These weapons cost 2 chakra to create.
by Amaterasu flames. For each 5 ft. square has a chakra
The weapon deals damage normal to its size for a
cost of 1.
creature of the size wielding it but instead is dealt as fire
Extinguish: The user may extinguish any Amaterasu
damage. In addition, the weapon deals 1d6 fire damage.
flames that are currently active. The cost for doing so is
The additional fire damage can be halved with a
1 chakra cost per additional 5 ft. area beyond the first 5
successful Reflex save. On a failed save, the target also
ft. which has no cost.
catches on fire for 2 rounds. The DC to put out the
Counter: The user may use this technique to counter
Amaterasu flames is a Reflex save (DC 25). It cannot be
another user’s Amaterasu, the chakra cost is equal to the
doused by normal water unless it was created or
amount the user creating their Amaterasu paid. At
manipulated by a creature with at least 18 ranks in the
which point the techniques cancel each other out.
Ninjutsu skill for 1 minute (by means of a Suiton
In any instance of this technique the user may not
technique), but it can be sealed by the Fuuka Houin
control Amaterasu flames of others that are also
technique.
currently being manipulated, flames that are considered
A creature that is larger or smaller than medium size
to be manipulated are anything that is under the effect
will pay a different cost for melee weapons, for each size
of a technique that has a requirement of Kagutsuchi or
larger the user pays an additional 6 chakra, for each size
the Kagutsuchi technique itself. Kagutsuchi and any
smaller the user pays 2 less chakra.
technique requiring it are all also able to be sealed by the
Any technique that user knows that requires a weapon
Fuuka Houin technique.
as a focus may utilize this weapon in its place. The
This technique can only be learned if selected by the
weapon is considered chakra-enhanced for bypassing
user when taking the Mangekyou Sharingan feat as well
Damage Reduction.
as also selecting the technique Amaterasu.
Mastery – At every odd level of mastery, the user may
Mastery – Every step of mastery in this technique
pay an additional 2 chakra to increase the weapon with
allows the user to affect another 5 ft. for free when using
reach by another 5 ft.
the Manipulate or Extinguish options.
At every even level of mastery, the duration for being
ENTON: KASAI NO KENGEKI (BLAZE RELEASE: FIRE WEAPON) caught on fire by this technique increases by 1 round.
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a), At the fifth step of mastery the duration becomes 1
Amaterasu (t), Kagutsuchi (3)) [Fire, Uchiha Hijutsu] minute per level.
Rank: 8 (A); Learn DC: 25, 5 successes; Perform: 11 (DC
KAMUI (WRATH OF THE GODS)
23); Time: 1 attack action; Components: C, E, H, Mas;
Ninjutsu (Spacetime) (Requires Mangekyou Sharingan
Range: Personal; Duration: 1 round/level; CR: No; Cost:
(a)) [Uchiha Clan Kinjutsu]
(see text).
Rank: 14 (SS); Learn DC: 31, 8 success; Perform: 19 ranks temperature and general shape of the terrain (the
(DC 39); Time: 1 attack action; Components: C, (See character cannot create terrain made from esoteric
Text); Range: (See Text); Target: (See Text); Duration: materials, such as silver, uranium; you’re limited to stone
Instant; Save: Fort partial; CR: Yes (See Text); Cost: (See and dirt).
Text). This cannot create life (including vegetation), nor can
it create constructs such as buildings, roads, wells or
This technique is one of the most fearsome aspects of
dungeons, and so forth. The character must add them in
the Mangekyou Sharingan. The technique uses an
some other fashion if they so desire such as bringing
enormous amount of chakra and has two incredible
plants and animals with them. Time passes normally on
abilities depending on which eye is in use. Each eye
this plane.
constitutes one technique. When selecting both the user
Teleport: The user doesn’t need to have his
makes one learn check.
Mangekyou Sharingan active to use this ability. To
Left Eye: Upon obtaining the Left Eye option the user teleport, the user must make a ranged touch attack on a
can distort space-time around a person and use the target or their self that deals no damage. If the attack is
distortion to destroy a person completely. successful, the user is able to warp himself and or the
targets, to their personal dimension or any other
The user must have his Mangekyou Sharingan active dimension the user has been to or has synchronized
to use this ability. The user must hit the target with a with. The target will disappear, along with all of the
ranged touch attack that deals 2d4 points of damage per objects it was carrying, without a trace. If the target is
level (maximum 40d4) unless the target succeeds a aware of the user before the attack, he gets a +2 Insight
Fortitude save. If the save is successful, the attack deals bonus to Defense against the user’s touch attack. The
2d6 points of damage plus 1 per level (maximum target can willingly allow the user to perform this
2d6+20). If the target is killed by the technique, its body, variant of the technique on him, in which case the user
along with all of the objects it is carrying, are destroyed automatically succeeds the touch attack.
and the remains sent to the user’s personal dimension (if When exiting another dimension to return to the
they have the Right Eye option, if not the remains are Material Plane, the user may appear anywhere they have
lost forever). If the user fails to hit the target, the user previously visited before.
can make a Concentration check (DC 30) to maintain the The base chakra cost for this variant of the technique
technique for an additional 1 round per Sharingan Eye is 10 if used to enter their own dimension but costs
bonus. Each round after the first, the user may only nothing to leave and causes no Mangekyou Sharingan
make one action and must pay an additional 5 chakra. If Blindness for the user if they do not bring others with
the user makes another ranged touch attack, he suffers a them. Other dimensions are 30 chakra to enter and
-1 penalty to his attack. leave, this option causes 1 Mangekyou Sharingan
If the user is dazzled, the damage is halved. This Blindness per use if used to teleport the user and or
technique cannot be used if the user is blinded or if his others who are all willing, if used on someone unwilling
Mangekyou Sharingan is not currently active. then becomes 1 Blindness per use. The user may bring 1
The base chakra cost for this variant of the technique other person.
is 30. It increases by 10 chakra for each size category Warp: The user doesn’t need to have his Mangekyou
above medium; however, this technique cannot Sharingan active to use this ability. The user can use this
completely destroy a creature of size category Huge or technique to warp in and out of reality as if teleporting.
higher. As a move action, the user may teleport in any direction
Right Eye: Upon obtaining the Right Eye option the user within twice his movement speed.
gains their own personal dimension which acts as a finite The base chakra cost for this variant of the technique
plane with limited access, a demiplane. Each demiplane is 10.
acts separately from any other created by another Phase: The user doesn’t need to have his Mangekyou
character. Sharingan active to use this ability. The user can also
temporarily warp all or select parts of his body to their
Demiplane: The plane grows at a rate of 10 ft. in radius personal dimension, making his body intangible for a
per day to an initial maximum of 200 ft. The short time. The user must spend a full-round action to
environment reflects whatever the character desire’s it perform this ability.
to appear, once this is set it cannot typically be undone. For 1 round per Sharingan Eye bonus, the user will
The character determines the atmosphere, water, become intangible and cannot be hit by any attacks,
physical or chakra-based. However, the user cannot Perform check, DC equal to the table below. To see if a
make attacks or use additional techniques that directly user is aware of a Plane of existence without having first
affect others until the technique is deactivated. If the or second hand information about it, the user can make
user was touching another creature or object (of size a Knowledge (Arcane Lore) check DC equal to the same
category Medium or lower), the effects are applied to Perform DC listed for the Table: Synchronize
that creature as well for as long as the user is touching it, Dimensions.
plus 1 round. It is a swift action to deactivate this ability. The base chakra cost for this ability is 50 + the DC of
The base chakra cost for this variant of the technique the plane you are trying to synchronize with. The user
is 25. suffers 1 Mangekyou Sharingan Blindness.
Avoiding an Attack: Minimum DC 30. The user doesn’t
TABLE: SYNCHRONIZE DIMENSIONS
need to have his Mangekyou Sharingan active to use this
Plane Example DC
ability. The user performs Kamui as an instant action
before an enemy’s attack roll (melee or ranged attack, Transitive Astral, Ethereal, or Shadow Planes 20
Planes
touch attack, or grapple attempt) targeting him
specifically, and warps the designated part of his body to Inner Elemental, Positive or Negative 25
another dimension. To do so, the user must be aware of Planes Planes, A Summons’ Plane
the attack. Outer Numerous Planes based on 30
Avoiding an attack costs 6 points of chakra, and can be Planes alignments
done up to 1 time per Sharingan Eye bonus per day Personal Demiplanes and other personal 35
(maximum 5). There is no maximum CR. Unlike Planes planes.
techniques like Kawarimi, the character can use this Ancient Planes no longer known of or 40
technique to avoid attacks when immobilized as long as Planes completely undiscovered realms.
he is not blinded.
To avoid the attack, the user must make a Perform Mastery – At each level of mastery, the cost of using
check opposed by the opponent's attack roll (add 5 if the the Right Eye option is lessened by 1 chakra.
attack roll is a Chakra Control or Ninjutsu effect, a At each level of mastery, the user may teleport an
natural 20 or a confirmed critical). Success means that additional person, each additional person cost 5 chakra.
the user becomes intangible and takes no damage. The Mastery – At 5th level of mastery, the Left Eye option
effects last until the end of the round. now does half damage instead of 2d6+1 per level
Avoiding an attack must be declared before knowing (2d6+20).
the result of the attack roll. Failure means that the
chakra spent trying to avoid the attack is wasted, and the KOTOAMATSUKAMI (DISTINGUISHED HEAVENLY GODS)
Genjutsu (Doujutsu) (Mangekyou Sharingan (a))
technique fails. This option causes 1 Mangekyou
[Uchiha Kinjutsu]
Sharingan Blindness every 2 uses.
After using any option of this technique, the user gains Rank: 20 (Epic); Learn DC: 45, 10 successes; Perform: 28
(DC 50); Time: 1 full-round action; Components: C, E;
1 point of Mangekyou Sharingan Blindness, unless
Range: 30 feet; Target: One or more creatures; Duration:
otherwise stated. See Mangekyou Sharingan for details
on blindness. 1 minute/2 levels; Save: Will negates, Will partial; CR:
Yes; Cost: 30.
Both Eyes: When the user selects both of his Mangekyou
techniques one for each eye, the final power of Kamui is This technique allows the user to enter the opponent's
unlocked. mind and manipulate them by giving them false
experiences, making it seem as if they were doing things
Synchronize (Requires Left and Right Eyes): The user of their own free will. It is regarded as a Genjutsu of the
must have his Mangekyou Sharingan active to use this highest class, due to the victim being entirely unaware
ability. The character may also synchronize with other that they are being manipulated.
dimensions, in order to synchronize with a different The user must have his Mangekyou Sharingan
dimensions the user must either have been present activated to use this technique. With a large expenditure
within the dimension or seen it at some point. This of chakra, the user can perform one of the most powerful
ability has the Hand Seals component. If the user wishes Genjutsu techniques known to man. The user makes a
to synchronize with a dimension they have not visited gaze attack to initiate this technique. Any creature
but are aware potentially exists, the user must make a
looking at the user must succeed a Will save or else blindness. Refer to the Mangekyou Sharingan blindness
become caught in the technique. chart for details of blindness.
Any affected creature is put into a deep trance. Empower – The user may spend 10 points of additional
However, time will go on as usual in the subjects’ minds. chakra to increase the duration to 1 minute per level
They will act and react to whatever the user creates for (maximum 20 minutes).
the duration of the technique. The user may present false Special: This technique can only be used once per eye,
experiences in the form of combat, dialogue or per month, and never more than once in a single
environment. encounter. If a character has Mangekyou eyes implanted
Combat: If the subject was in combat when this into them who do not possess the Sharingan Bloodline,
technique took effect, he remains in combat. During the time to use them increases to one eye every 6
combat, each point of chakra the subject spends is months, if the user only has one of the Mangekyou eye
converted into mental damage due to the taxing effort the time is further increased to 1 year per use. If the user
on the brain. In addition, he also suffers mental damage possesses the Hashirama Senju Cells template, then he
equal to half the damage he endured while under the may use this technique once per eye, per week instead if
effects of the technique. This damage, however, is dealt they also have the Sharingan Bloodline. If the user does
once the subject is free of the technique, and it can be not possess the Sharingan Bloodline the time reduced for
halved by succeeding a Will save (as per the technique). having both eyes is 3 months. If the user has only one, it
Dialogue: The user can alter or continue conversations is reduced to 6 months.
between the subject and whomever they were speaking
with when the technique took effect. Similarly, he can
KUDAKE CHITTA KAGAMI (SHATTERED MIRRORS)
Genjutsu (Doujutsu) (Requires Mangekyou Sharingan
create additional personas to interact with the subject in
(a)) [Uchiha Kinjutsu]
various ways. The user decides what his creations say
Rank: 14 (Super S); Learn DC: 30, 8 successes; Perform:
and how they react to the subject. The user may choose
17 (DC 37); Time: 1 full-round action; Components: C, S,
this option to persuade the subject of something
E, Mas; Range: Close; Duration: 1 round/4 levels; Save:
important or lead them down a certain path. This option
Will partial (see text); CR: Yes; Cost: 12.
deals no damage unless it provokes combat (see above).
Environment: The user can alter things within the This technique is among the strongest Genjutsu used
subject’s environment similarly to other illusion by the wielders of the Sharingan. It creates a powerful
techniques. For example, the user could make a ceiling illusion that breaks the battlefield into multiple pieces as
collapse to force the subject to escape or change which if a mirror was shattered into several pieces.
way a road leads to get the user to a designated location. This high level Genjutsu creates the illusion that the
Therefore, the user would choose this option to force the user is in multiple areas around the target at one time. It
subject down a specific path or create a feeling of distress is intended to disorientate and trick the target’s mind. To
or urgency in the subject’s mind. The user suffers half of use this technique, the user’s Mangekyou Sharingan
any damage he takes while under the technique’s effects must be active.
once the Genjutsu deactivates, of which can be halved The user makes a gaze attack against a single creature
with a successful Will save (as per the technique). to initiate this technique. The target may make a Will
The user may also pay an additional 10 chakra at the save to avoid the gaze attack, but takes a penalty equal
beginning of this technique to control the subjects’ to half the user’s Sharingan Eye bonus, round down. If
movements while under the technique’s effects. With the target fails his save, he will see his world break like
this ability, the user can move the subject’s body to the a mirror into several pieces that will surround him in all
aforementioned locations or control his actions during directions. These pieces will reflect parts of the previous
combat. The user cannot take any other actions and the area in random locations, thus disorienting the target.
duration is cut in half when he uses the technique in this For the duration of this technique, the target suffers a -4
fashion. He must make a concentration check (DC 20 + penalty to attack rolls and Reflex saves and is considered
the target’s CR) per subject, per round to control the flat-footed. He may not perform actions or techniques
subjects. If the user fails a check, the subjects may make that require concentration.
a Will save as per the technique to negate the technique. After using this technique, the user gains 2 points of
After using this technique, the user suffers 4 points of Mangekyou Sharingan Blindness. See Mangekyou
Mangekyou Sharingan blindness. If this technique was Sharingan for details on blindness.
empowered, the user suffers an additional 1 point of
Empower – The user may pay 4 chakra to increase the The Susano’o can be summoned only impartially at
duration of this technique by 1 round. (Up to a number first, yet as the user’s prowess gradually increases, so too
of rounds equal to the user’s Charisma modifier) does the size and strengths of the user’s Susano’o. It
Mastery – Every odd level of mastery increases the manifests initially as a set of ribs, and a large bony arm,
penalties induced by this technique by 1. but gradually becomes the large ethereal warrior of
legend.
SHUUGYOU: HOMURA KOUSEN (TRAINING: FLAMES OF THE
Ribs: The user summons the initial form of the
UNDERWORLD) Susano’o; a set of ribs around himself to protect him from
Training (Requires Amaterasu (1);
(Ninjutsu)
damage. The user can spend his move action to summon
Mangekyou Sharingan (a); Elemental Specialization
a skeletal hand with 1 claw attack with a reach of 10 ft.,
(Enton) (a))
and a threat range of 20. He may then use his attack
Rank: 10 (A); Learn DC: 25, 4 successes; Components:
action to attack with the skeletal hand either by making
Mas.
an attack or grappling an opponent. He may also use the
The user enhances his Katon techniques with the hand as you would use a normal hand.
black flames of Amaterasu, allowing him to burn Once the duration ends, or he dispels the technique,
through considerable protections. The user ignores 3 the user must make a Fortitude save (DC 10 + 1 per round
points of fire resistance or hardness with his Katon the technique was active, +1 for each previously failed
techniques while his Mangekyou Sharingan is active. Fortitude save of Susano’o that encounter) or become
If a creature Catches on Fire as a result of a technique fatigued. Each Fortitude save failed after the first causes
enhanced by this ability, the burning damage also the user to become exhausted, then causes 1 point of
benefits from the reduction in fire resistance. temporary Constitution damage.
Mastery – The first four steps of mastery allow the user The chakra cost is 12.
to ignore an additional 3 points of fire resistance with The user suffers 1 point of Mangekyou Sharingan
his Katon techniques while his Mangekyou Sharingan is Blindness after this technique is ended.
active, and each requires one additional step of mastery Defensive Maneuver: By spending 4 points of chakra,
in Amaterasu. the user can defend himself with the Ribs of Susano’o, as
The fourth rank of mastery therefore requires full per Defensive Maneuver, and can be made up to 1 times
mastery of Amaterasu. per day. Using it in this manner does not gain a point of
The fifth step of mastery allows the user to deal half Mangekyou Sharingan blindness nor requires the user to
damage to fire immune creatures with Katon techniques make a Fortitude save to avoid fatigue, and the rib’s only
while Mangekyou Sharingan is active. last long enough to defend against the attack, before
immediately dispelling.
SUSANO’O (GOD OF SEA AND STORMS) By making a Chakra Control check (DC 32) and
Ninjutsu (Requires Chakra Control 23 ranks, Ninjutsu 23 spending another 8 chakra, the ribs appear and will
ranks, Mangekyou Sharingan (a), 2 Mangekyou remain after he has defended against the attack, as
Sharingan techniques, and Epic technique (Susano'o)(f)) though he had summoned them on his own turn. In this
[Uchiha] instance, all effects apply normally. If using this option,
Rank: 20 (Epic); Learn DC: 45, 8 successes; Perform: 28 the user must pay the difference in chakra for any
(DC 50); Time: 1 Full-Round Action; Components: C, greater form of his Susano’o as well as spend an
Mas; Range: Personal; Target: You; Duration: 1 round/2 additional 1 Attack Action on his turn in order for the
levels (D); Save: None; CR: Yes; Cost: (See text) version of his Susano’o he wishes to materialize.
The third technique said to be unlocked with those Skeletal Susano’o (Requires 1st step of Mastery): The
who possess the Mangekyou Sharingan, this technique users’ Susano’o grows, and forms an entire upper
summons a massive ethereal warrior to the user’s aid, skeleton of chakra. The Susano’o retains all prior form
granting him incredible offensive and defensive features, and gains the following:
capabilities, at a taxing price on the user’s body and eyes. - 2 Hands Manifest: The construct gains 2 slam attacks,
delivered at the user’s highest attack bonus.
TABLE: SUSANO’O VERSIONS
Version Size Str HP DR/- ER Claw Weapon(s) Feats
Ribcage Large 20 50 15 10 1d6 N/A
Skeletal Huge 25 75 20 15 2d4 N/A Improved Grab
Humanoid Huge 30 100 25 20 2d4 1 Huge / 2 Large
Armoured Gargantuan 35 125 30 25 2d6 1 Gargantuan / 2 Huge
Complete Colossal 40 150 35 30 2d8 1 Colossal / 2 Gargantuan

- 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)

TABLE: SHIKAWA MYAKU BLOODLINE TRAITS


Level Shikawa Myaku Minor Shikawa Myaku Intermediate Shikawa Myaku Major
1st Skin Control 1 Skin Control 1 Skin Control 1
2nd — — Rapid Regen 1
3rd Rapid Regen 1 Rapid Regen 1 Claw (1d4)
4th — Claw (1d4) Skin Control 2
5th Claw (1d4) Skin Control 2 —
6th Skin Control 2 — Rapid Regen 2
7th — Rapid Regen 2 Skin Control 3
8th Rapid Regen 2 — Claw (1d6)
9th — — Rapid Regen 3
10th Skin Control 3 Skin Control 3 Skin Control 4
11th — Claw (1d6) —
12th Rapid Regen 3 Rapid Regen 3 —
13th — — Skin Control 5
14th Claw (1d6) — Rapid Regen 4
15th — Skin Control 4 Claw (1d8)
16th — Rapid Regen 4 Skin Control 6
17th Rapid Regen 4 Claw (1d8) —
18th — Rapid Regen 5 Rapid Regen 5
19th — — —
20th Skin Control 4 Skin Control 5 Skin Manipulation

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.

TABLE: SHIKOTSUMYAKU BLOODLINE TRAITS


Shikotsumyaku Shikotsumyaku Shikotsumyaku
Level
Minor Intermediate Major
1st Bone Weapon (Small) Bone Weapon (Small) Bone Weapon (Small)
2nd — — Bone Armor
3rd — Bone Armor —
4th Bone Armor — Bone Weapon (Medium)
5th — Bone Weapon (Medium) Extended Life (10 Years)
6th — — —
7th Bone Weapon (Medium) Shikotsumyaku +1 Shikotsumyaku +1
8th — — Bone Weapon (Large)
9th — Bone Weapon (Large) Improved Bone Armor
10th Shikotsumyaku +1 Extended Life (10 Years) Shikotsumyaku +2
11th — Improved Bone Armor Deathless +1
12th — — —
13th Bone Weapon (Large) Shikotsumyaku +2 Shikotsumyaku +3
14th Improved Bone Armor — Extended Life (20 Years)
15th — Shikotsumyaku +3 —
16th Shikotsumyaku +2 — Shikotsumyaku +4
17th — Shikotsumyaku +4 Shikotsumyaku +5
18th — — —
19th Extended Life (10 Years) Shikotsumyaku +5 Deathless +2
20th Shikotsumyaku +3 — Extended Life (25 Years)

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.

TESSENKA NO MAI (DANCE OF THE CLEMATIS) TRAINING TECHNIQUES


Ninjutsu (Requires Bone Weapon (a) and Deathless (a)) SHUUGYOU: KOKKAKU BUKIGURA (TRAINING: SKELETAL
[Kaguya Clan Kinjutsu] ARSENAL)
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 (DC Training (Ninjutsu) (Requires Bone Weapon (a))
29); Time: 1 attack action; Components: C, P, M; Range: [Kaguya Clan Hijutsu]
Personal; Target: You; Duration: Instant or 1 Rank: 2 (C); Learn DC: 13, 3 successes.
round/level; Saving Throws: None; CR: No; Cost: 14.
Upon completing this training, the user may decide
This extremely dangerous technique is considered the whether a Bone Weapon will deal piercing,
fourth dance of the Kaguya style. It was forbidden for an slashing or bludgeoning damage when it is created.
excellent reason by the fourth leader, Kaguya Chinmei, Additionally, the user can spend additional chakra
because in involves concentrating all of one's strength in equal to her Dead Bone Pulse bonus when creating a
one place or pulling out one's spine. Only the most bone weapon to grant it one of the following abilities:
talented and gifted in the arts of the bloodline were ever The Bone Weapon applies its enhancement bonus to
able to master the technique, anyway; the rest died in Trip attempts performed with the weapon.
attempting to learn it. When performing this technique, The Bone Weapon applies its enhancement bonus to
the user choses one of two modes to use the technique Disarm attempts performed with the weapon.
for:
Vine: By pulling out his spine, the user is able to form
a bone weapon of one size category larger than he, and
SHITATCHI
that can be used both as a reach weapon that can expand
Hidden away in the Land of Fire rests the fabled
to allow him to reach enemies 15 feet away as well as
Myugan monk stronghold, a large fortress that houses
adjacent foes. The weapon can be used like both a spiked
the members of the legendary Myugan Clan. The clan is
chain, whip, and a bone weapon, therefore bonus feats
renowned for its fluid style of martial arts known as Dao
and abilities that apply to either of the weapons apply to
Shi. This skilful style, combined with the clan’s rare
the Vine. The weapon deals triple damage on a critical
bloodline, makes for a powerful combination the likes of
hit and will vanish normally (see Shikotsumyaku for
which has never been seen.
details). Immediately upon using the technique in this
REQUIREMENTS
Skills: Chakra Control, Concentration and Taijutsu 4 Activating this ability causes the user’s inner chakra
ranks. source to fill the character’s body, lining the edges of his
Elemental Affinity: Cannot possess an elemental affinity. insides pushing outwards. While active, the Shitatchi
Feats: Advanced Bloodline (Shitatchi). ability grants the character a bonus to defense and
Chakra Control checks.
TABLE: SHITATCHI BLOODLINE TRAITS
In addition, a character with the Shitatchi ability
Shitatchi active treats all Chakra Control techniques that deal
Level Intermediate damage as if they were empowered with the Empower
1st Shitatchi +1 Technique feat (See Meta-chakra feats for more details).
2nd — This ability costs 3 points of chakra every 2 rounds to
maintain. Deactivating this ability is a free action.
3rd Harmony
4th Shitatchi +2 BONUS FEATS
The character gains the Harmony feat at 3rd level
5th Chakra Funnelling 1
provided the character fulfils the prerequisites. At 7th
6th — and 14th level, the character gains Chakra Penetration
7th Chakra Penetration and Greater Chakra Penetration respectively. And
8th Shitatchi +3 finally at 18th level, the character gains the Innate
Control metachakra feat.
9th —
10th Chakra Funnelling 2 CHAKRA FUNNELLING (SU)
While the Shitatchi ability is activated, when the
11th —
character makes a successful unarmed attack, he may
12th Shitatchi +4 make a Chakra Control check DC 20 + the target’s
13th — Challenge Rating (CR). If the user succeeds, he can drain
14th Greater Chakra Penetration the opponent’s chakra and funnel it out through his own
body. The user drains 1d6 points of chakra, plus 1 per
15th Chakra Funnelling 3
Chakra Funnelling level (Up to 1d6+4). After draining
16th Shitatchi +5 the chakra the user must make a Chakra Control check
17th — DC 20 (+ 1 per point of drained chakra) to force it back
18th Innate Control out of his body or else suffer 1d4 points of damage per
point of chakra drained.
19th —
20th Shitatchi +6, Chakra Funneling 4

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 —

SHITATCHI (SU) 4th —


The character can activate this ability as a swift action 5th Sound Affinity
that does not provoke an attack of opportunity.
6th Blindsight (10 ft.) Increased Damage: This increases any damage from a
7th — ninjutsu with the Sound descriptor by 1 extra die of the
appropriate type.
8th Sound Affinity
Intense Sound Waves: This increases the DC by 1 for
9th — all ninjutsu with the Sound descriptor.
10th Perfect Hearing Speed of Sound: Grants the user an additional swift
11th Sound Affinity, Blindsight (10 ft.) action the first time they choose this ability. The second
time it is selected they upgrade the additional action to
12th —
a move action.
13th —
Keen Senses: Increase the range of Blindsight by 5 ft.
14th Sound Affinity Sonic Boom (Requires Intense Sound Waves): You can
15th — change half your Sonic damage to Force damage.
16th Blindsight (15 ft.) Selecting this a second time allows you to change all
Sonic to Force instead.
17th Sound Affinity
18th —
PERFECT HEARING
By spending an extra 5 chakra per round the character
19th — can increase the range of his Blindsight granted to him
20th Sound Affinity, Blindsight (20 ft.) by this bloodline by 100%. This chakra cost is in place of
the normal cost of Enhanced Hearing. Activating and
deactivating this ability is a free action.
ENHANCED HEARING
Those select few of the sound village that have this
unique ability gain Blindsight, a bonus to Listen check
equal to half their character level and are able to make a
SOUL EATER
listen check in place of spot checks, though spot The Kuiarasu Clan from Hidden Sealed Hills is one of
penalties still apply. This ability costs 2 chakra every the most ancient clans in this hidden village. Its
other round to maintain, can be activated as a move members are feared because there are only two kinds of
action, and the user must have his eyes closed as long as people in this clan, those who are skilled enough to
he is using this ability. handle the cursed power granted by their heritage and
However, this comes with a weakness, while this is those who are not, being that last group tormented with
activated any technique that deals Sonic damage deafens visions from Yomi as payment for a long forgotten pact
you for 1 round per damage die and all saves against sealed with some underworld entity.
deafening and sonic attacks are increased by 5. All members of the clan are able to manifest the
powers from this bloodline, some of them at a higher
degree, but only those who learn the ways to control the
BLINDSIGHT soul hunger are the ones who manage to keep their
Through vibrations, acute hearing, and echolocation, sanity.
the character maneuvers and fights as well as a sighted REQUIREMENTS
creature. Invisibility and darkness are irrelevant. The INTERMEDIATE
ability’s range is specified in the characters’ descriptive Ability Scores: Charisma 14
text. The character does not need to make Spot or Listen Feats: Advanced Bloodline (Soul Eater)
checks to notice creatures within range of its Blindsight MAJOR
ability unless otherwise noted. Ability Scores: Charisma 16
SOUND AFFINITY Feats: Advanced Bloodline (Soul Eater), Genius Ninja
As the ninja's power increases her ability to
TABLE: SOUL EATER BLOODLINE TRAITS
manipulate sound waves improves. each one can only be
chosen once unless otherwise stated. Soul Eater Soul Eater
Sound Mastery: This increases the Ninja's character Level Intermediate Major
level by 1 for all Ninjutsu with the Sound descriptor. Soul Eater, Soul Soul Eater, Soul
1st Hunger Hunger
2nd — —
3rd Fear Aura 5 ft. Fear Aura 5 ft. Underworld to torment their enemies. The character can
4th Soul Vitality 1d6 Soul Vitality 2d6 activate this ability by expending 1 Soul Unit as an attack
action that does not provoke an attack of opportunity.
5th — —
All creatures caught in the area of effect must make a
6th Fear Aura 10 ft. Fear Aura 10 ft. Will save (DC 10 + 1/2 character level + Charisma
7th Leech Life 1d4 Leech Life 1d4 Modifier) or become shaken for the duration of this
8th Soul Vitality 2d6 Soul Vitality 4d6 ability, if the save is failed by 10 or more, they are instead
panicked. Kuiarasu Clan members with more hit dice are
9th Fear Aura 15 ft. Fear Aura 20 ft.
immune to this ability.
10th — —
11th Demonic Subtype Demonic Subtype
SOUL VITALITY (SU)
At this level the Kuiarasu clan members learn how to
Fear Aura 20 ft., Soul Fear Aura 40 ft., Soul revitalize their bodies using the soul energy previously
12th Vitality 3d6 Vitality 6d6
absorbed. The character can activate this ability by
13th — Leech Life 2d4 expending 1 Soul Unit per d6 up to the max indicated on
14th Leech Life 2d4 — the table they wish to heal as a attack action that does
15th Fear Aura 40 ft. Fear Aura 60 ft. not provoke an attack of opportunity. This ability
functions twice per encounter.
16th Soul Vitality 4d6 Soul Vitality 8d6
17th — —
LEECH LIFE (SU)
Some clan members use this ability as a last resort to
18th Fear Aura 60 ft. Fear Aura 80 ft. absorb part of a living person's soul, and only under dire
19th — Leech Life 3d4 circumstances, others just use it. The character can
20th Soul Vitality 5d6 Soul Vitality 10d6 activate this ability by expending 1 Action Point as a
move action that does not provoke an attack of
SOUL EATER (EX) opportunity. This ability lasts 1 round per two character
The members of the Kuiarasu Clan have a special bond levels, and while active, the user can make a touch attack
with Yomi, the Underworld, they use this special against a humanoid creature to drain from it a certain
connection to store soul energy from other human amount of Chakra Points (the user does not gain said
beings to use it to fuel their dark powers. The character amount of chakra). The touch attack does damage based
uses a number of Soul Units stored in his body. The user’s on the chart, treat the attack as chakra enhanced for the
body stores up to one unit plus one per two levels + the purpose of Damage Reduction. For every 4 points
character’s Charisma Modifier, and once used the Soul drained, the user gains 1 Soul Unit, if the damage would
Unit is spent. These Soul Units may be restored by the be reduced for any reason such as Damage Reduction the
ritual Kumihosu no Jutsu created by Kuiarasu Clan to user does not gain any Soul Units.
absorb the last remaining essence from recently
deceased human beings.
SOUL HUNGER (EX) SOUL EATER FEATS
This condition shared by all the clan members gives DEMONIC SUBTYPE (EX)
them the need to "feed" from human souls in exchange The true demonic nature of Kuiarasu clan bloodline
to the capability to attain some special abilities. The manifests itself at this level, when the real source of their
character needs to have a certain amount of Soul Units power is revealed and the bonds with Yomi are
stored in his body, otherwise the hunger will haunt him. tightened. The character gains Demonic Subtype.
For every day the character spends without any Soul ENHANCED LEECH LIFE
Units stored in his body, he must make a Will save (DC Prerequisite: Leech Life 1d4
10, +1 for every day in this condition), or receive 1d3 Benefit: You may add your Charisma Modifier to the
points of temporary Wisdom damage. This condition attack and damage roll for your Leech Life ability.
first manifests when the character uses for the first time
one of their Soul Units, until then Soul Hunger does not
DEMONIC REACH
Prerequisite: Leech Life 1d4, Demonic Subtype
manifest itself.
Benefit: You may make ranged touch attacks with your
FEAR AURA (SP) Leech Life ability, the range is 20 ft.
Through the usage of the souls trapped within his body
the Kuiarasu clan members can evoke the essence of the
Normal: Normally you may only make melee touch 10th —
attacks with the Leech Life ability. 11th Supercharge IV
12th Minor Charge (10)
SYMBIOTE 13th Treat Injury +6
14th Supercharge V
SYMBIOTE FEATS 15th —
RAPID REPRODUCTION 16th —
Prerequisite: Symbiote 17th Supercharge VI
Benefit: The character’s spawns respawn in half the 18th Minor Charge (15)
normal time, with a minimum of a day.
19th —
SKILLED SWARM 20th Supercharge VII
Prerequisite: Symbiote, Int 16
Benefit: The character’s swarms are more skilled than SUPERCHARGE (SU)
typical swarms, they gain 4 skill points every time the By dumping excess chakra, the user is able to move at
Symbiote gains a level and a feat every time the an inhuman level of speed. This ability is activated as a
Symbiote gains 4 levels. swift action by expending 8 points of Chakra that cannot
Normal: A symbiotic swarm gains 2 skill points every be converted to damage. The technique seems to make
time the Symbiote gains a level and a feat every time the time cease to flow for everyone but the user. In fact, the
Symbiote gains 6 levels. user speeds up so greatly that all other creatures seem
frozen, though they are actually still moving at their
normal speeds. The user is free to act for 1 round of
TOKEIDOME apparent time. During that time, you can still be
damaged by any environmental effect you move through
This technique comes from a clan of doctors devoted (or happen to be standing on). Any effect or damage
to the medical arts and their unwillingness to let any from techniques or attacks to other creatures during that
patient die. For a scant few seconds the wielder of this round is delayed until the duration of the time stop effect
awesome bloodline can move at supernatural speeds by ends.
supercharging his muscles with chakra. Unfortunately, At the end of the time stop effect's duration the user
this comes at a cost as over-active muscular action tears suffers 1d4 points of temporary Strength and Dexterity
apart the user's body. damage from the over-stimulation of his muscles.
REQUIREMENTS At level 5, and every 3 levels thereafter, the effect
Ability Scores: Wisdom 14. increases according to the following list: 1d2, 1d3, 1d4,
Skills: Chakra Control 3 ranks. 1d4+1, 1d6, 1d6+1.
Feats: Advanced Bloodline (Tokeidome)

TABLE: TOKEIDOME BLOODLINE TRAITS MINOR CHARGE (SU)


As time goes on, a Tokeidome user becomes more and
Tokeidome
more efficient with his Supercharge ability. As a free
Level Intermediate
action, the user may activate an effect that replicates the
1st Treat Injury +2 spell Haste for a number of rounds equal to the number
2nd Supercharge I in parenthesis. Each round of Haste costs 2 points of
3rd — chakra that cannot be converted to damage. The user
regains his daily Haste rounds by resting for 8 hours.
4th —
5th Supercharge II TREAT INJURY (EX)
The character gains a bonus to Treat Injury checks
6th Minor Charge (5)
equal to the amount listed.
7th Treat Injury +4
8th Supercharge III
9th —
TOUSHIGAN [DOUJUTSU] saves against Genjutsu and Ninjutsu, and an insight
bonus to identify Genjutsu and Ninjutsu techniques.
A horrific medical experiment by Sunagakure in an As an attack action that does not provoke an attack of
attempt to create a true rival to Konohagakure's opportunity the user may gain See Through Chakra for
Sharingan led to the creation of this bloodline. On its a number of rounds equal to her wisdom modifier.
own, the Toushigan is capable of seeing through most Deactivating this ability is a free action.
solid matter like most normal humans see through thin As a full-round action that does provoke an attack of
silk. the Toushigan is better known as the "Assassin's opportunity, the user may see through up to 2 feet of
Eye" due to its ability to find a target no matter where it wood or a similarly dense material, 1 foot of iron or
hides and strike with fatal blows. similarly dense material, or ten feet of mist or similarly
REQUIREMENTS dense material per four character levels. A character
Ability Scores: Wisdom 14 using this ability negates any cover or concealment
Skills: Spot 2 ranks, Search 2 ranks granted by any interposing material.
Feats: Advanced Bloodline (Toushigan) KEEN SIGHT (EX)
TABLE: TOUSHIGAN BLOODLINE TRAITS
The character gains an insight bonus to Spot, Search,
and Initiative checks equal to the given number as long
Toushigan
as her Toushigan is active.
Level Minor
1st Toushigan +1
BLOOD THIRSTY EYE (SU)
The character gains an amount of Sneak Attack dice
2nd — that stack with any Sneak Attack dice given by class
3rd Keen Sight +1 levels equal to the number given while her Toushigan is
4th — active.
5th — TOUSHIGAN FEATS
6th Blood Thirsty Eye (1d6)
7th — BATTLE-READY (TOUSHIGAN) [META-CHAKRA]
You are quick in activating your Toushigan during
8th Keen Sight +2
battle.
9th Toushigan +2 Prerequisite: Advanced Bloodline (Toushigan);
10th — Toushigan +1; Bloodthirsty Eye (1d6)
11th — Benefit: The character may spend 1 meta-chakra
charge to activate the Toushigan ability as a swift action.
12th Blood Thirsty Eye (2d6)
13th Keen Sight +3 DEAD MAN'S EYE
Your training with your Toushigan has made striking
14th —
internal organs second nature.
15th — Prerequisite: Bloodthirsty Eye (2d6)
16th Toushigan +3 Benefit: The character gains an additional 1d6 Sneak
17th Keen Sight +4 Attack damage when using his Bloodthirsty Eye ability.

18th Blood Thirsty Eye (3d6) LEGACY OF SHUKAKU


19th — Your Toushigan morphs to match the pupil of
Shukaku. It strikes powerful fear in your foes.
20th —
Prerequisite: Dead Man's Eye; Toushigan (+3)
Benefit: The character gains a Gaze attack usable only
TOUSHIGAN (SU) while the Toushigan ability is active. As a full-round
The character can activate this bloodline ability as a action the user may project a 30ft aura extending from
move-equivalent action that does not provoke an attack the user's square that forces a Will Save (DC equal to
of opportunity. This ability costs 2 points of Chakra that 10+1/2 Character Level + Charisma Modifier) from any
can't be converted every 2 rounds to maintain. creature that can see the character's eyes. Any creature
While the Toushigan is active, the user gains an insight that fails this will save is Shaken for 1d4+1 minutes. If a
bonus to attack and damage rolls equal to the given creature is already Shaken, then it becomes Frightened.
number. The user also gains a resistance bonus to Will If a creature is already Frightened, then it becomes
Panicked. This ability is a Fear effect and has no effect or chakra pool, the character will fall unconscious until
on blind creatures. awoken or healed (minimum 1 minute).
VIRUS STRAIN
The abilities from this subtype are directly granted by
UIRUSU KABU (TEMPLATE) the strain of virus from The Scar that plagues the Five
The plagued lands of the Five Great Nations holds a Great Nations. However, there is a drawback to having
virus that science at this point cannot even comprehend. this virus housed in your system. The character affected
It has left all life in the area devastated, and the humans by this virus, while greatly enhanced at times, will often
were transformed into zombie-like beings that have seem fatigued. He recovers chakra at half the normal rate
enhanced strength but no intelligence. However, some per 8 hours of sleep. In addition, his life expectancy
children born to virus-bearing parents have started decreases by 25 years due to the virus slowly eating at
showing signs of a genetic mutation; one that only his body and mind. Finally, once per day, the character
surfaces in times of turbulent strife. must succeed a Fortitude save (DC 15) or else suffer 4
points of temporary Constitution damage.
Type: Base creature’s type remains unchanged, but gains
OVERWHELMING PRESENCE
Mutant subtype.
While the character is enveloped in rage, his chakra
Hit Dice: The character gains an additional 2 hit points
signature goes through the roof and his appearance
per level.
becomes frightening to say the least. Anyone within 30
Abilities: See below.
feet of the character must make a Will save (DC 18) or
Saves: See below.
else become shaken for the duration of the frenzy.
Skills: +1 to all Strength-based skill checks. -1 to all
Concentration checks.
Feats: The character gains the Improved Chakra Pool UZUMAKI (TEMPLATE)
feat two times for free.
Special Qualities: Accursed Rage, Virus Strain, Those with Uzumaki blood are said to be a distant
Overwhelming Presence. branch of the mighty Senju clan, and as such they have
Level Adjustment: +2 been blessed with an incredible life force.
Challenge Rating: +1
Ability Scores: +2 Constitution
ACCURSED RAGE Saves: None
If the character falls below 25% of his maximum hit Skills: The character gains a +1 bonus to Chakra Control
points, he instantly blacks out and goes into a blinding checks to tap reserves.
frenzy unless he succeeds a Will save (DC 25). He must Special Qualities: Overwhelming Chakra
succeed this save each round until either the rage takes Level Adjustment: +1
effect, combat ends, or the character falls unconscious or
dies. During the frenzy, the character’s body goes
OVERWHELMING CHAKRA (SU)
An Uzumaki character is granted an immediate 5
through several changes. His size category increases by
points of bonus chakra to his chakra pool at 1st level and
1, and he gains a temporary +4 bonus to Strength and a
2 additional points to his chakra pool and reserves each
+2 bonus to Constitution. He also gains a +10 bonus to
level after.
his base movement speed.
However, he suffers a temporary -2 penalty to WEAPON TECHNICIAN (TEMPLATE)
Dexterity, Intelligence, Wisdom and Charisma. The
character cannot perform actions that require Somewhere in the world, lies an academy that trains
concentration nor can he perform techniques. Any its students to be masters of weapons and combat. These
suppressed Speed and Strength ranks the user possesses Weapon Technicians are assigned a partner, a weapon
become active and cannot be suppressed until the with an actual human form that accompanies them on
accursed rage ends. The character will attack the most their quest to purify souls and to create the ultimate
notable threat, but may attack allies if no other entities weapon – a Death Scythe.
are present during the frenzy. The Accursed Rage lasts
2d6 rounds or until the character’s hit points fall below Special Qualities: Partner
0. When the rage ends regardless of his current hit points Character Level Adjustment: +1
Partner: The character begins play with their weapon of
choice, a partner, who will accompany them on their Whenever a creature is slain, it leaves behind its
adventure. The two connect on a truly spiritual level, a essence. A weapon feeds on this substance and
bond that is difficult to break. uses it to grow stronger. As a full round action, the
weapon will devour the soul of its victim healing 1d10
The weapon is a loyal companion that accompanies
hit points.
the character as he executes missions, offering aid in
A character that has had its soul eaten cannot be
combat and non-combat situations as well as moral
revived by any means. A weapon that has devoured 99
support when needed. As the character advances in
Souls and 1 of a character at least ECL 15 (for a total of
level, the weapon’s power increases as described below.
100), becomes a Death Scythe. The weapon immediately
If the partner dies, a new one can be acquired, but will
gains enough experience to make it equal with its master
need to be trained with continuously, 8 hours a day, for
and its enhancement bonuses are doubled. A master of a
10 days per total level or hit dice of the character
Death Scythe has its ECL increased by an additional +1.
(maximum 210 days). A partner still benefits the ability
A character wielding a Death Scythe adds its
score increase every 4 hit dice it gains, and their Chakra
enhancement bonus as a deflection bonus to defense and
Pool is the same as that of a Heroic, non-shinobi.
a morale bonus to saves. The Death Scythe is also
A partner is treated as a NPC that is always 2 levels lower
considered an epic weapon for the purpose of bypassing
than its master (minimum level 1). Its ability scores, skill
damage reduction.
points, etc are created as if the character was a NPC.
As a standard action and at will, the weapon can
transform between its human and weapon form. For YOMI NO KOUJIN
every 4 hit die the weapon possesses, its enhancement
bonus increases by +1. This bonus carries over to attacks The Yomi no Koujin bloodline is from Hidden Sealed
made while in its human form. Additionally, as a swift Hills, a gray and gloomy place lost somewhere between
action, the character can transform any part of its body Earth and Wind Countries. This village is known to be
into part of its weapon form; i.e. a partner could turn its the place where the underworld (or Yomi the realm of
arm into a sword blade. While a partner is a loyal friend, death) is connected to our world by a long-time-ago
it does have a mind of its own and might not always be sealed gateway.
willing to perform a task if One of the greatest clans in this village developed
it would disagree with its own moral compass. centuries ago, a way to partially enter the underworld,
Allegiances for the weapon are chosen at creation. they are known as the Ghost Clan.
Soul Resonance (Ex): Through use of this ability, the REQUIREMENTS
weapon and master can attempt to synchronize their MINOR
soul wavelengths. Doing so requires a Chakra Control Ability Scores: Wisdom 13
check (DC 30) that must be achieved by the combined INTERMEDIATE
efforts of master and weapon and costs the user and Ability Scores: Constitution 13, Wisdom 15
weapon 5 SP. Doing so successfully allows the user to
enter the Synchronized state. In this mode and for a
number of rounds equal to the user’s Wisdom modifier,
the player sees their Ability Modifiers temporarily
increased by an amount equal to their weapon’s
modifiers, +10 temporary chakra and the weapon’s base
saves are added to the users. In addition, the weapon
becomes a chakra enhanced weapon and gains use of its TABLE: YOMI NO KOUJIN BLOODLINE TRAITS

special ability (created by the player at character Yomi no Koujin


creation). The character can only spend a total Level Yomi no Koujin Minor Intermediate
number of rounds in this state per day equal to their 1st — —
Level + Wisdom modifier. At the end of the ability’s
Kawasu, Resistances
duration, the character and weapon must succeed a DC 2nd — 1
15 Fortitude save or become exhausted until properly
3rd Kawasu, Resistances 1 Phasing Defense +1
rested.
4th Phasing Defense +1 Ghostly Phasing 5
SOUL EATER (SU)
5th Ghostly Phasing 5 —
6th — Resistances 2 duration of 1 hour per level.
7th — Phasing Defense +2 Every time the character activates the ability, he may
choose how much Constitution damage would he
8th Resistances 2 Ghostly Phasing 10
sacrifice (and therefore, how much time it would last) in
9th Phasing Defense +2 — order to make said activation possible.
Resistances 3, Koudo The character may dismiss this ability as a free action
10th Ghostly Phasing 10 Kawasu that does not provoke an attack of opportunity.
11th — Phasing Defense +3 KOUDO KAWASU (ADVANCED SIDESTEP) (SU)
12th — Ghostly Phasing 15 The same as Sidestep but gains grater fortification,
Resistances 3, Koudo now has a 50% chance of being unaffected by the stated
13th Kawasu — conditions.
14th Phasing Defense +3 Resistances 4 DAI KAWASU (GREATER SIDESTEP) (SU)
15th Ghostly Phasing 15 Phasing Defense +4 The same as the previous one but now gains immunity
against the stated conditions.
16th — Ghostly Phasing 20
17th — —
RESISTANCES (EX)
The character gains Resistance to cold and electric
Resistance 5, Dai
jutsus and effects, as well as a bonus to saves against
18th Resistances 4 Kawasu
poisons and genjutsu by the number stated in the table.
19th Phasing Defense +4 Phasing Defense +5
PHASING DEFENSE BONUS (EX)
20th Ghostly Phasing 20 Ghostly Phasing 25 The character can use in a limited way his Phasing
ability to dodge incoming attacks. This ability is active
KAWASU (SIDESTEP) (SU) as long Sidestep is active, and has no additional cost, but
At this level the character begins to adapt his body and the character can dismiss it freely as a swift action. The
spirit to enter the realm of the dead, the underworld also bonus granted is an Inherent bonus that depends on the
known as Yomi, in the process the life within his body character’s level (see table).
starts to fade, his appearance resembles that of an un- GHOSTLY PHASING (SU)
dead, with the skin turning death-like pale and his eyes At this stage the character can finally have limited
dark as consumed by the abyss. For the duration of this access to the underworld, a realm that is superposed to
ability, the character gains a +2 Circumstance Bonus to ours but not tied to its physical laws, a world filled with
all intimidate Checks, but a -4 Penalty from the same unspeakable horrors, the destination point of all grieving
source to all other Charisma based social related checks souls that have left behind their physical shell. When
(Genjutsu being the exception). this ability is activated the character becomes
This ability grants the character some kind of lesser Incorporeal and his body assumes a ghostly appearance
fortification for being one step closer to the undeath. to all viewers. While in this condition the character may
This means that every time the character receives a only move at base speed, but he may do so in any desired
critical hit, a sneak attack, non-lethal damage, or the direction (even through solid objects) without leaving
fatigued or exhausted conditions there is a 25% chance any marks or his scent behind, and without the need of
that those conditions take no effect at all. breathing.
The drawback of this ability is that for the time it is Every time the character comes back from Yomi, the
active the character is unaffected by medical jutsus, and underworld, he must make a Will save because of the
chemical made pills stop working in his body. countless horrors he witnessed in that place. The DC for
All other abilities granted by this bloodline can only this save is 15 + 1 for every 10 minutes the character
be used if the Kawasu (Koudo Kawasu, or Dai Kawasu) is spends in Yomi (minimum DC 15). If the check fails, the
also active. character is shaken for 1d4 rounds, if it is failed by 5 or
The activation cost of this ability is as follows: more is frightened for 1d4 minutes, and if it is failed by
1 point of temporary Constitution damage, for a duration 10 or more he is panicked for 1d4 hours.
of 1 round per level. Activation of this ability takes a movement action that
2 points of temporary Constitution damage, for a does not provoke an attack of opportunity, and the
duration of 1 minute per level. character receives 1 point of temporary Strength damage
3 points of temporary Constitution damage, for a to pay the cost of his trip.
YOMI NO KOUJIN FEATS village, having mastered a great array of size-increasing
techniques and highly powerful chemicals to increase
UNDERWORLD MANIFESTATION their power even more.
Prerequisite: Character level 8th, Yomi no Koujin
Bloodline.
REQUIREMENTS
Benefit: While his Ghostly Phasing ability is active, Skills: Taijutsu 6 ranks, Ninjutsu 6 ranks
the character may, as a movement action that does not Feats: Akimichi Toughness.
provoke an attack of opportunity, become corporeal Techniques: At least one Akimichi Hijutsu.
once again for the duration of that round without Special: Must be a member of Akimichi Clan.
dismissing his Phasing ability. CLASS INFORMATION
Normal: The character is incorporeal and cannot
physically interact with others while the duration of his Hit Die: d10
Phasing ability. Action Points: 6 + ½ character level, rounded down.
CLASS SKILLS
The Akimichi Master's class skills are Chakra Control
BLOODLINE AND TEMPLATE CLASSES (Wis), Concentration (Con), Craft (Chemical),
Intimidate (Cha), Jump (Str), Knowledge (ninja lore)
AKIMICHI MASTER (Int), Ninjutsu (Int), Profession (Wis), Read Language
Akimichi Clan of Hidden Leaf is not widely known
across the world. But they are a powerful clan from that
TABLE: THE AKMICHI MASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +0 +0 Akimichi Secret +1 +0
2nd +1 +2 +0 +0 Bonus Feat +2 +0
3rd +2 +2 +1 +1 Akimichi Secret +2 +1

(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,

TABLE: THE BULWARK


Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +1 Indomitable, Best Defense +2 +1 +0
2nd +2 +3 +0 +2 Bonus Feat, Best Defense +4 +2 +0
3rd +3 +3 +1 +2 Bulwark, Best Defense +6 +2 +1
TABLE: THE CLAIRVOYANT ASSASSIN
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +0 +1 Vengeful Assassin +0 +0
2nd +2 +0 +0 +2 Cloaked in Darkness +1 +0
3rd +3 +1 +1 +2 Blade in the Night +1 +0

Toughness, Training, Vehicle Expert CLASS SKILLS


The Clairvoyant Assassin’s class skills are Balance (Dex),
BULWARK Craft (mechanical) (Int), Drive (Dex), Escape Artist
The Bulwark gains 25% Fortification, and a +4 saving
(Dex), Genjutsu (Cha), Hide (Dex), Knowledge (current
throw bonus against death effects and Massive Damage
events, ninja lore, popular culture, streetwise) (Int),
saves.
Move Silently (Dex), Pilot (Dex), Profession (Wis),
CLAIRVOYANT ASSASSIN Read/Write Language (none), Ride (Dex), Sleight of
Hand (Dex), Speak Language (none), Taijutsu (Str) and
To master the Toushigan is to master the art of murder.
Tumble (Dex).
It is a bloodline with a purpose mired in death, and the
Skill Points: 5 + Int Modifier
ability to kill is intrinsic to its value; and by proxy the
value of its owner. An Assassin learns to turn the CLASS FEATURES
Assassin's Eye into not just a tool, but an instrument of VENGEFUL ASSASSIN
death. A Clairvoyant Assassin of this level adds the following
bonus feats to any bonus feat list: Battle Ready
REQUIREMENTS Toushigan; Dead Man's Eye; Legacy of Shukaku.
Base Attack Bonus: +3
CLOAKED IN DARKNESS
Special: Bloodthirsty Eye (1d6)
A Clairvoyant Assassin of this level gains the ability to,
CLASS INFORMATION as an attack action that costs 4 points of chakra that
Hit Die: d6 cannot be converted, to cloak himself in shadows. The
Action Points: 6 + ½ character level, rounded down. Assassin gains a 20% miss chance versus ranged attacks
and a +4 bonus to Hide checks as long as he concentrates techniques, such as Tsuuga and Garouga. Inuzuka
(up to 1 minute/level). Beastmasters know how to teach their companions
BLADE IN THE NIGHT amazing tricks and combat tactics that other animal
A Clairvoyant Assassin may add his Intelligence bonus clans can only dream of.
to damage rolls made with melee attacks while his REQUIREMENTS
Toushigan is active. Further, any time he or she makes a
Base Attack Bonus: +2
successful sneak attack he or she may, as a free action
Skills: Handle Animal 6 rank, Ninjutsu 3 ranks.
that provokes no attack of opportunity, reduce the sneak
Feats: Moujuu Aishou, Animal Bond.
attack dice by 1 die per character level up to a maximum
Techniques: At least one Inuzuka Hijutsu.
equal to their Dexterity Modifier. The target of this
Special: Must be a member of Inuzuka clan.
ability takes a penalty to Armor Class and Attacks equal
to the number of dice lost using this method. The CLASS INFORMATION
penalty from this ability lasts for a number of rounds Hit Die: d8
equal to 1/2 the number of dice lost using this method. Action Points: 6 + ½ character level, rounded down.

INUZUKA BEASTMASTER CLASS SKILLS


The ninja of the Inuzuka clan of Hidden Leaf are The Inuzuka Beastmaster's class skills are Balance (Dex),
shinobi that rely on their friendship to canine Craft (Mechanical), Handle Animal (Cha), Hide (Dex),
companions. This clan created many fearsome
TABLE: THE INUZUKA BEASTMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +0 Animal Stunt +1 +0
2nd +1 +2 +2 +0 Bonus Feat +1 +0
3rd +2 +2 +2 +1 Animal Stunt +2 +1

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.

TABLE: THE KAGUYA MARAUDER


Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +0 Bone Armory, Marauder Talent +1 +0
2nd +2 +3 +0 +0 Bonus Feat +1 +0
3rd +3 +3 +1 +1 Marauder Talent +2 +0

MARAUDER TALENT damage rules). A frenzy lasts for a number of rounds


Choose one of the following Talents. A Talent cannot equal to 4 + the Kaguya Marauder's Constitution
be chosen twice unless specified. modifier.
Battle Lover: Any time the character faces a To end the frenzy before its duration expires, the
significantly more powerful and dangerous opponent character may attempt a Will save (DC 20) once per
than himself (at least 2 levels higher) or when fighting round as a free action. Success ends the frenzy
in a battle with at least twice the number of enemies immediately; failure means it continues. The effects of
than the number of allies (including himself), he gains a frenzy stack with those from any rage ability the
bonus of +2 to attack and damage rolls until the end of character may have.
that encounter. The character can enter frenzy as a free action anytime
Fanaticism: The character gains a bonus of +2 to attack during his turn. In addition, whenever the character
and damage rolls when fighting below 50% of his hit takes damage, he enters a frenzy at the start of his next
points. action, as long as he has any daily use of the ability left.
Battle Cry: Once per encounter, as an attack action In order to avoid doing so, he must succeed a Will save
that doesn't provoke attacks of opportunity, the (DC 20) at the start of his next turn. While frenzied, the
character can scream a battle cry. Any foe standing 30ft character cannot use any Charisma-, Dexterity-, or
or closer to the Kaguya Marauder that can hear him must Intelligence-based skills (except Intimidate), the
succeed in a Will saving throw (DC 10+ ½ character Concentration skill or any abilities that require patience
level + Charisma modifier) to be shaken by 1d4 rounds, or concentration, nor can he perform Chakra Control,
plus 1 round per level of the Kaguya Marauder. Genjutsu or Ninjutsu techniques, and can only perform
Berserker Frenzy (Requires 1 other Talent): The Taijutsu techniques of a rank no higher than half his
Kaguya Marauder can enter a frenzy during combat. character level. Techniques stated as Kaguya Hijutsu can
While frenzied, he gains a +4 bonus to his Strength and, be performed normally, without restrictions. He also
if he makes a full-attack action, gains a single extra attack cannot perform techniques with the Concentration
each around at his highest attack bonus (This effect is component. He also suffers a -4 penalty to checks made
not cumulative with other effects that grant extra to perform Taijutsu techniques while frenzied.
attacks). However, he also takes a -4 penalty to Defense During frenzy, the Kaguya Marauder must attack
and takes 2 points of damage per round (or 2 points of those he perceives as foes to the best of his ability.
non-lethal damage under the cumulative non-lethal Should he run out of enemies before his frenzy expires,
his rampage continues. He must then attack the nearest Choose a feat from among the following, for which
creature (determine randomly if several potential foes you must meet any prerequisites: Ability Focus (Battle
are equidistant) and fight that opponent without regard Cry), Archaic Weapon Proficiency, Armor Proficiency,
to friendship or health (the target's or his own). In this Bloodthirst, Dense Bone, Improved Bones, Improved
case, the DC to cancel the frenzy is equal a DC 20 - half Chakra Pool, Cleave, Improved Cleave, Life Everlasting,
the character level. Power Attack, Rapid Regrowth, Technique Focus
When a frenzy ends, the Kaguya Marauder is fatigued (Kaguya Hijutsu only), Weapon Focus.
for the duration of the encounter. If the character is still
under the effect of a rage ability, the fatigued condition NARA SHADOWMASTER
does not apply until the rage ends—at which point the REQUIREMENTS
character is exhausted, not merely fatigued. This ability Skills: Hide 3 Ranks, Move Silently 3 Ranks, Ninjutsu 6
can be used once per day. Ranks, Knowledge (Ninja Lore or Tactics) 6 Ranks.
Killing Spree (Requires Cleave feat): The character can Feats: Shadow Arts.
take 5 ft. steps between any of his cleave attacks, once Techniques: At least one Nara Hijutsu.
per round. Special: Must be a member of the Nara Clan.
BONUS FEAT CLASS INFORMATION
TABLE: THE NARA SHADOWMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +2 +1 Shadow Mastery +1 +0
2nd +1 +0 +3 +1 Bonus Feat +1 +0
3rd +1 +1 +3 +2 Shadow Mastery +2 +1

Hit Die: d8 Perform, convert to Hit Points and Concentration


Action Points: 6 + ½ character level, rounded down. Checks when using a Shadow Art technique.
CLASS SKILLS BONUS FEAT
Choose a feat from among the following, for which
The Nara Shadowmaster's class skills Balance (Dex),
you must meet any prerequisites: Armor Proficiency,
Bluff (Cha), Chakra Control, Craft (Calligraphy),
Deceptive, Focused, Genin, Improved Chakra Pool,
Knowledge (Tactics, Ninja Lore) (Int), Hide (Dex), Listen
Chuunin, Jounin, Ninjutsu Adept, Technique Focus
(Wis), Sleight of Hand, Move Silently (Dex), Ninjutsu
(Nara Hijutsu only).
(Int), Sense Motive (Wis), Spot (Wis).
Skill Points: 5 + Int modifier. PIERCING SEER
CLASS FEATURES Piercing Seers are those who have mastered
TABLE: THE PIERCING SEER
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +0 Eyes All Around +1 +0
2nd +2 +0 +3 +0 Piercing Strike +2 +1
3rd +3 +1 +3 +1 Flawless Sight +2 +1
SHADOW MASTERY their Katsugan to a point where their vision becomes
Choose one of the following Talents. A Talent cannot supernatural. The seer's Katsugan is so attuned to their
be chosen twice unless specified. surroundings, that ambushing a Piercing Seer becomes
Kage Mane Expertise: The character is able to hold the nigh impossible. Their vision becomes so perfected that
creatures for one extra round, regardless of his chakra the invisible become visible in front of a Piercing Seer's
pool. This ability can be taken twice to grant two extra eyes.
rounds.
Sneak Attack: The character gains the Sneak Attack
REQUIREMENTS
ability (+1d6). Base Attack Bonus: +2
Shadow Arts Expertise (Requires one ability from the Skills: Chakra Control 6 ranks, Spot 6 ranks.
list): The character gains a bonus of +1 to Learn, +2 to Feats: Advanced Bloodline (Katsugan)
Special: Gaze of the Predator +1 Piercing Seers have eyes in the back of their heads,
CLASS INFORMATION they can fight multiple opponents without giving them
any advantage. Opponents are not granted bonuses from
Hit Die: d8 flanking a Piercing Seer; however, this feature does not
Action Points: 6 + ½ character level, rounded down. negate an opponent’s Sneak Attack ability. This feature
CLASS SKILLS also grants Piercing Seers with a +2 bonus to their
Initiative.
The Piercing Seer's class skills are Balance (Dex), Chakra
Control (Wis), Genjutsu (Cha), Hide (Dex), Intimidate PIERCING STRIKE
(Cha), Knowledge (behavioral science, ninja lore) (Int), Beginning at 2nd level, Piercing Seers are able to
Move Silently (Dex), Ninjutsu (Int), Read/Write exploit the small kinks and weak points that they see on
Language (none), Search (Int), Sense Motive (Wis), their enemies. As a standard action, a Piercing Seer can
Speak Language (none), Spot (Wis), Taijutsu (Str), use a Spot Check against their opponents AC. If
Tumble (Dex). successful, the Piercing Seer's next attack is treated as a
Skill Points: 3 + Int modifier. touch attack. A seer must also be within 30 feet of their
enemy if they are attacking with a ranged weapon. This
CLASS FEATURES only applies to a single attack roll.
EYES ALL AROUND

TABLE: THE RAVAGER


Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +1 +0 Dreadful Rage +1 +0
2nd +2 +3 +2 +0 Monstrous Rage +2 +0
3rd +3 +3 +2 +1 Atrocious Rage +2 +0

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.

CLASS SKILLS ATROCIOUS RAGE


A Yato warrior descends upon the battlefield in a Action Points: 6 + ½ character level, rounded down.
blood haze, leaving nothing but carnage and the CLASS SKILLS
shattered forms of his foes in his wake. At 5th level, the
Ravager can take a 5-foot step between attacks when The Symbiote Bugmaster's class skills are Balance (Dex),
using his Dreadful Talent class feature. These 5-foot Chakra Control (Wis), Concentration (Con), Genjutsu
steps do not count against his movement in the following (Cha), Gather Information (Cha), Handle Animal (Cha),
round. Hide (Dex), Intimidate (Cha), Investigate (Wis), Jump
(Str), Knowledge (Earth and Life Sciences, Ninja Lore,
SYMBIOTE BUGMASTER Tactics) (Int), Listen (Wis), Move Silently (Dex),
Symbiotes are some of the most feared shinobi of all Ninjutsu (Int), Read Language (None), Sense Motive
ninja villages, due to their weird abilities to control (Wis), Sleight of Hand (Dex), Speak Language (None),
swarms of chakra draining bugs, the bane of any shinobi. Spot (Wis), Survival (Wis), Taijutsu (Str) Tumble (Dex).
Skill Points: 5 + Int modifier.
REQUIREMENTS
CLASS FEATURES
Skills: Chakra Control 4 ranks, Knowledge (Earth and
ADVANCED SYMBIOTE CONTROL
Life Sciences) 4 ranks, Ninjutsu 6 ranks.
Choose one of the following Masteries. A Mastery
Feats: Advanced Bloodline (Symbiote).
cannot be chosen twice unless specified:
CLASS INFORMATION
Hit Die: d6

TABLE: THE SYMBIOTE BUGMASTER


Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +0 Advanced Symbiote Control +0 +1
2nd +1 +0 +2 +0 Intense Breeding, Bonus Feat +1 +1
3rd +2 +1 +2 +1 Advanced Symbiote Control +1 +2

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.

TABLE: THE UCHIHA ELITE


Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +0 Doujutsu Expertise +1 +1
2nd +1 +0 +2 +0 Bonus Feat +2 +1
3rd +2 +1 +2 +1 Doujutsu Expertise +2 +2

CLASS FEATURES Chakra Colors: If the character concentrates to See


DOUJUTSU EXPERTISE Chakra and gain High Speed sight, the duration of the
Choose one of the following Masteries. A Mastery effect is increased by a number of rounds equal to
cannot be chosen twice unless specified: Uchiha Elite's level.
Doujutsu Proficiency: The Uchiha Elite reduces the BONUS FEAT
chance a creature currently adverting its eyes to avoid Choose a feat from among the following, for which
making a saving throw by 10% (40% chance not to make you must meet any prerequisites: Armor Proficiency,
a saving throw), but this ability only works if the Genin, Chuunin, Genjutsu Adept, Jounin, Mangekyou
Sharingan is currently active. This ability can be taken Sharingan, Ninjutsu Adept, Ninja’s Mimicry, Technique
twice, reducing the chance by further 10% (30% chance Focus (Uchiha Hijutsu only).
not to make a saving throw).
Improved Technique Copy (Requires Ninja’s Mimicry): UZUMAKI WARRIOR
The Uchiha Elite is able to use the Memorize function of The Uzumaki Warrior is a gifted shinobi who utilizes
his Ninja’s Mimicry as an instant action, by spending an his large chakra pool and mastery of the sealing arts to
action point. He doesn't need to ready an action for that. devastate opponents.
The user still needs to succeed the perform check and
pay half the chakra cost.
REQUIREMENTS
Sharingan Expertise (Requires 1 other ability from the Base Attack Bonus: +3
list): While using See Chakra, the user is able to use Skills: Chakra Control 8 ranks, Craft (Calligraphy) 6
Ninja’s Mimicry even if the jutsu does not have hand ranks, Fuinjutsu 8 ranks.
seals. Feats: Sealweaver, Fuinjutsu Adept.
Doujutsu Counter: Once per day as an instant action, Special: Must be a member of the Uzumaki Clan.
the Uchiha Elite is able to reroll a failed saving throw CLASS INFORMATION
against any Doujutsu Genjutsu, as long as his Sharingan
Hit Die: d6
is currently active.
Action Points: 7 + ½ character level, rounded down. The Uzumaki Warrior can craft Fuinjutsu seals and
CLASS SKILLS Advanced seals in half the time indicated (minimum 1
round).
The Uzumaki Warrior’s class skills are Balance (Dex),
Chakra Control (Wis), Concentration (Con), Craft
POWER OF THE UZUMAKI
Once time per day, the Uzumaki Warrior can perform
(Calligraphy), Fuinjutsu (Int), Knowledge (Nin Lore)
a Fuinjutsu or Chakra Control technique paying half its
(Int), Ninjutsu (Int), Sense Motive (Wis), Spot (Wis),
chakra cost.
Survival (Wis), Treat Injury (Wis).
C F
Skill Points: 5 + Int modifier. LASS EATURES BONUS FEAT
Choose a feat from among the following, for which
FUINJUTSU MASTERY
you must meet any prerequisites: Advanced Seal
The Uzumaki Warrior gains a bonus to learning,
Proficiency, Chakra Restoration, Chakra Presence,
identifying and performing Fuinjutsu techniques equal
Chakra Weaving, Chuunin, Combat Tactics,
to his Uzumaki Warrior levels.
Empowered Resilience, Grand Master, Greater
UZUMAKI SECRET Fortitude, Hand Seals Proficiency, Harmony, Improved
The Uzumaki clan is renowned for being absolute Chakra Pool, Innate Control, Iron Will, Jounin, Talented
masters of Fuinjutsu, even called the forefathers of the Shinobi.
practice, and this holds true for the Uzumaki Warrior as
well.

TABLE: THE UZUMAKI WARRIOR


Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +0 +0 Fuinjutsu Mastery, Bonus Chakra +1 +1
2nd +1 +2 +0 +0 Bonus Feat +2 +1
3rd +1 +2 +1 +1 Uzumaki Secrets +2 +1
4th +2 +2 +1 +1 Bonus Feat +3 +2
5th +2 +3 +1 +1 Power of the Uzumaki +3 +2

WATERBENDER CLASS FEATURES


ASPECT OF STREAMS
The Waterbender is a warrior who has honed her
The first step to becoming a Waterbender is to
ability to manipulate water or blood.
understand that all things come from humble
REQUIREMENTS beginnings. Even the mighty ocean starts as the tiny
Skills: Ninjutsu 6 ranks; Swim 3 ranks. stream. The Waterbender enhances her affinity for
Feats: Advanced Bloodline (Ketsuryugan) water, she increases the save DCs of her suiton
Special: Blood Rebellion (1d6). techniques by +1.
Her Blood Rebellion ability also increases by 1d6.
CLASS INFORMATION
ASPECT OF RIVERS
Hit Die: d6 The Waterbender moves closer to total dominion over
Action Points: 6 + ½ character level, rounded down. water, and further enhances her chosen aspect.
CLASS SKILLS She gains a bonus to her effective skill threshold to use
suiton techniques equal to her Waterbender level.
The Waterbender's class skills are Chakra Control (Wis),
Further, the Waterbender gains Water Resistance equal
Gamble (Wis), Investigate (Int), Knowledge (ninja lore,
to her Constitution Score plus her Waterbender level.
physical sciences) (Int), Listen (Wis), Ninjutsu (Int),
The Waterbender's Blood Rebellion ability is further
Profession (Wis), Read/Write Language (none), Sense
modified. If the ability hits, then the Waterbender may
Motive (Wis), Speak Language (none), Spot (Wis),
choose to do less dice of damage in order to impose a
Survival (Wis), Swim(Str), Taijutsu (Str), and Treat
penalty to the attack rolls, damage rolls, and defense of
Injury (Wis).
the target. Each die of damage traded away in this
Skill Points: 5 + Int Modifier.
manner imposes a -2 penalty to the target instead of
doing damage. The penalty lasts a number of rounds Feats: Advanced Bloodline (Hiraishin), Acrobatic
equal to the user's Waterbender level, and does not stack Special: Hiraishin +1
with itself. CLASS INFORMATION
ASPECT OF OCEANS Hit Die: d8
The Waterbender comes into her own and passes from
Action Points: 6 + ½ character level, rounded down.
the rivers into the vast ocean. Her skill with her chosen
aspect increases greatly. CLASS SKILLS
The Waterbender's skill with suiton techniques The Wind Walker's class skills are Balance (Dex),
further enhances, now she gains bonus damage on each Chakra Control (Wis), Climb (Str), Craft (Int), Hide
suiton technique equal to her Intelligence modifier. (Dex), Jump (Str), Move Silently (Dex), Profession (Wis),
If blood rebellion was the Waterbender's chosen Sleight of Hand (Dex), Survival (Wis), Taijutsu (Str), and
aspect, then she gains the ability to completely Tumble (Dex)
manipulate the targets' body. The Waterbender may Skill Points: 5 + Int modifier.
choose to not do damage when making a blood rebellion
attack. Instead, the target must make a Fortitude Save
CLASS FEATURES
(DC 10 + 1/2 the character’s level + the character’s
COMBAT FLOW
Once per round, as an immediate action and at the cost
Wisdom modifier) or act as if affected by the
of 4 points of chakra, the Wind Walker can use
Shinranshin no Jutsu (Betrayal Technique) for a number
thisability. When the character is subject to a melee or
of rounds equal to the users' Waterbender level. The
melee touch attack, he can attempt a Tumble check as a
target still has control of his head and mount as per the
reaction to negate the hit. The hit is negated if your
Betrayal Technique, but otherwise is unable to control
Tumble result is greater than the opponent’s attack roll.
his body. The Waterbender does not need to concentrate
in order to use this ability, but must use her move action IMPACT
each round in order to maintain control over the As a full attack action, the Wind Walker can charge
afflicted target. with deadly results. This is treated as a line attack with
the user’s base speed as the range, that provokes no
Attacks of Opportunity for passing through threatened
TABLE: THE WIND WALKER
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +0 Combat Flow, Impact +1d8 +1 +0
2nd +2 +0 +3 +0 Evasion X, Flow Counter +2 +0
3rd +3 +1 +3 +1 Moving Target +2 +0
areas, with the user appearing in an empty square at the
WIND WALKER end of his range. One attack roll is made against each
TABLE: THE WATERBENDER
Level BaB Fort Ref Will Special Def Rep
1st +0 +2 +1 +1 Aspect of streams +1 +0
2nd +1 +3 +2 +2 Aspect of rivers +2 +0
3rd +1 +3 +2 +2 Aspect of oceans +2 +1
Some Hiraishin become so skilled at their bloodline’s creature within range and if hit, are dealt additional
power that they soon become like the wind itself, in sonic damage equal to the character’s Impact. This
combat they’re frustratingly difficult to corner or pin ability is usable once per day for every level the
down and capturing is truly a difficult task. These Wind character possesses in the Wind Walker class.
Walkers are nothing to be trifled with and are some of EVASION X
the clan’s greatest assassins simply for their ability to get The Wind Walker gains Evasion or Improved Evasion
in, strike their target unhindered and then vanish. if they already have it. This ability only functions if the
REQUIREMENTS Wind Walker is in light or no armor and is
unencumbered.
Base Attack Bonus: +3
Skills: Taijutsu 6 ranks, Tumble 6 ranks FLOW COUNTER
Whenever the character successfully negates an attack is not matched by any other known clan, making them
with Combat Flow, he gains a +1 to attack and damage a trump card to Hidden Leaf village.
rolls against that opponent for 1 round. In addition, the REQUIREMENTS
opponent is treated as flat-footed against this character’s
first attack during that round. Skills: Bluff 6 ranks, Diplomacy 3 ranks, Genjutsu 3
ranks, Knowledge (Ninja Lore) 3 ranks Ninjutsu 6 ranks.
MOVING TARGET Techniques: At least one Yamanaka Hijutsu.
As long as the character’s Hiraishin ability is active,
Special: Must be a member of the Yamanaka Clan.
they receive their Hiraishin as a dodge bonus (rounded
down) to defense versus ranged attacks. Also, whenever CLASS INFORMATION
the character makes a successful reflex save versus an Hit Die: d8
effect that targets him specifically, he can choose to Action Points: 6 + ½ character level, rounded down.
move up to 10 feet in any direction. This ability ceases
to function whenever the character is flat-footed or
CLASS SKILLS
otherwise immobile. The Yamanaka Spymaster's class skills are as follows.
Bluff (Cha), Craft (Chemical, Calligraphy) (Int),
YAMANAKA SPYMASTER Diplomacy (Cha), Disguise (Cha), Gather Information
This clan has developed very useful spying techniques, (Cha), Genjutsu (Cha), Knowledge (Ninja Lore) (Int),
such as the Shintenshin no Jutsu, and has become very Listen (Wis) Ninjutsu (Int) Perform (all), Profession
skilled with those techniques. Their mastery at Spy craft (Wis), Read/Write Language (none), Speak Language
(none), Spot (Wis).

TABLE: THE YAMANAKA SPYMASTER


Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +1 Spymaster +0 +0
2nd +1 +0 +2 +2 Bonus Feat +1 +0
3rd +2 +1 +2 +2 Spymaster +1 +1

Skill Points: 5 + Int modifier.

CLASS FEATURES requires a will save, or +2 to a single Yamanaka Hijutsu


SPYMASTER that requires a will save. This ability can be selected
The character can choose one ability from that list twice, but the effects do not stack. Instead, if the
every time he gains this ability. The ability can't be character previously selected the +1 DC bonus to all
chosen twice unless specified. This ability is gained on Yamanaka Hijutsu, he now receives a +2 DC bonus to a
1st and 3rd level of Yamanaka Spymaster. single Hijutsu and vice-versa.
Hijutsu Mastery: The Yamanaka Spymaster gains a BONUS FEAT
bonus of +1 to learn and +2 to Perform and Convert Choose a feat from among the following, for which
Yamanaka Hijutsu to hit points. you must meet any prerequisites: Genin, Genjutsu
Many Masks: While under the effect of Shintenshin no Adept, Chuunin, Jounin, Ninjutsu Adept, Deceptive,
Jutsu, the character receives a circumstance bonus of +4 Trustworthy, Technique Focus (Yamanaka Hijutsu
to Bluff and Diplomacy checks. only).
Mind Battle Expertise: The Yamanaka gains a bonus of
+1 to the saving throw DC of any Yamanaka Hijutsu that
CHAPTER 9: SUMMONS
BLOOD PACTS
The following section contains the numerous blood
pacts. The availability of these blood pacts is entirely at Darkvision (Ex): The fox can see in total darkness, out
the GM's discretion. to 60 feet. Darkvision is black and white only, but is
otherwise like normal light.
Summon Required Bonus
Scent (Ex): The fox can detect approaching enemies,
Fox Wis 15 +4 to Disguise, Bluff sniff out hidden foes and track by sense of smell.
Feats: The fox gains the Weapon Finesse feat as a free
FOX (KITSUNE) bonus feat.
The fox is a creature known above all else, for its quick Trick: Foxes of Protector rank and higher gain this
wit and razor-sharp cunning. It's with these two things ability, and works as the Smart Hero talent, except as
that let it stand out against more legendary creatures, follows. To play a trick on a target, the fox summon uses
and often marks its place in tales and folklore as a a full-round action and makes a Charisma check (DC 15),
prankster and a wily foe. The fox favours a master who adding it’s summon level as a bonus. If successful, the
enjoys elaborate plans and ruses, and will not answer to target must make a Will Save (DC 10 + summon level +
one who is blunt in their actions. Cha modifier), and leaves the target Dazed for 1 round.
Creature Type: Magical Beast (Good Reflex; BAB 3/4 of A trick can only be played on a particular target once per
total Hit Dice) encounter. After the first trick in an encounter, whether
Hit Dice: 2d8. the attempt succeeds or not, that target becomes wary
Natural Weapons: 1 bite. and immune to such ploys. This is a mind-affecting
Rank Requirements: Soldier, Protector, Guardian, ability.
Noble (5+summon level), Champion (9+summon level). Skill Bonuses: The fox gains a +8 racial bonus to Jump
Cost: Soldier—1.5/level; Protector—2/level plus 3; checks, +4 racial bonus to Move Silent checks and +4
Guardian—3/level plus 7; Noble—3/level plus 12; racial bonus to Hide checks
Champion—4/level plus 18.

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.

Level 1 Fox Soldier: Small magical beast; HD 2d8; hp 9;


Init +2; Spd 35 ft.; Defence 15, touch 13, flat-footed 13 NARUTO D20 MAIN FILE
(+2 Dex, +2 natural, +1 size); BAB +1; Grap -2; Atk +3 -
melee (1d4+1, bite); Full Atk +3 melee (1d4+1, bite); FS
5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., scent; AL
CONJURER’S CODEX I
-
summoner; SV Fort +0, Ref +5, Will +1; CP 6; Rep +0; Str
8, Dex 14, Con 10, Int 10, Wis 12, Cha 10. CONJURER’S CODEX II
Skills: Hide +10, Jump +7, Move Silent +6 -Artic Adaption: The fox summon loses the benefits of
Feats: Weapon Finesse the “Hide in Plain Sight” ability.
Feats by advancement:
NEW SUMMON FEATS powerful summons, is one of the smallest, barely
standing as tall as one of the kits on a good day. Yet
SHAPESHIFTER [SUMMON] despite this Inari’s height belies his strength, and
Prerequisite: Summon level 4, Guardian or higher, Fox combined with his skills in the ninja arts, Inari is a
summon only fearsome opponent to meet in battle, and one you
Benefit: As an attack action, the fox summon may certainly would do well not to underestimate. Inari
transform into another creature, as though using the typically fights using senjutsu to augment his arsenal of
Henge technique. The fox summon may use this ability jutsu, and fares best as a supporting role.
once per summoning level at any time he is capable in
the duration of the summoning, and uses its summon Inari, Grandmaster Sage (Level 10 Fox Champion
level +Int modifier to determine the duration of the Paragon): Small magical beast; HD 20d8+80; hp 170;
technique, and any other level-dependant benefits. The Init+9; Spd 50 ft.; Defense 23, 16 touch , 20 flat-footed ,
new form may be the fox’s size category or smaller, ( +1 size, +5 Dex, +7 natural. +2 feat); BAB +15; Grap;
maximum Tiny. A Champion-level fox summon may, up Atk+17 (1d4+2, bite); Full Atk+17 (1d4+2, bite); FS 5ft.
to once per 2 summon levels, transform as a free action, by 5ft.; Reach 5ft.; SQ; AL; SV Fort +10, Ref +17, Will
even if this isn’t on the summons turn. +9; CP 122; Rep; Str 14, Dex 20, Con 18, Int 16, Wis 16,
KITSUNE-BI [SUMMON] Cha 16.
Prerequisite: Summon level 6, Noble or higher, Fire Skills: Chakra Control +10 (7) Genjutsu +21 (18), Hide
affinity +23 (10), Jump +10, Knowledge: ninja lore +8 (5), Listen
Benefit: The fox summon loses the benefits of “Hide in +13 (8), Move Silently +19 (10), Ninjutsu +20 (18), Spot
Plain Sight”, and gains a Fire Resistance equal to 10 +2 +13 (8), Survival +9 (6),
per summon level, and can perform all Katon ninjutsu as Feats: Alertness, Deceptive Size, Erudite, Evasion,
though one level higher than in reality. The fox summon Grandmaster Sage, Improved Initiative, Quick Summon,
becomes vulnerable to water, and takes one-half again Tiny Size (2), Track,
(+50%) as much damage from effects that deal water Techniques Known: Inari only knows the following
damage. Sage’s Handbook techniques:
Control - Kinobori, Tadayou
SAGE AFFINITY Genjutsu - Kangenzou no Jutsu (5), Genhina no Jutsu
2nd: The sage gains the Scent ability.
Ninjutsu -
4th: The sage can use the Hide and Move Silently skills
Senjutsu - Summon Self, Summon Ally, Sennin Mode
while moving at his normal speed without taking a
(5), Godai Ransatsu: Sennin Ryuu, Senpou: Kitsunetsuki
penalty.
Cost: 68
SAGE SUMMONS
The sage summons presented here is Inari, the elder of
the Fox tribe. Inari, despite being one of the more

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