Professional Documents
Culture Documents
-Frankto for the original idea and foundation for this booklet.
-Inifintus for the Tekko Fuunin seal.
Contents
INTRODUCTION ....................................................................................................................................................5
What is a Jinchuriki? ..............................................................................................................................................5
What is a Bijuu? .....................................................................................................................................................5
The Mind of a Bijuu: ..............................................................................................................................................6
Chapter 1: Base Game Mechanics ..........................................................................................................................7
Meeting the Bijuu: ..................................................................................................................................................7
Bijuu Chakra: .........................................................................................................................................................7
Jinchuriki Pool (JP): ...............................................................................................................................................7
Loaning Chakra: .....................................................................................................................................................7
Bijuu Chakra and the Seal: .....................................................................................................................................8
Controlling Your Bijuu: .........................................................................................................................................8
Owning Half a Bijuu: .............................................................................................................................................8
Variant Rule: Learning your power:.......................................................................................................................8
Chapter 2: Power of the Tailed Beast .....................................................................................................................9
Transformations......................................................................................................................................................9
Initial Transformation .........................................................................................................................................9
Version 1 ............................................................................................................................................................9
Version 2 ............................................................................................................................................................9
The Transformation and Losing Control ......................................................................................................... 10
Abilities and Powers ........................................................................................................................................ 11
Tailed Beast Mode........................................................................................................................................... 14
Chapter 3: The Seals ..............................................................................................................................................15
Chapter 4: Skills .....................................................................................................................................................25
Chapter 5: Feats .....................................................................................................................................................26
General Feats ....................................................................................................................................................... 27
Meta-Chakra Feats............................................................................................................................................... 31
Epic Feats ............................................................................................................................................................ 34
Chapter 6: Advance Classes ..................................................................................................................................36
Jinchuriki ............................................................................................................................................................. 36
Chapter 7: Techniques ...........................................................................................................................................40
One Tails ............................................................................................................................................................. 40
Two-Tails ............................................................................................................................................................ 40
Three-Tails .......................................................................................................................................................... 40
Bijuu .................................................................................................................................................................... 40
Chapter 8: Templates and Subtypes .....................................................................................................................49
Jinchuriki Subtype ............................................................................................................................................... 49
Bearer of Shukaku ............................................................................................................................................... 50
Keeper of Matatabi .............................................................................................................................................. 53
Shell of Isobu....................................................................................................................................................... 56
Prince of Sage Monkeys ...................................................................................................................................... 59
Rider of the White Horse ..................................................................................................................................... 61
Pseudo Jinchuriki................................................................................................................................................. 64
Power of the Dark Deity ...................................................................................................................................... 64
Chapter 10: The Bijuu ...........................................................................................................................................66
Bijuu Traits .......................................................................................................................................................... 66
Shukaku (One Tails) ............................................................................................................................................ 67
Matatabi (Two Tails) ........................................................................................................................................... 68
Isobu (Three Tails) .............................................................................................................................................. 69
Son Goku (Four Tails) ......................................................................................................................................... 70
Kokuo (The Five Tails) ....................................................................................................................................... 71
Chapter 11: Gaining Control ................................................................................................................................72
Chapter 12: Sealed Items .......................................................................................................................................73
Sand Container [Unique Item] ............................................................................................................................. 73
Sealing Jar [Sealed Item] ..................................................................................................................................... 73
Steam Armor [Unique Item] ................................................................................................................................ 74
Twilight Key [Sealed Item] ................................................................................................................................. 74
Ancient Jinchuriki Garbs ..................................................................................................................................... 74
INTRODUCTION
The Jinchuriki Handbook is an accessory for Naruto d20. It will explain what a Jinchuriki is as well as the Bijuu
sealed inside of them. Remember to always ask your GM before using the contents found in this book as they may
not accept them as this isn’t an official Naruto D20 supplementary book.
What is a Jinchuriki?
A jinchuriki meaning Power of Human Sacrifice is a human that has a Bijuu sealed inside of them. Because of
this they exhibit extraordinary powers due to the Bijuu. Each of the Bijuu grants the user different abilities and
powers, but ones that all Jinchuriki are as followed; Transformation State 1, 2, and the mighty Tailed Beast State
which allows the user the body and strength of their Bijuu. They are also able to use perhaps the most power
move in all shinobi history, the tailed beast bomb, a technique capable of destroying whole battlefields in one
blast.
A jinchuriki can only use power which he can control, and his control depends on his own will and the seal that
was used to capture and imprison the Bijuu inside of them. But for the awesome power a jinchuriki gains from his
Bijuu they can also feel great pain in the results of being an outcast because of everyone fearing you. A giant risk
that ever jinchuriki faces though is the Bijuu inside of them taking over and causing a rampage, killing the
jinchuriki in the process.
A jinchuriki though, that is able to make peace with their Bijuu can become a very power ninja. An example of
such a shinobi is the legendary Killer B.
What is a Bijuu?
All nine of the Bijuu’s found today were once one, a creature called the ten tails. When the ten tails tried to
destroy the world and all of its inhabitants. But a powerful Shinobi, the Sage of the Six Paths defeated and sealed
the ten tails inside of him, and when he died he split the ten tails into nine fragments. These are known as the nine
Bijuu and they are:
Each of the Bijuu lived peacefully until the first hokage; Hashirama captured and gave each of the other five great
nations the tailed beasts to bring peace. But instead of peace the Bijuu brought war as each nation wanted to use
their tailed beasts to take over the other nations.
But there are some out in the shinobi world who want to bring the nine Bijuu back together and recreate the ten
tails, in hopes to unleash the Infinite Tsukuyomi and put everyone in the world in an eternal dream.
The nine Bijuu wait though, for the day that a hero will bring them back together and bring them all true peace.
The Mind of a Bijuu:
If there’s one thing all bijuu want that is to be free, but the way they do this may be different than that of
another bijuu. For example Shukaku prefers to attack his jinchuriki at any chance he gets while Kurama
prefers to slowly loan chakra to his jinchuriki so when the time is right he can get a clean getaway.
But besides having different ways of escaping each bijuu has a different attitude and emotions.
Shukaku: Shukaku is childish and short-tempered; he speaks in a bombastic and incoherent manner. He
uses “ore-sama” (meaning: my esteemed self) when talking about himself and shows great pride in his
abilities, especially his ultimate defense.
Matatabi: Matatabi is respectful and polite and so uses correct honorifics whenever talking about
herself or others.
Isobu: Isobu has a timid attitude and speaks in a masculine way, treating others as young children
compared to him, and so talks like one.
Son Goku: Son Goku is very prideful and hates being called four tails, preferring his jinchuriki call him
by his name. Son also has great respect for thoughs who show great honor and may even be easy on an
honorable jinchuriki.
Kokuo: Kokuo is quiet and reserved, preferring to keep his thoughts to himself. When he does speak
though he prefers to speak in an old fashion style and tone, causing him to sound very polite. Kokuo is
also has the strongest will out of all the bijuu, and prefers not to fight.
Saiken: Saiken is kind and likes to help others, whenever talking he speaks in a very boastful way.
Chomei: Chomei is always happy and has a very happy go-lucky personality. He likes to play games
and not do work and this attitude usually rubs off onto his jinchuriki.
Gyuki: Gyuki is very serious and acts like a tough guy, this attitude makes him sound as if he’s being
rude. Gyuki is also very smart and is able to make well thought plans in little or no time at all.
Kurama: Kurama is cynical and shrewd, and has a twisted sense of humor. Whenever speaking he
sounds of that of an old man. Kurama also shows great pride, being the strongest of the 9 bijuu and likes
to mock Shukaku for only having 1 tail. Kurama also gets very mad if its jinchuriki uses an outside
power other than his own and sees it as an insult directed at him.
Chapter 1: Base Game Mechanics
Meeting the Bijuu:
A big moment in any jinchuriki’s life, this is the moment the jinchuriki first meets the bijuu. No jinchuriki is born
with the knowledge of the bijuu and must be told that the bijuu is sealed inside of them, or the bijuu must
introduce themselves to the player.
Before meeting the bijuu the jinchuriki cannot use any bijuu related abilities (such as the transformations), but
powers granted by the bijuu subtype still work without the player knowing of the bijuu (like Shukaku’s sand).
Bijuu Chakra:
The chakra of a bijuu is chakra in its purest form; and so it has some pretty amazing effects on techniques.
Whenever a technique is paid in full with bijuu chakra the technique acts as if it has the Maximize Technique
meta-chakra feat.
When being converted to Senjutsu chakra 1 bijuu chakra can be converted to 2 Senjutsu chakra and if the
technique is paid full in senjutsu chakra the technique is treated as if it has the Maximize Technique meta-chakra
feat
A player may only have a max of 10% of the Bijuu’s chakra in this pool at one time (Can be increased with feats).
After that chakra has been used the player must contact the Bijuu and ask for extra chakra or attempt to pull
chakra from the players stolen chakra pool (Check Skills)
This chakra can only be gained in one of two ways, first it is given to the jinchuriki by the Bijuu. Or it can be
stolen from the Bijuu (Check Gaining Control)
When this chakra has depleted it takes double the amount of time to recharge, halved with the Chakra Restoration
feat.
A character can have more than 10% of the Bijuu’s chakra though but this pool is what the player has on hand at
any time (Example: A one tail’s jinchuriki has stolen a collective amount of 100 chakra, he now owns that chakra
but he can only have 60 of his chakra on hand, so the other 40 chakra stay’s dormant unless he tries to replenish
his jinchuriki chakra pool)
The use of jinchuriki chakra will instantly make the player use the Initial Transformation
Loaning Chakra:
One of the many abilities of a jinchuriki, this allows the jinchuriki to gain chakra from his bijuu without conflict.
As so this chakra is separate from the jinchuriki’s jinchuriki pool. This chakra can be obtained by two ways:
The first is that the player actually asks the bijuu for the chakra, in this case it is up to the GM for the roll and DC
The second way is the bijuu forces the jinchuriki to take the chakra. Whenever the jinchuriki is below 25% of his
total chakra pool the bijuu may force the chakra into them.
The amount of chakra loaned is 5d6
Not Controlled: You have no control over your Bijuu and as a result it will attempt to kill you any chance
it gets
Agreed Control: This usually takes form for when a Jinchuriki and the Bijuu make a deal to defeat a
common foe (ex. Kurama helped Naruto fight Menma)
Partial Control: This means that you control some of your Bijuu, usually from stealing its chakra and
making it your own.
Complete Control: You have rather completely stolen all your Bijuu’s chakra or you have made peace
with your Bijuu, and now you are able to use its power to the fullest
Version 1
Also known as the cloak, because of the red boiling cloak like chakra that surrounds the character this form is a
much stronger form of Version 0 as it gives the character much more power. This form takes all the physical
changes of Version 0 and adds a number of tails to the character interacting how much power the character is
granted. A character is never allowed to use more tails then their tailed beast. But with the added power comes
with greater comebacks that could lead to the death of your character. Down below is a table that explains how
much power is granted per tail. The powers and abilities as well as the transformation process will be explained
after the details of version 2.
Version 2
This is the Bijuu’s chakra being molded into a humanoid shape. By using the Bijuu’s chakra as more as an
armored exoskeleton a dark red, nearly black layer of chakra engulfs the Jinchuriki. The physical changes become
way more apparent as the Jinchuriki becomes a miniature version of the Bijuu. Muscle Mass and beast like
appearances such as ears become much more defined. Because of how tight the chakra is items the Jinchuriki is
wear (such as a backpack) will still be visible.
Number Control Powers and Abilities
of tails Level
1 9 Effective speed and strength ranks +2, Chakra Arms, Chakra Claw, and Explosive
Transformation. Frightful Presence, Immune to fear, Troubled body, Temporary
Chakra
2 11 Effective speed and strength ranks +3, Chakra Claw 1/day
3 12 Effective speed and strength ranks +3, Chakra Claw 2/day, Death Aura
4 14 Effective speed and strength ranks +4, Tailed Beast Bomb 2/day (d6)
5 15 Effective speed and strength ranks +5, Frightful Presence (60ft)
6 16 Effective speed and strength ranks +6, Tailed Beast Bomb 3/day (d8), Death Aura
2, Exoskeleton +1
7 17 Effective speed and strength ranks +6, Double Chakra Claw,
8 19 Effective speed and strength ranks +7, Tailed Beast Bomb 4/day, Exoskeleton +2
9 21 Effective speed and strength ranks +7, Death Aura 3, Frightful Presence (100ft),
Exoskeleton +3
When the transformation is activated willingly, the character may begin up to the maximum number of tails he
can control in version 1, as per table above. Using a swift action the player can start his version 2 transformation,
beginning at 1 tail. Each round, the character can further the transformation by 1 tail as a swift action, up to the
number of tails of his sealed Bijuu.
If the transformation reaches a number of tails beyond the character's control level, he becomes unable to use any
Charisma-, Dexterity-, or Intelligence-based skills, the Concentration skill, and abilities that require patience or
particular concentration. The character cannot cast Justus’s, manifest powers or perform techniques, activate
magic items or enhancement seal powers, and the jinchuuriki transformation is treated as a rage effect.
If the transformation reaches 2 tails above the number the character can control, he goes berserk and must attack
the closest target it perceives as an enemy at the best of his ability, or if none are to be found, engage the nearest
creature without regard to friendship or personal health.
When the jinchuuriki enters a transformation state it cannot control, it may attempt a Will save (DC 15 + 1 per tail
of the transformation) to decrease the transformation strength by 1 tail (2 tails if the jinchuuriki has a greater seal).
This is a free action and can only be attempted once per round.
Once the jinchuriki has reached the max amount of tails they lose control (see losing control)
Each jinchuuriki template carries the great risk of the Bijuu breaking free from the character's control, which can
be difficult to resist, depending on the quality of the seal.
A Jinchuriki that has made friends with his Bijuu no longer runs the risk of being taken over by his tailed beast. A
powerful Jinchuriki can also enter the transformation with his own chakra, the cost of this is the same as the
temporary chakra gained at that stage of power (doesn’t matter if version 1 or 2). If done the stage will have the
same look and the Jinchuriki will only lose the Temporary Chakra Ability
Losing Control: When the character loses control he loses all ability scores, base attack bonus, saving throws,
class abilities, techniques and other abilities and assumes those of his Bijuu instead, while retaining his current hit
points (see Friends and Foes chapter for details). The character enters a frenzy state.
During the frenzy state, the character must attack creatures it perceives as foes to the best of its ability, or if there
are none, engage the nearest creature and fight without regard to past friendship or health (determine randomly if
several potential targets are equidistant). The frenzied character will strive to do as much damage as it can, as
quickly as it can.
When losing control the character will begin in Version 2 transformation with 1 tail, and will increase the number
of tails by 1 each round until the max has been reached.
During the frenzy state, the character must begin to make Will saves each round (DC 25). Each round after the
first, the DC increases by 1. The effect ends after two consecutive successful saves are made. The character can
make 1 attempt to regain control every level (minimum 2), and if he does not succeed before all his attempts run
out, becomes completely possessed by the Bijuu even after the frenzy state ends.
The frenzy state only ends when the character regains control or the Bijuu state is reduced to 0 hit points or lower.
When the frenzy state ends, the character is also brought to 0 hit points and disabled. This is a frenzy effect.
Once the frenzy states end the character will still be in the transformation they regained control in, this
transformation will go down by 1 tail each round until it ends, the character then suffers 1d4 points of Wisdom
damage. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the
rage ends at which point the character is exhausted, not merely fatigued.
Complete Possession: A Bijuu that possesses its jinchuuriki can break the seal and free itself almost instantly. If
the jinchuuriki has a lesser seal, this process takes 1 minute. If the jinchuuriki has a superior seal, it takes 1 hour,
and 1 day if the jinchuuriki has a greater seal. Once the seal is broken, the once character body is replaced with
the Bijuu’s and its stat block is used (See foe’s and friends)
The character is effectively considered dead the moment complete possession sets in, even before the seal is
broken. The process cannot be stopped short of extracting the Bijuu
Jinchuriki Death: If a Jinchuriki dies in battle then the Bijuu will be able to break itself free just as in the
Complete Possession section. But if a character is completely sealed away with the Bijuu (Such as when Minato
did so with Kurama) then the Bijuu will stay with them.
Chakra Claws (Su): The extra power granted by the Bijuu now allows the Jinchuriki’s chakra arms to grow
claws and as a result allows him to attack with them. When he does he makes a claw or slam attack as an outsider
one size category larger against a creature within 30 feet.
A number of times per day, the character can use this ability when he misses with a melee attack against an
opponent to lash out with the claw, making a second attack as a free action.
Death Aura (Su): The character's presence is poisonous and kills lesser plant life and harms nearby creatures.
Any creature starting their turns in a square adjacent to the character takes negative energy damage specified
above. A creature with this ability is immune to it from any other source of equal strength or weaker.
Double Chakra Claw (Su): When using the chakra claw ability, the character can make two chakra claw attacks
at his highest attack bonus instead. Both attacks suffer a -5 penalty to attack rolls
Effective Speed and Strength Ranks (Su): When the character uses his jinchuriki abilities, he gains a bonus to
effective speed and strength ranks depending on the power of the transformation. A bonus to speed and strength
ranks does not increase the cost of the abilities.
Exoskeleton: As the Version 2 gets stronger the Jinchuriki will start to grow an exoskeleton around their body,
this skeleton will resemble the Bijuu inside of the Jinchuriki. This Exoskeleton gives a bonus to defense, and
melee damage. As well as a bonus to damage to Taijutsu with the strike subtype.
Explosive Transformation (Su): Once transforming the user releases a giant amount of chakra all at once that
destroys any restraints put onto the jinchuriki, if that restraint was a person they must make a Fortitude Check
(DC =15 + Characters Wis mod + number of tails) or be blown 1d4x5 feet away
Frightful Presence (Su): The character gains the frightening presence ability during his transformation. The
ability has a Will save difficulty of DC 10 + number of tails of the transformation + jinchuriki's Cha modifier, and
creatures who fail the saving throw are shaken for 3d6 rounds. The initial range is 30 feet, but it is subject to
increase with the strength of the transformation.
Immune to fear (Su): The Jinchuriki starts to grow more confident with his new power. He gains a +4 to Will
saves against compulsion, enchantment, mind affecting effects, and Intimidation checks.
Tailed Beast Bomb (Su): The character gains this ability during complete possession, during the frenzy state,
when losing control of a transformation of sufficient power, or after completing the Hijutsu: Bijuudama Training
technique.
The character can fire a tailed beast blast a number of times per day when the transformation reaches 4 tails or
stronger, but no more than once every 3 rounds. It deals 1d6 points of damage per level, halved with a Reflex
save. At 6 tails, the blast deals 1d8 damage per level. The saving throw DC is 10 + ½ the character's level + the
character's Con modifier.
This ability can be used as an attack action in a 60-ft. cone, or it can be charged for 1 round and released at the
start of the character's next turn as a 120-ft. line from the direction he is facing. The line's width is equal to the
character's fighting space, plus 10 feet. If the ability is charged, the saving throw DC increases by 2. This ability
cannot be disrupted by damage while charged.
All Bijuu are able to use this power no matter the number of tails while in their tailed beast state, the damage is
increased to 1d12 per hit die. The saving throw DC is 10 + ½ the Bijuu’s hit dice + the Bijuu’s Con Modifier.
This Tailed Beast Bomb is a 60ft sphere in all and will fly for 100ft before hitting the ground and exploding in an
80ft radius. The Jinchuriki of the 10 Tails can do this outside of tailed beast state.
If 6 or more tailed beasts charge together for one round they can increase the size and damage of the tailed beast
bomb. It then does 1d20 per hit die (Using an average of the tailed beast using it), the DC is the same as before.
The Tailed Beast Blast is now an 80ft sphere and can fly for up to 120ft before exploding in a 100ft radius. The
Nine Tails Kurama is able to do this by himself (At half power needs to charge for one round, and as full power
can do at will), and a Jinchuriki of the Ten Tails can do this outside tailed beast state.
The user is able to use the tailed beast blast ability when reaching a transformation of sufficient strength,
without having to lose control, enter a frenzy state or become possessed.
This training can only be completed if the user has a jinchuuriki template capable of achieving a 4 tails
transformation or stronger.
Temporary Chakra (Su): When the character transforms, he gains an amount of temporary chakra depending on
the strength of his transformation. If the transformation increases strength after being activated or triggered,
subtract the number of chakra lost from the new total. Techniques used with this temporary chakra are almost
always changed in shape and color, if not in effect.
Each consecutive use of the transformation in a 24 hours period reduces the temporary chakra gained by one-
half the maximum amount (-50%). Temporary chakra unused fades when the transformation ends.
Version 1 Version 2
Number Temporary Number Temporary
of Tails Chakra of Tails Chakra
1 5 1 10
2 8 2 15
3 11 3 20
4 14 4 25
5 17 5 30
6 20 6 35
7 23 7 40
8 26 8 45
9 29 9 50
Troubled Body (Su): Anyone who is within 30ft of the Jinchuriki will feel uneasy, this doesn’t affect any stats.
Tailed Beast Mode
Once a Jinchuriki has made peace with their Bijuu (Rather by taking all its chakra or becoming friends) the
Jinchuriki is able to transform into their Bijuu. Normally this would lead into the death of the Jinchuriki but
because the Bijuu is no longer at war with the Jinchuriki they don’t suffer any drawbacks. This mode takes a
move or attack action to activate or deactivate and allows the user to use the Bijuu’s stat block. As well any power
it may have, such as a much more powerful Tailed Beast Bomb.
Chapter 3: The Seals
In the following chapter you will see a number of seals that have been used to seal away the Bijuu into the
Jinchuriki. There are also different types of seals listed below:
Lesser: These are usually very weak seals and can break under pressure, aren’t recommended for the
sealing of Bijuu class creatures. Some seals though grant powerful backups for the weakened seal.
Superior: The middle grounds of seals, these seals are usually used for the seal of powerful creatures or
bijuu. Seals of this level usually have a backup just in case of a break out.
Greater: These seals are rarely seen if ever, creatures under these seals will see that they don’t break out.
These seals are usually saved for Bijuu class creatures if a shinobi that can even perform the seal has the right
requirements.
Godly: These are the rarest of seals. Usually never seen, a shinobi with a seal of this rank will have no
fear of the seal creature breaking out, though even casting a seal of this rank is almost impossible
Other: These seals are usually ones meant to set-up a stronger seal.
Seal
Lesser
5 Shiteki Boshi Shiiru (5 Pointed Star Seal) )
Shiiru Cheen (Chain Sealing)
Shinpi Tekina Haato Tagu (Mystical Heart Tag)
Yuunaitaddo Azu Wan (United as One)
Superior
Chakra Nettowaaku Shiiru (Chakra Network Seal)
Fuinjutsu: Shinsubu (Sealing Technique: Soul Binding Seal)
Mahou no Omamori (The Magical Talisman)*
Seishin Futte Shiiru (Spirit Weaving Seal) *
Shiiru Wofunsai Bone (Bone Crushing Seal) *
Shiso Fuin (Four Symbols Seal)*
Greater
Foa Fan Tomushiiru (Four Phantom Sealing)
Hakke no Fuin Shiki (Eight Trigrams Sealing Style)
Horiki Fuin (Dharma Power Seal)
Kikai Torihiki (Darkworld Dealings)
Kinjutsu: Doujutsu Fuunin Jutsu (Forbidden Technique: Doujutsu Sealing Technique)*
Mabushii Raitoshiru (Dazzling Light Seal)*
Tekkou Fuuin (Iron Armour Seal)*
Godly
Torii Fuin (Torii Seal)
Other
Fuinjutsu: Seishin Fuuin Shiki (Sealing Technique: Soul Sealing Ritual)
Horiki Fuinjutsu: Sen no Rikyu (Dharma Power Seal: Sen no Rikyu)
*Can be also be seals of lower levels
When the sealed creature attempts an escape it now takes 5 more rounds for the creature to completely
break open all 5 points; but on the downside it now takes 5 rounds to access all of the power of the
bijuu.
When attempting to gain control the creature with the seal can target one point at a time, battling only
1/5th of the sealed creature’s true strength. This allows the character to make a safer time when
attempting to gain complete control over the sealed creature. But because of the way the seal is create it
is weaker than most, making it easier for a creature to break free.
A rare but useful technique, this allows the user to seal a creature into the targets chakra network. The major
downside of this seal though is the fact if the sealed creature is able to attempt a escape it can open the 8 inner
gates of the creature.
When attempting a takeover the sealed creature can choose to snap open 2 of the inner gates per round instead of
taking over the creature. Leading to the creature dying of having the gates opened and allowing the sealed
creature to escape. If the creature has control of the sealed creature though they can use this to their advantage by
having the sealed creature
A sealing jutsu only known to a handful of ninja. This allows the user to seal a creature into an object,
along with four chakra phantoms. These phantoms help keep the seal creature under control and can
obey its master. Jinchuriki of the past have been known to use these phantoms to help fight and capture
the Bijuu’s chakra (See friends and foes for Chakra Phantom’s Stat block)
This technique allows the user to seal a creature within a sealing jar.
The user's chakra pool and hit points must be at least three-quarters full to use this technique. The
subject is sealed within a prepared Sealing Jar unless it succeeds a Will save. For the sealing to be
effective, the sealing jar must be able to hold the creature.
The sealed creature is effectively considered dead until the sealing jar is broken or it is released.
Resurrection by any means, such as Sozou Saisei or Edo Tensei, is made ineffective while the creature is
sealed.
When released, the creature will be returned to the state it was in before the sealing. It will not age while
sealed. If the creature had been resurrected by the Edo Tensei technique, the summoning ends as soon as
the creature is sealed.
XP Cost: 5,000 XP.
Material Focus: A sealing jar.
Expendable Component: A seal array scribed with the user's blood. Scribing the seals requires a Craft
(calligraphy) check (DC 23) to be made, not necessarily by the user, and takes 5 rounds. If the check
was failed, the sealing process will fail without the user noticing until the end.
This technique seals a creature previously contained in a Sealing Jar into another creature. The subject
must make a Will save to resist the sealing and may not opt to automatically fail this saving throw. The
sealed creature is temporarily extracted as part of this sealing technique.
If this seal is used to seal a creature other than one of the Bijuu, the subject gains a bonus to ability
scores equal to the sealed creature's highest ability score modifier, up to +4, as well as any template the
sealed creature may have had. The subject gains a +1 level adjustment if the ability score bonus was
higher than +2, as well as the level adjustment of any templates gained. Choose randomly if two ability
scores have an equal value. The subject has a 75% chance to gain the sealed creature's primary
allegiance. If this seal is used to create a host for the Bijuu, the subject gains the living prison subtype.
An infant subject (less than 1 year old) gains no negative levels, and a child (1- 11 years old) gains 1
negative level every 8 hit dice of the Bijuu, while any other subject gains 1 negative level for every 4 hit
dice of the sealed Bijuu. The negative levels can be saved against as to not become permanent after 24
hours with Fortitude save (DC 25 + 1 per negative level gained). The subject is marked with a lesser seal
to hold away the Bijuu, which can be improved to a superior seal by paying the experience cost.
This technique can be used on an unborn child within the last 4 hours of delivery. The unborn child is
unable to resist the sealing and does not gain negative levels, but the mother dies after childbirth (no
save). The XP cost when using this method of sealing is reduced by 25%.
When used to create a jinchuuriki, the technique also creates a greater Twilight Key from a large sealing
scroll. Anyone who possesses the scroll can touch its hand to the seal array to become imbued with the
port of the key. This process requires complete concentration for 1 minute and a Ninjutsu check (DC
30). The effects last for 1 day.
If the subject succeeds the save against the sealing, the sealed creature is freed. This technique uses a
seal slot subject's body. The seal slot is not freed until the seal is broken.
Mastery
Each step of mastery in this technique grants the recipient a +1 circumstance bonus to its Fortitude saves
to avoid gaining permanent negative levels.
XP Cost: 0 XP (lesser seal), 5,000 XP (non-bijuu sealing) or 10,000 XP (superior seal).
Material Focus: A sealing jar containing a creature and one large sealing scroll.
This is the very seal that saved Konoha when Kurama the nine tails fox demon escaped and went on a
rampage. Made by the legendary Yellow Flash of leaf Minato Namakaze it is considered one of the most
powerful Sealing jutsu ever created. After learning the Shiso Fuin from his wife Minato spent his time
creating an even more powerful seal.
The bases of this technique is that it is two Shiso Fuin’s stack on top of each other, with a small crack
into between them to let some of the sealed creatures chakra pour in.
This seal allows the user to seal up to 1000 chakra into it.
Every year a creature has this seal they gain 3 permeant chakra to their jinchuriki pool, following the
penalties for gaining bijuu chakra still remains. Because of this, it can lead to the seal slowly breaking so
as a last resort the creature with this seal can lock it and prevent any chakra from slipping out.
An added addition is that the user can seal up to an extra 200 chakra into the seal. This chakra is usually
the user sealing in a bit of their own chakra to fix the seal if it ever broken, or is used to seal a creature
that may help the jinchuriki in their quest to gain control.
Once complete a seal comprised of Japanese calligraphy appears on the user’s stomach. This technique is meant
to be used with Hoktiki Fuinjutsu: Sen no Rikyu and is wear the bijuu chakra will be stored. Once Hoktiki
Fuinjutsu: Sen no Rikyu is complete the targeted bijuu will be sealed inside of the seal.
The user waves a hand sign as a purple chain launches from their stomach as it searches for bijuu chakra.
The purple chain moves quickly and has a Kawarimi defense of 5, and if a creature is able to dodge it they must
make a reflex save, on success the technique.
If the target fails the reflex save they will be hit by the purple chain in their tenketsu as it starts to such out the
bijuu chakra inside of them. Each round the target loses 10d12 points of the Bijuu’s chakra, and they will take 5d4
of tenketsu damage. While the chakra is being pulled out the creature is immobilized. The stolen chakra will be
put onto the Horiki Fuin the user has on himself.
If an outside creature try’s to touch the chain they will take 3d10 damage, and if another jinchuriki touches the
chain then they will have 5d12 of their Bijuu’s chakra pulled out as well take 3d4 tenketsu damage for every
round they hold onto it.
If a technique the suppresses chakra is used on the chain the creature will only have half the amount of chakra
pulled out and half the amount of tenketsu damage dealt.
The only way to completely stop the jutsu is to shut down the tenketsu points on which the jutsu is pulling out
chakra, doing so the creature will be knocked out.
If the chain is removed though the chain will search for the nearest source of the Bijuu’s chakra which will be the
caster, putting the technique on themselves.
This technique once thought lost is a burden to anyone who knows of it existence. Very rarely if ever used only
the darkest of cults have ever attempted this seal. Using this seal involves a numbers of steps that must be
followed and they are as listed:
1. A group of at least 12 people sitting in around a pentagram is needed to perform the technique; the chakra
and XP cost is split among the 12 people.
2. Everyone attempting the technique must bring a living sacrifice
3. The person this technique is being performed on must be willing or at very least contained
Once performed a dark deity will appear and take the sacrifices, along with sealing himself and whatever creature
the users choose. Each day this technique is performed the target temporarily loses 1 Con and 1d6 Health, the Con
damage will heal within 1d6 weeks and during that time the target won’t be able to move; if the target goes under
1 Con then he dies.
Once inside them the dark deity will keep the sealed creature under control (meaning that the sealed creature may
not attempt a escape or even put the creature into a frenzy, eliminating the negative effects of have a sealed
creature as powerful as a bijuu inside of you), and may even allow the owner of the body use his power (See
Power of the Dark Deity subtype); this also means he can help you when trying to gain control (See Dark Deity in
monsters for stat block). At a cost though, once the creature is sealed the dark deity and the creature must make a
deal, usually as a number of sacrifices the creature must give the dark deity in a set amount of time. If this deal
isn’t kept then the dark deity may deal 5d10 dark damage to the creature, if the creature keeps refusing the deal
then the dark deity may allow the sealed creature to break out.
When the creature feels he is strong enough he may attempt to gain control over the Dark Deity and become his
master. Entering this battle will require a DC 20 Concentration check, and this will teleport the creature to a
empty 60ft radius room with nothing in it. Once the battle begins the Dark Deity will instantly try to release the
sealed creature so it is advised the creature gain control over the sealed creature before trying the Dark Deity. If
the creature defeats the deity they are able to use his power whenever they so choose. As well turn into him once
per day, this will give the player his stat block, this mode and bijuu mode cannot be on at the same time but the
creature may use any level of version 1 or 2 while in this mode. This mode lasts until dispelled or a number of
rounds equal to the creatures Con.
This technique is usually kept as a secret, only clans with a Dojutsu know of its existence. The concept
of this jutsu is pretty simple. The users seal a creature into the targets Dojutsu which results in the target
permanently losing their Dojutsu.
The strength of the seal depends on the potency of the targets Dojutsu. If minor the seal is a superior
seal, if intermediate or major then the seal is greater. Once the seal is placed on the target they lose all
the Doujutsu’s level and unable to use the Doujutsu. If the character loses one of their eyes then the seal
is automatically dropped to minor, and if both eyes are lost then the creature is automatically released.
If the character would have gained or has a feat like the Mangekyou Sharingan then the seal is doubled
layered and counts as 2 seals instead of 1, the user is also able to use their Doujutsu then inside of
themselves.
Martial Focus: A targets Doujutsu
XP Cost: 2,500 XP (non-bijuu sealing), 5,000 XP (superior seal) or 7,500 XP (greater seal)
By combining the power of a genjutsu and Shiiru Cheen the user is able to create a much more effective
seal. The user first seals the creature with Shiiru Cheen and then places the genjutsu on them. The
genjutsu image the sealed creature experiences though is that of their homeland, making it so they don’t
even know of them being sealed. But every now and then the sealed creature might see a mistake in the
genjutsu and attempt a break out.
If someone uses genjutsu kai or one of its variants on the creature they may attempt to break the
genjutsu as normal.
The power and cost of this seal differs depending on what strength the genjutsu that is placed on the
creature is. These levels are listed below:
Lesser: User must have 3 masteries in Shogenzou, the cost is 40 chakra. It takes 10 minutes to
complete the seal and it costs 1,000 XP. This level can have a creature of up to 250 sealed inside
of it.
Superior: User must have 3 masteries in Jougenzou, the cost is 45 chakra. It takes 30 minutes to
complete the seal and it costs 2,500 XP. This level can have a creature of up to 500 sealed inside
of it.
Greater: User must have 3 masteries in Kangenzou, the cost is 50 chakra. It takes 1 hour to
complete the seal and it costs 5,000 XP. This level can have a creature of up to 1000 sealed
inside of it.
The target that holds the talisman is able to use the powers granted by the bijuu, and only needs to pay
LA for a lesser seal but have the powers and abilities of a superior seal. But because of this the user only
gains half the amount of speed and strength ranks granted by jinchuriki transformations, the user may
also never enter tailed beast mode or anything similar.
Because the creature is now sealed within an item when it gains control and attempts to turn back into its
original form; instead of killing the jinchuriki it instead destroys the talisman.
If the talisman was made from Iromium the jinchuriki gains a +3 tapping into his jinchuriki pool.
But this technique has a downside, that being that because the two creatures is now sewed into one they
can hear and understand each other’s thoughts and see each other’s memories. Making it so the sealed
creature can trick the target into giving control over to them easier. Whenever the sealed creature
attempts control it gains a +3 to the Will save DC.
Because of the fact that the target can see the sealed creatures memories the DC for accepting one’s self
when trying to gain control is also increased by 5; But if the target can successes the roll to accept his
feelings he then gains a +15 to diplomacy whenever he talks to the sealed creature, as he has accepted
and forgiven everyone that has forsaken him and the sealed creature.
By placing a special tag onto ones heart they are able to seal a creature similarly to jinchuriki. This tag
though is very weak and it is not advised that something as strong as a bijuu be place onto it.
Material: Heart Tag (Purchase DC 12) - This tag is only meant to carry a creature that has up to 200
chakra, if a creature with more is placed inside the user takes a -5 to all saves regarding keeping the
sealed creature under control per 100 chakra over 200.
XP Cost: 100 (Minor Seal)
This seal while not powerful is simple enough that most Jonin can learn it and use it in an emergency.
This seal only puts the targeted creature inside another creature with the only restraints being 2 chained
handcuffs and 1 neck restraint
This seal was created as a solution to the jinchuriki dying when losing all control. The way to do this
was to seal the creature on a limb and if the sealed creature were to gain complete control the jinchuriki
could just rip the limb off. Doing so making the limb completely useless, but saves the jinchuriki’s life.
The classic sealing jutsu of the Uzamaki clan, this technique is meant to seal large targets or evil spirits into a
subject. This technique is the choice sealing jutsu for sealing great bijuu such as Kurama the nine tails, as it was
the technique that held it in both Hashirama’s wife and Kushina Uzamaki.
This technique can seal a target with chakra equal or less than 300, and creature with more chakra then that will
too much and will destroy the seal with ease.
Mastery: Each step of mastery increases the amount of chakra that can sealed inside of the target
1st: This jutsu can seal a creature with up to 400 chakra, the DC of this technique increases by 1 and the chakra
cost is increased by 5
2nd: This jutsu can seal a creature with up to 500 chakra, the DC of this technique increases by 2 and the chakra
cost is increased by 10
3rd: This jutsu can seal a creature with up to 600 chakra, the DC of this technique increases by 3 and the chakra
cost is increased by 15
4th: This jutsu can seal a creature with up to 750 chakra, the DC of this technique increases by 5 and the chakra
cost is increased by 25
5th: This jutsu can seal a creature with up to 900 chakra, the DC of this technique increases by 7 and the chakra
cost is increased by 30
XP Cost: 2,500 XP (non-bijuu sealing), 1,000 XP (lesser seal) or 5,000 XP (superior seal)
Tekkou Fuuin (Iron Armour Seal)
Fuinjutsu [Kinjutsu of Komogakure]
Rank: 13 (S-Class); Learn DC: 29, 7 success; Perform requirements: 17 ranks (DC 33); Time: 4
hours; Components: C, H; Range: Touch; Effect: Seals a Bijuu into a target; Duration: Instantaneous;
Saving Throws: None; Chakra Cost: 225 or 100.
The Iron Armour Seal is more of an ritual than a technique. It can be performed by multiple characters at
the same time, which can share the Chakra Costs equally among them, as they do with the perform time.
For every three characters participating in the ritual, except for the willing or unwilling target, the
perform requirements is increased by 1 rank. Thus five characters performing the Tekkou Fuuin have to
spend each 45 chakra points and 48 Minutes to conduct the ritual and need at least 18 ranks in Ninjutsu
to do so.
The Bijuu that is being sealed has to be either free, in some free state (such as a completely transformed
Jinchuuriki), or sealed into an unanimated object. Upon finalizing the technique the Bijuu is sealed into
the target, and any previous host, who contained the sealed Bijuu when the technique started dies, except
for unanimated objects.
XP Cost: 5,000 XP (non-bijuu sealing), 10,000 XP (superior seal) or 15,000 XP (greater seal)
This seal is so powerful that even the Almighty Kurama was suppressed by its unworldly power. This
seal allows the user to have even more control over their bijuu, whenever the bijuu tries to escape the
creature with this seal gains a +20 bonus to keeping the bijuu under control.
This seal can only be casted by a Reincarnation of Asura and so it is very rare as it’s only known user is
Naruto Uzamaki. Once cast the creature being sealed will instantly sense the chakra of the sage of six
paths pouring in.
The only danger to this seal is to cast it the user must destroy their old seal and steal at least 50% of the
sealed creature’s chakra. The reason this technique does not have a XP cost is because it replaces the old
seal the creature had.
Whenever the creature gains control, instead of entering a frenzy it can instead choose to shut down one
scent or one limb. Effectively making it so the creature can no longer use it. The only way for the
creature to regain the taken limb or scent is to be healed by someone with Iryou Ninjutsu: Chiyu-
Yondan Jutsu or better.
Chapter 4: Skills
Chakra Control (Wis)
Check (Tap Stolen Bijuu Pool): The Chakra is able to tap into the pool of chakra he has stolen from the Bijuu to
summon up more power.
General Feats
Advanced Steam Attack [Jinchuuriki]
Prerequisite: Rider of the White Horse
Benefit: You are able to use the steam attack ability on Taijutsu techniques of the Strike subtype.
Your sand control also counts as a size category higher than normal when attempting deliver trip, disarm, bullrush
and grapple attempts.
If you have a superior or greater seal, your sand attacks deal and additional 2d4 points of damage instead.
You must declare this before knowing the result of the attack.
The difficulty of your frightening presence ability increases by 4, you gain 1 tail whip attack. You gain a +1
bonus to your effective strength and speed ranks (This stacks with the bonuses from the transformation) and a +4
natural armor bonus to Defense,
Your unarmed attack has a range of 10ft and deals an additional 1d10 fire damage; and your tail whip attack deals
2d6 points of damage.
This transformation counts as a transformation 1 tail higher than normal for the purpose of keeping in control, but
you are able to control this version unlike the Son Goku Metamorphosis Ability.
The difficulty of your frightening presence ability increases by 4, your claws become more dangerous and 1 tail
whip attack. You gain a +1 bonus to your effective strength and speed ranks (This stacks with the bonuses from
the transformation) and a +4 dodge bonus to Defense, and you don’t need to pay to increase the damage of his
mouse hairballs, the DC also now uses Intelligence modifier x1.5. You count as having a greater seal when using
the mouse hairballs
Your claws now deal claw damage as if you were one size larger than you are, you count as a Magical Beast for
this damage; and your tail whip attack deals 2d6 points of damage.
This transformation counts as a transformation 1 tail higher than normal for the purpose of keeping in control, but
you are able to control this version unlike the Matatabi Metamorphosis Ability.
The difficulty of your frightening presence ability increases by 4, you gain 1 tail whip attack. You gain a +1
bonus to your effective strength and speed ranks (This stacks with the bonuses from the transformation), a +15 to
your speed, and you naturally gain 1 steam point per round (Feats don’t increase this)
You are able perform a trample each round, counting as a size larger than you normally are, you deal 2d6+ Str
mod bludgeoning to each creature you trample. Steam rush can increase this damage, but only it only deals half
of its damage, this is the only way you can use steam rush while in this transformation.
This transformation counts as a transformation 1 tail higher than normal for the purpose of keeping in control, but
you are able to control this version unlike the Kokuo Metamorphosis Ability.
Your ranged melee attack has a range of 20ft and deals Slam damage as though you were one size category large
than in reality, you also count as a magical beast for this damage; and your tail whip attack deals 2d6 points of
damage.
This transformation counts as a transformation 1 tail higher than normal for the purpose of keeping in control, but
you are able to control this version unlike the Isobu Metamorphosis Ability.
The difficulty of your frightening presence ability increases by 4 and you gain 2 slam attacks and 1 tail whip
attack. You gain a +1 bonus to your effective strength and speed ranks (Stacks with the transformations bonuses)
and a +4 natural armor bonus to Defense, but lose your sand control and sand manipulation ability until the
transformation ends.
The slam attacks deal 1d6 points of damage for a Medium-size character, and the tail whip attack deals 2d6 points
of damage.
This transformation counts as a transformation 1 tail higher than normal for the purpose of keeping in control, but
you are able to control this version unlike the Shukaku Metamorphosis Ability.
You are able perform a trample each round, counting as a 2 sizes larger than you normally are, you deal 2d6+ x2
Str mod bludgeoning to each creature you trample. Steam rush can increase this damage, but only it only deals
half of its damage, this is the only way you can use steam rush while in this transformation; and your tail whip
attack deals 4d6 points of damage.
Once per day, you may produce a tailed beast blast dealing 1d8 points of water and fire damage per level.
This transformation counts as a transformation 4 tails higher than normal for the purpose of keeping in control.
These bonuses do not stack with the Hooves of the Five-tails transformation but rather overlaps
You have 10ft reach with your melee, you deal an additional 2d8 fire damage with your unarmed attacks, and
your tail whip attack deals 4d6 points of damage.
Once per day, you may produce a tailed beast blast dealing 1d8 points of fire and earth damage per level.
This transformation counts as a transformation 4 tails higher than normal for the purpose of keeping in control.
These bonuses do not stack with the Fist of the Four-tails transformation but rather overlaps
Once per day, you may produce a tailed beast blast dealing 1d8 points of wind damage per level.
This transformation counts as a transformation 4 tails higher than normal for the purpose of keeping in control.
These bonuses do not stack with the Shroud of the One-tail transformation but rather overlaps.
Your ranged melee attack has a range of 30ft and deals Slam damage as though you were two sizes category large
than in reality, you also count as a magical beast for this damage; and your tail whip attack deals 4d6 points of
damage.
Once per day, you may produce a tailed beast blast dealing 1d8 points of water damage per level.
This transformation counts as a transformation 4 tails higher than normal for the purpose of keeping in control.
These bonuses do not stack with the Shell of the Three-tails transformation but rather overlaps
Your claws now deal claw damage as if you were two size larger than you are, you count as a Magical Beast for
this damage; and your tail whip attack deals 4d6 points of damage.
Once per day, you may produce a tailed beast blast dealing 1d8 points of fire damage per level.
This transformation counts as a transformation 4 tails higher than normal for the purpose of keeping in control.
These bonuses do not stack with the Fur of the Two-tails transformation but rather overlaps
Requirements:
To qualify to become a jinchuuriki, a character must fulfill all the following criteria.
Class Information
The following information pertains to the Jinchuuriki prestige class.
Hit Die
The Jinchuuriki gains 1d12 hit points per level. The Constitution modifier applies.
Action Points
The Jinchuuriki gains a number of action points equal to 7 + one-half his character level, rounded down,
everytime he attains a new level in this class.
Class Skills
The Jinchuriki’s class skills are as follows:
Bluff (Cha), Chakra Control (Wis), Concentration (Con), Diplomacy (Cha), Fuinjutsu (Int), Genjutsu (Cha),
Intimidate (Cha), Knowledge (arcane lore, history, ninja lore) (Int), Listen (Wis), Ninjutsu (Int), Read/Write
Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Taijutsu (Str).
Skill Points at Each Level: 3 + Int modifier.
Base
Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +2 +0 +1 Restraint, fame/infamy, bonus chakra +1 +2
2nd +2 +3 +0 +2 Demon art +1 +2
3rd +3 +3 +1 +2 Demon art +2 +2
4th +4 +4 +1 +2 Demon art +2 +3
5th +5 +4 +1 +3 Power of the human sacrifice +3 +3
*A character may only reach the 5th level of this class after he has complete control of the Bijuu (check taking over the Bijuu)
Class Features
The following features pertain to the Jinchuuriki prestige class.
Restraint
The jinchuuriki is in control of his transformation and does not automatically enter a jinchuuriki transformation
during duress or by taking damage. His transformation does not advance from taking damage in combat, and he
gains a +4 bonus to saves against losing control. The jinchuuriki is also able to suppress the Death Aura ability at
will.
Fame/Infamy
The jinchuuriki is either famous or infamous, depending on his status in his village or organization of origin. He
gains a +4 bonus to either Diplomacy or Intimidate checks, and gains the Renowned feat.
Bonus Chakra
The Jinchuuriki gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The
amount of bonus chakra or chakra reserve gained is shown on the table below. It is not influenced by ability
scores, and is in addition to the standard amount gained every level from gaining an additional hit dice.
The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value based on the character's
class levels. Multiple instances of Bonus Chakra and Reserve, such as from various classes, do stack with each
other.
Demon Art
At 2nd, 3rd and 4th level, the jinchuuriki gains a special ability from the list below, called demon arts. Unless
otherwise specified, a demon at cannot be selected twice.
Aspect of the Dolphin (requires Rider of the White Horse template): While underwater you may move freely and
can move equal to your base speed as well as dash underwater; you also gain the ability to trample and bullrush
underwater. The time you can hold your breath under water is increased by your con mod. Finally you are able to
use your steam point abilities underwater.
Boiling Steam (requires Rider of the White Horse template): When you enter your version 2 transformation your
boiling hot ability increases its range. If a creature is within 5ft of you they take 1d4 damage and if they touch you
they take 1d6 damage. Also whenever spending a steam point on the steam rush ability you leave a trail of steam
that deals the above damage for a number of rounds equal to your con mod; this also applies to the steam blast
ability and you must be in a version 2 transformation to use this ability.
Bonus Feat: Instead of a demon art, the jinchuuriki can select a bonus feat from the list below, a feat his
jinchuuriki, or any jinchuriki feat template makes him eligible. This demon art can be taken more than once.
Bloodthrist, Chakra Presence, Chakra Restoration, Cleave, Combat Martial Arts, Great Cleave, Improved
Bullrush, Improved Chakra Pool, Ninjutsu Adept, Power Attack, Toughness
Burning Claws (requires Keeper of Matatabi template & Rappingu Shakasai (2)): Through hard work and
training the jinchuriki has mastered the art of adding Matatabi’s flame onto his own claws allowing him to use his
claws as the target of Rappingu Shakasai.
Chakra Claws (requires Keeper of Matatabi template): The jinchuriki is able to coat his claws with his own
chakra. The players’ claws now count as chakra weapons.
Channel Tailed Beast: The jinchuuriki is able to push his transformation further and gain the benefits of a
transformation one tail stronger despite his transformation not advancing. He must still have the required level to
control the transformation's increased strength.
The jinchuuriki can use this ability for one round per day every odd-numbered jinchuuriki level. Selecting this
ability permanently reduces the jinchuriki's chakra pool by 3.
Commune: The jinchuuriki can spend 1 minute to commune with his Bijuu, either to seek advice or force it to
answer. As a result, he gains a bonus to a single Knowledge check equal the Bijuu's number of tails plus his
jinchuuriki level.
Coral Shaping (requires Shell of Isobu template): After practicing and mastering your coral weapon creation you
are able to create any archaic weapon instead of a club (They count as archaic weapons now instead of simple
weapons). Your coral weapon is also capable of using the Sangosho technique.
Demon Armor: The jinchuriki gains a damage reduction 5/chakra in a jinchuriki transformation 1 tail or stronger.
This ability can be selecting twice, each time permanently reducing the jinchuriki's chakra pool by 3.
Elemental Mastery: The user gains a +5 to perform, and a +3 to damage to Ninjutsu that represents their Bijuu.
(Ex. Matatabi = fire)
Eyeful Sand (requires Bearer of Shukaku template): The users sand manipulation ability is even active after the
jinchuriki is unconscious.
Fatal Shroud (requires 3 tails or stronger transformation ability): The jinchuriki's death aura deals an extra 2
damage.
Hellion: The jinchuriki's frightening presences save difficulty increases by 1 every odd numbered jinchuriki level,
and counts as though having the demonic subtype to learn techniques or select feats.
Illusionary Mist (requires Shell of Isobu template): By synching with the three tails you are able to breath out a
purple gas that puts those caught in it in a genjutsu. The range of the mist is 5ft +5/3 levels, those caught in the
mist must succeed a Will save (DC= 20+Jinchuriki’s Wis mod) or be frozen in place for 2d4 rounds. Those stuck
in the mist are tormented by their past.
Lava Arsenal (requires Prince of Sage Apes template): You may spend chakra to form weapons made of lava.
The chakra cost of these weapons is equal to half their Cost DC (not including restrictions). The first round the
weapon is made the weapon deals half fire and half earth damage, unless the user chooses it to harden faster. After
hardening the weapon acts normal, but have +5 hardness & hp.
Molten Rock (requires Prince of Sage Apes template): When performing a Doton technique you may lower the
material cost down to three quarters, replacing it with fire release, making it a hybrid technique. Doing so though
increases the perform DC by 2 per quarter cut down.
Quicken Transformation: The jinchuriki can enter a jinchuriki transformation as a swift action. Selecting this
ability permanently reduces the jinchuriki's chakra pool by 3.
Rushing Steed (requires Rider of the White Horse template): When attempting a bullrush or trample you count as
a size category higher then you are. This demon art can be take multiple times, increasing the size by 1 each time.
Sanity Check: Once per encounter, the jinchuuriki can attempt to purge all Genjutsu effects on himself by
flooding his body with demonic chakra, either through his own doing or the help of his Bijuu.
The jinchuuriki makes a level check against all dispellable Genjutsu effects as though using Genjutsu Kai,
whether he is aware of them or not. This ability is an instant action.
Suna Mastery (requires Bearer of Shukaku template): Your control over sand is amplified to a much greater level,
when performing techniques that involve sand you gain a +5 to perform and the jutsu’s DC goes up by 2.
Terrformation (requires Bearer of Shukaku template): While you stand on any type of earth (ex. dirt, grass, stone)
you are able to passively create a layer of sand underneath you. This layer of sand is 3 feet deep and counts as 150
pounds of sand.
Water Strider (requires Shell of Isobu template): Your swim speed is increased by 10ft. You know auto perform
Tadayou (doesn’t spend an action) and you no longer pay chakra to use it.
The jinchuriki can enter a controlled frenzy state and assume the qualities of his Bijuu for 1 round per day plus his
Wisdom modifier (minimum 1, see Losing Control), but no more than 3 rounds per encounter. This ability must
be initiated during a jinchuriki transformation and is a full round action.
The jinchuriki does not risk complete possession while under the effects of this ability and he simply reverts to his
jinchuriki transformation afterwards, and remains in complete control for the duration of the transformation,
retaining all class levels, abilities and techniques. He retains his own mental ability score, base attack bonus, base
saving throws, current chakra pool and hit points, and any damage take or chakra lost in his Bijuu form carries
over to his normal body. However, the jinchuuriki will not die from damage taken until the duration of this ability
expires and he gains a +2 morale bonus to attack rolls and saving throws.
The jinchuriki’s chakra pool and chakra reserves are reduced by one-half after using this ability (minimum 1).
This ability cannot be used while exhausted or fatigued, and does not count as a frenzy effect.
Chapter 7: Techniques
In the following chapter you will find the jutsu’s used by jinchuriki, they have been organized by bijuu so you can
easily know which jutsus’ you can use.
One Tails
Ninjutsu Rank
Suna Dangan (Sand Bullet) 4
Suna Hashira (Sand Pillar) 5
Suna Bunshin no Jutsu (Sand Replication Technique) 6
Sabakuha (Desert Wave) 7
Suna Ken (Sand Sword) 7
Suna no Kaiwan (Monstrous Sand Arm) 7
Suna Arare (Sand Hail) 8
Rendan Suna Dangan (Successive Shots Sand Bullet) 8
Sensa Kaibyo (Concealed Sand Picture Cat) 9
Kusa Boheki (Air Sand Protective Wall) 10
Sabaku: Hando (Desert: Hand) 14
Dai Sabaku Taiso (Great Desert Requiem) 15
Saikō Zettai Bōgyo: Shukaku no Tate (Ultimately Hard Absolute Defence: Shield of Shukaku) 15
Saikō Zettai Kōgeki: Shukaku no Hoko (Ultimately Hard Absolute Attack: Spear of Shukaku) 15
Fuinjutsu
Sabaku Sōtaisō Fūin (Desert Layered Imperial Funeral Seal) 17
Two-Tails
Ninjutsu Rank
Rappingu Shakasai (Wrapping Cat flame) 3
Himezuni (Fire Rat) 10
Byoen Hoka Danmaku (Flame Cat Bowl) 12
Taijutsu
Hiso (Flying Claw) 3
Nekozumeashi (Cat Claw Kick) 6
Three-Tails
Ninjutsu Rank
Sangosho (Coral Palm) 8
Bijuu
General
Ninjutsu Rank
Araumi Shibuki (Rough Sea Spume) 12
Shukaku
Ninjutsu
Fuuton: Sasandan (Wind Release: Sand Buckshot) 15
Fuinjutsu
Gurando No Sunabyoushiiru (Grand Sand Mausoleum Seal) 20
Matatabi
Ninjutsu
Byoen Hoka Danmaku ) 17
Ten’en Byoka ) 13
Taijutsu
Leaping Flames Blow) 14
Isobu
Ninjutsu
Araumi Shibuki (Rough Sea Spume) 17
Taijutsu
Chodan Koro (Leaping Bullet Shell Tower) 13
First Isobu rams the target dealing 3d10 bludgeoning damage and knocks the target 2d6x5ft, then he blasts them
with a powerful stream of water that deals 6d12 water damage.
Using this technique a bijuu is able to create a giant elemental blast that deals massive damage. This technique
deals 8d6 elemental damage on contact and then 2d4 in the burst radius; depending on the bijuu the element and
damage of this blast changes, the variants are as follows:
Shukaku: This technique deals 6d8 earth damage on contact and 6d4 wind damage in the burst radius.
Matatabi: The technique deals 8d6 fire damage on contact and 2d4 sonic damage in the burst radius.
Isobu: The technique deals 8d6 water damage on contact and 2d4 water damage in the burst radius.
Son Goku: The technique deals 3d6 earth and 3d6 fire damage on contact. Afterwards the remaining lava
will remain for 3 rounds any creature that comes in contact will the lava will take 1d4 earth and fire
damage every round they are on it.
Empower: The user is able to pay 2 chakra to increase the damage of this technique by +1 once per 4 levels or +6
whichever is lower
Using this technique the user rushes at the opponent and uses Matatabi’s paw to knock the opponent 1d4x5 feet
away. Once knocked away Matatabi charges her Mouse Hairball and launches a number of mini fireballs equal to
her hit dice.
Chodan Koro (Leaping Bullet Shell Tower)
Taijutsu [Isobu Kinjutsu]
Rank: 13 (S-Class); Learn DC: 29, 7 success; Perform requirements: 17 ranks (DC 33); Time: 1 full-round
action; Components: M; Range: 20 +10/2 levels feet; Duration: Instant; Saving Throws: Reflex Half; Chakra
Resistance: No; Chakra Cost: 20.
When using this technique Isobu turns into his shell spear and then leaps high into the sky, dealing an additional
4d6 of bludgeoning damage to his shell spear.
By smacking their hands onto the ground and forcing a huge amount of chakra in waves through the ground, the
user is able to compress soft ground (such as sand) and deal tremendous amount of damage within. Any creature
currently underground caught in the spread (which reaches up to 5 feet deep per character level or hit dice of the
user) suffers 9d10 points of damage which can be halved with a successful Fortitude save. Creatures using
Dochuu Engyou no Jutsu are also caught.
After the initial wave though the user continues to force chakra and makes shock waves through the sand mass
making the sand condensed, any creature still in the sand suffer another 9d10 of damage. The condensed sand
then makes it impossible to breath and any creature that can’t escape will start to suffocate.
This technique while powerful doesn’t have a killing blow, but where it shines is after it hits a target.
To begin this technique the user first spreads sand particles in the air then blasts them at an opponent with great
force from launching a burst of air from their stomach to launch the partials at a high speed
When this technique hits a target it deals 10d4 damage, then the next round the user can control the partials in the
targets blood stream to do the following:
Complete freeze the target
Move the target at half speed
Attack something or himself (auto hit) at half attack bonus and damage bonus
Perform a technique at double the time
This is the sand spirit Shukaku’s ultimate jutsu. A Fuinjutsu which he brags could seal even the mighty Madara
Uchiha inside.
The jutsu follows the same principles of Sabaku Sōtaisō Fūin, but is much more powerful, then just in size.
Because of Shukaku pouring in is special Juinjutsu chakra and his own sand this jutsu gets a +10 to the will DC,
but players cannot place sealing tags on this justu.
The sealed creature is effectively considered dead until it is released. Resurrection by any means, such as Sozou
Saisei or Edo Tensei, is made ineffective while the creature is sealed.
The user launches 3 mini mouse hairballs in front of them and makes them explode dealing 2d6 each
Empower: The user can increase the number of mini mouse hairballs by 1 for 3 extra chakra (max 3)
The user jumps at an opponent and quickly deals a cross slash with their claws dealing damage normally +2 per 3
levels.
By using this technique the user raises a large amount of mineral-rich sand into the air to protect a large area.
Because of the rich minerals the sand it’s hardness is incredibly high, and because of the chakra flowing threw it
is even stronger.
The sand wall has a hardness of 7 and absorbs 7d6 of any damage done to it. It has a total health of 90, but when
an area is destroyed it only takes 1d4 rounds to heal itself. The wall also has 5/chakra resistance.
The user quickly charges Matatabi’s power and launches the target 5 ft in the air slashing them the way up dealing
2d4 slashing damage.
Once the target is up in the air the user then kicks them back down dealing 1d4 bludgeoning damage.
Rappingu Shakasai (Wrapping Cat flame)
Ninjutsu (Katon; requires Keeper of Matatabi) [Kinjutsu] [Fire]
Rank: 3 (D-Class); Learn DC: 15, 1 success; Perform requirements: 3 ranks (DC 32); Time: 1 swift action;
Components: C, E; Range: Personal; Target: A weapon; Duration: 1+Characters level rounds; Chakra
Resistance: No; Chakra Cost: 6.
The user spreads Matatabi’s fire over a weapon to increase its damage.
The user focuses then shoots a stream of blue fire that covers 1 melee weapon or 5 projectile weapons, the
weapons then deal an extra 2d6 fire damage.
Empower: The user can spend 1 extra damage to deal +1 more fire damage with this jutsu (max +5)
A more powerful version of Suna Dangan, the user launches dozens of lethal sand bullets in rapid succession.
Any creature caught in the ray must make a reflex save or take 4d6 earth damage and be knocked unconscious.
Using the basis in Suna no Kaiwan the user this time uses his sand to create giant hands to crush, capture, or
restrain an enemy. The brilliance of this technique is in the strength and sheer size which rivals that of a Bijuu.
When using this technique the user creates a giant hand. It counts as a gigantic magical creature with a strength
modifier of +10 for sakes of grappling, or slamming a creature.
Material Focus: A large (at least 300 pounds) mass of sand
Using a large quantity of sand the user crushes it down to immobilize a target within the sand. After that the user
then places a seal on it to attempt to seal the target in the sand pyramid forever.
Any creature that is stuck and fails the will save is sealed within the pyramid and can only be released if the user
allows them to. Resurrection by any means, such as Sozou Saisei or Edo Tensei, is made ineffective while the
creature is sealed.
Empower:
While the Justus’ is taking place anyone can place a sealing tag onto the jutsu. Each sealing tag increases the
jutsu’s’ Will save dc by 2 (max of 5 seals)
Material Focus: A large (at least 1,000 pounds) mass of sand
To use this technique, the user touches his hand to the ground and out rises a 10 foot wide, 10 foot tall wall facing
the same direction as the user. The wall is 6 inches thick, has a hardness of 8 and 90 hit points. Breaking through
requires a Strength check (DC 30). Until the wall's hit points are reduced to 0, a creature succeeds the Break DC
or the duration expires, it will hold on and let no creature or object pass through.
Material Focus: A medium (at least 200 pounds) source of earth or sand below the user's feet.
Saikō Zettai Bōgyo: Shukaku no Tate (Ultimately Hard Absolute Defence: Shield of Shukaku)
Ninjutsu (Doton; Requires Sand Control (a), Bearer of Shukaku) [Sabaku no Gaara Hijutsu][Earth]
Rank: 15 (Super S-Class); Learn DC: 32, 8 success; Perform requirements: 20 ranks (DC 32); Time: 1 attack
action; Components: C, H, F; Range: Personal; Effect: Creates a giant toy version of Shukaku; Area: 5 ft wide
by 10 ft tall creature; Duration: Instantaneous; Saving Throws: none; Chakra Resistance: Yes; Chakra Cost:
22.
The sister technique of Saikō Zettai Kōgeki: Shukaku no Hoko, this technique is the Bearer of Shukaku’s greatest
defense. The user uses extreme pressure to crush the strongest minerals which can derived from the earth to create
toy-like replica of Shukaku wearing a wide-brimmed rural hat. The shield is virtually indestructible and has yet
been penetrated by any force.
The defense has a hardness of 20 a 10/chakra resistance, and 100 hp. The shield is not able to be moved
Saikō Zettai Kōgeki: Shukaku no Hoko (Ultimately Hard Absolute Attack: Spear of Shukaku)
Ninjutsu (Doton; Requires Sand Control (a), Bearer of Shukaku) [Sabaku no Gaara Hijutsu][Earth]
Rank: 15 (Super S-Class); Learn DC: 32, 8 success; Perform requirements: 20 ranks (DC 32); Time: 1 attack
action; Components: C, H, F; Range: Personal; Effect: Creates a large spear; Area: Self; Duration:
Instantaneous; Saving Throws: none; Chakra Resistance: No; Chakra Cost: 22.
The sister technique of Saikō Zettai Boygo: Shukaku no Tate, this technique is the Bearer of Shukaku’s greatest
weapon. When using this technique the user crushes the hardest materials from the ground using sand and forms it
into the halberd in the shape of Shukaku’s hand. The Spear of Shukaku has a +7 to attack, and will shatter any
defense it comes across. The Spear does 3d6 of piercing damage and can be thrown up to 50 feet.
The weapon isn’t meant to be used in close range and if is the attack bonus is decreased to +3
Once the coral begins to grow the target will lost 10ft of movement every round until they can’t move anymore;
after that the coral will begin to suffocate them, unless the user chooses to stop the growth.
The only way to be freed from the coral is to use a technique to blast it off you or have a ally break it off you; the
coral has 10 hp and a hardness of 2. Alternatively the target can break free with a successful DC 15 strength check
Empower: With each step of mastery the user is able to pay 2 chakra to increase the hp of the coral by 3 and the
hardness by 1. Along with increasing the strength DC by 1.
By dispersing sand into a specific area, the user is able to detect the presence of bodies that comes into direct
contact with it.
While the technique is used the user gains the tremorsense ability. But once a creature has come into contact with
the sand, the user can still sense there position even if they are invisible.
The sand used in this technique can still be used for other techniques, but the chakra cost goes up by 5 when using
this technique like that. And if that sand hits a target the user can still sense them as stated before
Material Cost:
Enough sand to cover the 50 ft area (can be thick or thin)
A larger scale version of Suna Shigure, this time the user clumps the sand into the shape of massive boulders and
then drops them onto the enemy. Making them harder to dodge, the technique lasts for 1 round and anyone caught
takes 2d10 of bludgeoning damage and 2d10 earth damage.
Using sand as a medium, the user can create clones of themselves or others.
While the technique can only create a single clone, it does not get destroyed and vanish, instead it is able to
reform itself. The clone heals 3 hp per round, and any limbs will reappear the round after they were destroyed.
The clone must be connected to the user by sand or it will dissolve and the technique will end. The clone can be
disbanded into a pile of sand instantly at the user’s will, allowing them to trap targets for other Jutsu.
The clone has 1 hit point per level of the user, and shares the user's saving throws -2, defense and attack bonus
without penalty. It can make up to three attacks per round and has a hardness of 4, as well as an earth resistance
15. The Suna Bunshin does not receive any of the user's temporary bonuses (such as Tadayou).
The clone can use any feat, skills, talents and special ability (excluding templates and bloodlines) that the user
may have without penalty, as well as any technique of the user up to Rank 4. The clone has a chakra pool of 10. In
addition, all drawbacks coming from a technique used by a replication not only affect the clone, but also the user.
The clone is genuine and carries the very same equipment as the user except chakra dependent items such as
exploding tags or sunburst tags and or the sand gourd. Poison and mastercraft bonuses are not carried over to the
clone's equipment.
Lastly, while the clone can use techniques, it cannot normally perform any activities requiring particular attention,
such as sensing chakra, setting off an exploding tag or carrying a serious conversation.
While the user can freely replace any clone lost by using this technique more than once, he cannot control more
than 1 clone at once. He can also choose to dissipate the clone at any time. He also cannot control any other sort
of clone while using this technique (including simple Bunshins or Kage Bunshins). A simple usage of this
technique creates one Suna Bunshin.
Anyone looking at the clone will be able to tell it isn’t the original by the sand like appearance it has.
Empower
The user is able increase the amount the clone heals per round by spending a point of chakra (Max 1 per level or
+5)
By compressing sand into a small bullet to user is able to increase its hardness and turn into a small sphere. The
sphere then can strike opponents with great speed and force that it can knock them unconscious. If this technique
hits an opponent they must make a DC 14 Fortitude save or be knocked unconscious
Empower
The user can use 1 point of chakra per level to increase the DC by 1 (Maximum of 3). When the DC is increased
by 3 the sphere also deals 1d4 damage to the target on contact.
By using sand the user creates a sword made of sand. The sword is wielded like a chisa-gatana and counts as a
chakra weapon. Attacks made with it are melee touch attacks that deal 1d6 points of earth damage +1 per two
levels of the user, maximum 1d6+8. The sword can stretch out to 20 and bend like a snake to reach its opponents
After gathering a large amount of sand the user creates a replica of Shukaku’s arm to grab or crush an opponent
The hand counts as large magical creature with a strength modifier of +6 for sakes of grappling. If the player
decides to crush a capture opponent it deals 2d12 damage
Using this technique Matatabi attempts a bullrush and any creature that’s caught in the line she runs and fails the
reflex save take 10d6 fire damage and are knock away 1d4x5 feet.
Matatabi begins this technique by jumping into the air and blasting a Byoen Hoka, dealing 8d6 damage. The
Matatabi lands on the target and deals an extra 2d6 damage.
Chapter 8: Templates and Subtypes
Jinchuriki Subtype
A jinchuriki of any Bijuu automatically gains the following traits along with the traits granted by their Bijuu
Seal (Ex): The Jinchuriki carries a seal that manifests itself either permanently or for 1 minute after the Jinchuriki
uses chakra. There are three types of seal: lesser, superior and greater. This ability takes the form of the strength
of the seal.
A lesser seal increases the living prison's control level by 2 and provides no benefits to the host. A living prison
with a lesser seal is most at risk to lose control.
A superior seal does not increase the living prison's control level and can inhibit the maximum strength of the
jinchuriki by up to 3 tails.
A greater seal decreases the living prison's control level by 2 and can inhibit the maximum strength of the
transformation by up to 6 tails.
Each seal has a key, called a twilight key, which can be used to alter it. This key is created when the creature is
sealed within the jinchuriki. An inhibited seal prevents the transformation from reaching its full strength.
Soul Dependency: A jinchuriki who has had this subtype for 1 year or longer risks immediate death upon losing
it.
The jinchuriki must begin making Fortitude saves every round and attain three successes before 5 failures. Each
failed saves bestows the living prison with 3 negative levels, which can be saved against after 24 hours with an
Fortitude save (DC 29).
If the jinchuriki fails to gain the required number of successes quickly enough, it dies instantly. The difficulty
class of the save is 20 plus 1 per year the jinchuriki had this subtype.
Lock and Key: The jinchuriki's seal has a key which can be used to undo the seal or modify it. A character
imbued with the power of the key can modify how the seal inhibits the strength of the transformation or simply
undo the seal, which begins the process of complete possession immediately (see the respective sealing technique
for details). Tampering can be resisted with a Will save from the jinchuriki opposed to the tampering creature's
Will save.
Tampering the seal requires a melee touch attack or physical contact and is a full-round action that may provoke
an attack of opportunity.
If the key is used to undo the seal, the jinchuriki does not enter a frenzy state but must begin making saving
throws against complete possession until the seal is reapplied (consecutive successes do not end the possession).
Failsafe: A jinchuriki with a greater seal can have this ability. Once during the life of the character, the seal will
intervene during a complete possession and effectively end the frenzy state as though the living prison had
succeeded the Will save challenge.
Bearer of Shukaku
You hold the awesome power of the one tail, Shukaku. It was sealed within you before birth and has haunted you
since the day you were born, preventing you from ever getting a full night of sleep without having parcels of your
mind eaten away by the horrible burden you must bear.
Using the beast's power, you are able to expertly control Sand, making you a force to be reckoned with in the
desert.
Soulless Slumber: The one-tailed beast attacks the living prison's psyche viciously in times of weakness, and
slowly drives him insane. Each time the one-tail attacks, the character must make a Will save or suffer 6 points of
Wisdom damage. When the character's Wisdom score reaches 0, he loses control. The character gains a +2 bonus
to this save if he has the Light Sleeper feat.
Lesser Seal: The one-tailed beast has a 25% chance to attack each time the living prison takes an extended rest or
when the living prison enters a transformation he cannot control. The attack has a Will save DC 22.
Superior Seal: The one-tailed beast has a 10% chance to attack each time the living prison takes an extended rest
or when the living prison enters a transformation he cannot control. The attack has a Will save DC 21.
Greater Seal: The one-tailed beast has a 10% chance to attack each time the living prison takes an extended rest
or when the living prison enters a transformation he cannot control. The attack has a Will save DC 20 and only
deals 4 points of Wisdom damage.
If the bearer's Wisdom score is reduced to 0, he is completely overtaken by Shukaku and has no control over his
action until his Wisdom score is 1 or higher. At this point, there are two possible outcomes:
-If there is a mass of sand equal to the bearer's own nearby, he fully transforms into the Shukaku (see "Ichibi,"
Suna no Shukaku for details), and loses all techniques, special abilities, class levels, hit points, saves and anything
defined by his type, classes, hit dice, race and templates. Instead used are Shukaku's own until the control fades.
-If there is not enough or no sand nearby, Shukaku still gains control, and the user goes into a Shukaku
Metamorphoses
When the bearer is overtaken, he heals 1 point of Wisdom damage every 8 hours, at which point the Shukaku's
control fades. The control also fades when the bearer becomes unconscious, and he will not awaken regardless of
what is done to him until his Wisdom score is 1 or higher. The bearer gains no experience from Shukaku's
rampage.
Suna Shuriken (Ex): When frenzied or in transformation, the bearer of Shukaku is able to throw shuriken made
from his own sand. Each shuriken require an attack roll, and he can throw 4 per round at his highest attack bonus.
A Suna Shuriken deals 1d6 plus his modified Strength score points of piercing damage and has a range increment
of 50 feet.
Sand Control (Su): The Bearer of Shukaku is able to use sand within 30 feet to attack as an extension of himself.
The sand can take any shape and gains additional attacks from base attack bonus, and can be used to deliver trip,
disarm, bullrush and grapple attempts. It counts as a Medium-sized creature for doing so. This ability does not
provide increased reach, but can be used to deliver attacks of opportunity provoked against you normally. Each
successful attack deals 1d6 points of bludgeoning damage plus the living prison's Strength or Intelligence
modifier.
To attack in this manner the user must have sand in the desired place; if the sand is not directly connected to the
user then he suffers a -2 to attack per 10ft away.
Attacks made in this manner use the Bearer of Shukaku’s strength or intelligence score. The Bearer of Shukaku’s
gains an enhancement bonus to attack and damage rolls of +1 every 8 levels. This bonus increases to +1 every 6
levels with a superior seal or +1 every 4 levels with a greater seal. The sand attacks do not benefit from strength
and speed ranks..
At level 10 the bearer of Shukaku is able to form gigantic arms to slam or claw into his enemies. The attack deals
damage as a slam or claw attack from a magical beast two sizes larger than the character with his strength or
intelligence score, plus one-half his level (round down). The attack increases in size by one category every 5
levels.
Sand Manipulation (Su): The bearer of Shukaku, regardless of his will, is always protected by the sand.
Whenever he finds himself within 30 feet of sand, the bearer gains a +10 deflection bonus to defense against the
first 1 attacks per 5 levels (minimum 1, maximum 4) in a round, after which the deflection bonus is reduced to +4,
along with a +10 to ray attacks because of the sand shielding him
He may also use sand to form Large or smaller objects, such as a wall, chair, table or other such items, including
weapons, at his will. The sand can be used to carry weight with its equivalent strength score plus 1 every 2 levels,
so long as it remains within 30 feet of the bearer, separate from the bearer's own carrying capacity, though only as
a creature of the same size as the user (typically Medium-sized, with no multiplier for being a larger creature).
Using the sand to float higher than 5 feet above the ground requires a Concentration check (DC 15) and spending
2 points of chakra each round to avoid the mass of sand losing shape and dropping whatever it is holding.
The user can command a mass of sand equal to five times his own weight to move at the same speed he can, but
may only command a mass equal to his own weight to follow him during transportations such as Shunshin no
Jutsu or Shunpo (counts as a weightless creature).
Transformation (Su): The Bearer of Shukaku can enter a bijuu transformation during emotional turmoil or when
taking enough damage to start the transformation. Starting 3rd level, the living prison can trigger the
transformation as an attack action.
Each time the Bearer of Shukaku suffers enough damage to reduce his hit points by one quarter, and every quarter
lost afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of his
next turn (free action). The Bearer of Shukaku gains a +2 bonus to this save if he can control the one-tailed
transformation.
This jinchuuriki transformation can reach a maximum strength of 1 tail.
Shukaku Metamorphosis (Su): The jinchuriki constantly faces the threat of being overtaken by Shukaku. The
ability works in a way similar to a frenzy effect and will be referred as such, and as such will not stack with other
frenzy abilities. The frenzy lasts for 10 minutes and is usable once per day. Whenever the jinchuriki takes
damage, he risks entering frenzy starting his next action, which can be resisted by making a Will save (DC 15) at
the start of his next turn. If the user fails this save by more than 5 then they count as losing control (See losing
control)
The jinchuriki, when frenzied, enters a feral transformation and becomes a parody of his own self. He loses the
ability to use the Sand Control, and Sand Manipulation, but will gain a Fear Aura and the Suna Shuriken abilities
instead. In addition, bearer's unarmed attack in this form deals Claw damage as though he was one size category
larger than in reality, the user also counts as a Magical Beast for this damage; this also means his reach for
unarmed is increased to 10ft. In addition, he gains a +4 bonus to Strength and Constitution scores, +4 natural
armor bonus to Defense and a 15 feet movement increase.
While frenzied, the jinchuriki cannot use any Charisma, Dexterity, or Intelligence-based skills (except Intimidate),
the Concentration skill, abilities that require patience or concentration, nor can he perform Chakra Control,
Genjutsu, Ninjutsu or Taijutsu techniques except Fuuton and Doton techniques, which he can perform without
making a Perform check.
Any creature that finds itself within 50 feet of the Bearer of Shukaku during the Shukaku Metamorphosis must
make a Will save (DC 15 + the jinchuriki's Wisdom modifier) or be shaken for 2d6+2 rounds.
Keeper of Matatabi
You hold inside of you one of Kumogakure’s prize possessions, the bijuu Matatabi. You’ve noticed that all
throughout your life everyone in the village keeps an eye on you, to see if you’re a curse or benefit to the village.
Being Matatabi’s jinchuriki only you understand what she’s really like, but even you know not to let your guard
down around her.
Using the beast's power, you gain some attribute of a cat and are able to fire powerful blue fireballs.
Burning Spirit (Sq): The burning fire of Matatabi’s fur burns deep inside of you and grants you the power to
create powerful katon techniques with ease.
Lesser- The character gains a +3 to perform katon techniques, gains a +1 to damage for every 4 levels,
and the dodge DC of katon techniques is increased by 1 every 5 levels.
Superior- The character gains a +5 to perform katon techniques, gains a +1 to damage for every 3 levels,
and the dodge DC of katon techniques is increased by 2 every 4 levels.
Greater- The character gains a +8 to perform katon techniques, gains a +1 to damage for every 2 levels,
and the dodge DC of katon techniques is increased by 1 every 3 levels. The jinchuriki is also able to learn katon
techniques that are 1 level higher than him (stacks with genius ninja).
Cats Agility (Sq): The creatures’ body becomes more agile as they grow old, resulting in the creatures speed to
increase and for the user to feel less fall damage. The bonuses are determined by the strength of the creatures seal
as listed below.
Lesser: You gain +5ft speed every 5 levels, and fall damage is lowered to 1d4 every 10ft. You also gain a +2
racial bonus to Climb, Hide, and Move silently checks, and a +4 racial bonus to Jump and Balance Checks.
Superior: You gain +5ft speed every 4 levels, fall damage is lowered to 1d4 every 10ft, and the user doesn’t feel
fall damage for an extra 10ft. You also gain a +4 racial bonus to Climb, Hide, and Move silently checks, and a +8
racial bonus to Jump and Balance Checks.
Greater: You gain +5ft speed every 4 levels, fall damage is lowered to 1d4 every 10ft, and the user doesn’t feel
fall damage for an extra 20ft. You also gain a +6 racial bonus to Climb, Hide, and Move silently checks, and a
+12 racial bonus to Jump and Balance Checks.
Cats Eye (Sq): The Keeper of Matatabis’ eyes have grown much like that of a cat, and so the jinchuriki gains
vision beyond that of a normal being. If the seal is lesser the jinchuriki gains Low-light Vision, if superior or
greater the jinchuriki gains Darkvision
Claw Growth (Sq): The keeper of Matatabi is able to grow claws out of their hands and feet, being able to use
them as weapons. The claws count as unarmed attacks that deal 1d4 piercing (1d6 for large, 1d3 for small)
damage. While the claws are active you gain a +2 to damage on Taijutsu with the strike subtype. It takes a swift
action for the players to produce the claws or retract them.
For the superior combat martial arts feat you count as being 4 levels higher than you are (This does not stack with
other bonuses for this feat).
Mouse Hairball (Su): Using Matatabi’s power the user is able to blast a blue and black fireball at an enemy,
which at the users will can explode into tiny mice, hence the nick name. Depending on the characters seal the
efficiency of this ability will differ (see below). The range of this technique is Medium (20 +10/2 levels). The
fireball deals 1d8 fire damage and when mini, deals 1d6 fire damage. When the user explodes the fireballs into
mini fireballs he is able to target a number of people equal to the fireballs, the fireballs continue the distance of
the main fireball (ex. If main travelled 10ft before explode and character is level 2 the minis can only travel 20ft.)
Lesser: The user is able to explode the fireball into a number of mini fireballs equal to half his hit dice. The user
can increase the damage of this technique by 1 die every 4 levels.
The dodge DC of this ability is 10+Number of fireball damage die+Characters Intelligence modifier.
Superior: The user is able to explode the fireball into a number of mini fireballs equal to his hit dice. The user can
increase the damage of this technique by 1 die every 3 levels.
The dodge DC of this ability is 12+Number of fireball damage die+Characters Intelligence modifier.
Greater: Lesser: The user is able to explode the fireball into a number of mini fireballs equal to his hit dice. The
user can increase the damage of this technique by 1 die every 2 levels.
The dodge DC of this ability is 15+Number of fireball damage die+Characters Intelligence modifier.
The cost of this technique starts at 5 chakra and is increased by 2 for every additional damage die
Scent (Sq): Because of the two-tails cat like nature you gain the scent ability.
Transformation (Su): The Keeper of Matatabi can enter a bijuu transformation during emotional turmoil or
when taking enough damage to start the transformation. Starting 3rd level, the Keeper of Matatabi can trigger the
transformation as an attack action.
Each time the Keeper of Matatabi suffers enough damage to reduce his hit points by one quarter, and every
quarter lost afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of
his next turn (free action). The Keeper of Matatabi gains a +2 bonus to this save if he can control the two-tailed
transformation.
Matatabi Metamorphosis (Su): The jinchuriki constantly faces the threat of being overtaken by Matatabi. The
ability works in a way similar to a frenzy effect and will be referred as such and as such, will not stack with other
frenzy abilities. The frenzy lasts for 10 minutes and is usable once per day. Whenever the jinchuriki takes
damage, he risks entering frenzy starting his next action, which can be resisted by making a Will save (DC 15) at
the start of his next turn. If the user fails this save by more than 5 then they count as losing control (See losing
control)
The jinchuriki, when frenzied, enters a feral transformation and becomes a parody of his own self. The user gains
a Fear Aura and you don’t need to pay to increase the damage of his mouse hairballs, the DC also now uses
Matatabi’s Constitution modifier instead of his Intelligence modifier. He counts as having a greater seal when
using the mouse hairballs; also the user’s claws become sharper and more feral, dealing damage as one size larger,
the user counts as a Magical Beast for this damage; the jinchuriki adds his dexterity modifier to its damage. In
addition, he gains a +4 bonus to the Dexterity score, +4 dodge bonus to Defense and a 30 feet movement increase.
While frenzied, the jinchuriki cannot use any Charisma, Dexterity, or Intelligence-based skills (except Intimidate),
the Concentration skill, abilities that require patience or concentration, nor can he perform Chakra Control,
Genjutsu, Ninjutsu or Taijutsu techniques except Katon techniques, which he can perform without making a
Perform check.
Any creature that finds itself within 50 feet of the Keeper of Matatabi during the Matatabi Metamorphosis must
make a Will save (DC 15 + the jinchuriki's Wisdom modifier) or be shaken for 2d6+2 rounds.
Shell of Isobu
Inside of you is the mighty turtle Isobu, with his mighty shell he is almost impossible to damage. With him being
inside of you for years his power has sapped into your body and now you are known as the Shell of Isobu. Just
like Isobu you show the power of that of turtle and you share his mighty defense.
Because of this an enemy that dare fight you on your homeland of the ocean is an idiot.
Coral Attack (Sq): By smacking there hand on the ground the jinchuriki is able to quickly summon coral to
attack an enemy. These attacks can be attack from below or a ranged spike of coral.
If from underground the attack deals a number of d6s’ equal to a quarter of the characters level, this is increased
to d8s’ at level 6, d10s’ at level 15 and d12s’ at level 20. It takes a full round action to attack like this, the cost of
this technique is 3 chakra per damage die.
The attack can also be a ranged attack; the jinchuriki can shoot a number of projectiles depending on the size.
Tiny: The jinchuriki can fire a number of these projectiles equal to his hit dice; these projectiles deal only
1d3 and cost 1 chakra per 4 projectiles.
Small: The jinchuriki can fire a number of these projectiles equal to 3/4 of his hit dice; these projectiles
deal 1d4 and cost 2 chakra per 4 projectiles.
Medium: The jinchuriki can fire a number of these projectiles equal to half his hit dice, these projectiles
deal 1d6 and cost 3 chakra per 4 projectiles.
Large (Superior or higher seal): The jinchuriki can fire a number of these projectiles equal to a quarter of
his hit dice, these projectiles deal 1d8 and cost 4 chakra per 4 projectiles.
Huge (Superior or higher seal): The jinchuriki can fire 1 per 5 hit dice, these projectiles deal 1d10 and
cost 5 chakra per 4 projectiles.
The range of these attacks also depends on the strength of the seal; those with a lesser seal have a reach of 10ft +
5/2 levels. Those with a superior or greater seal have a reach of 20 + 10/2 levels.
Coral Weapon (Sq): The jinchuriki is able to use his coral to make a makeshift club to attack his enemies with;
making the club only takes a swift action to create. Depending on the size of the club it deals different damage,
but all the clubs count as simple weapons. If medium the club deals 1d6, if large it deals 1d8, and if huge it deals
2d6; all the clubs deal bludgeoning damage.
Creature of the Deep (Sq): Your body adapts to the water and you find it easy to transverse over water.
Lesser: When in water your swim speed is equal to your movement speed. When holding your breath you
may add another half of your Constitution score to the amount of time you can hold your breath.
Superior: When in water your swim speed is equal to your movement speed, you also automatically know
the Tadayou technique with 3 masteries. When holding your breath you may add your Constitution score again to
the amount of time you can hold your breath.
Greater: When in water your swim speed is equal to your movement speed, you also automatically know
the Tadayou technique with 5 masteries. When holding your breath you may add your Constitution score again to
the amount of time you can hold your breath, and you can breathe underwater making it impossible for you to
drown.
Shell of a Turtle (Sq): As you grow older your skin hardens like that of a turtle, acting like the shell of turtle this
protects you from damage. The strength of this shell depends on your seal
Lesser: Every 4 levels you gain Damage Reduction +1 and Charka Resistance +1
Superior: Every 3 levels you gain Damage Reduction +1 and Charka Resistance +1
Greater: Every 2 levels you gain Damage Reduction +1 and Charka Resistance +1
Transformation (Su): The Shell of Isobu can enter a bijuu transformation during emotional turmoil or when
taking enough damage to start the transformation. Starting 3rd level, the Shell of Isobu can trigger the
transformation as an attack action.
Each time the Shell of Isobu suffers enough damage to reduce his hit points by one quarter, and every quarter lost
afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of his next
turn (free action). The Shell of Isobu gains a +2 bonus to this save if he can control the three-tailed
transformation.
Wall of Coral (Sq): The Ocean is yours to control and with it you are able to build walls of coral to protect you
and your allies. These walls take 1 square and count as three quarters cover and if 2 or more are adjacent of each
other they can form a solid wall and can give total cover. The walls have a hardness of 14 and 20 hp, the
jinchuriki can choose to spread a wall over 2 spaces but if done the wall only has a hardness of 7 and 10 hp for
each square. The cost of this technique is 3 per wall or 4 if the wall covers 2 squares.
The range that the jinchuriki can creature a wall is 5ft +5/2 levels. If the wall is created in a dome around a
creature the coral also creatures a roof that has the same hardness of the wall (depending on if it’s a full or half
wall). If a wall is created on the same space as a creature then the creature caught as if grappled and can only
escape with a successful DC 20 strength check.
The amount of walls the jinchuriki can create per long rest is determined by the strength of their seal.
Lesser: Starting at first level the jinchuriki can have 1 wall and then an extra every 4 levels.
Superior: Starting at first level the jinchuriki can have 1 wall and then an extra every 3 levels.
Greater: Starting at first level the jinchuriki can have 1 wall and then an extra every 2 levels.
Isobu Metamorphosis (Su): The jinchuriki constantly faces the threat of being overtaken by Isobu. The ability
works in a way similar to a frenzy effect and will be referred as such and as such, will not stack with other frenzy
abilities. The frenzy lasts for 10 minutes and is usable once per day. Whenever the jinchuriki takes damage, he
risks entering frenzy starting his next action, which can be resisted by making a Will save (DC 15) at the start of
his next turn. If the user fails this save by more than 5 then they count as losing control (See losing control)
The jinchuriki, when frenzied, enters a feral transformation and becomes a parody of his own self. The user gains
a Fear Aura and counts as the same level as Isobu’s CR for his coral abilities (This also applies to ones that use hit
dice instead). In addition, the jinchuriki’s unarmed attack is replaced with a ranged melee attack that takes the
form of pillar of coral; it deals Slam damage as though he was one size category larger than in reality, he also
counts as a Magical Beast for this damage; the range for this attack is 20ft. In addition, he gains a +4 bonus to
Strength and Constitution scores, +4 natural armor bonus to Defense but suffers a -15 to his speed, unless he is in
water than his speed is always equal to his dash speed.
While frenzied, the jinchuriki cannot use any Charisma, Dexterity, or Intelligence-based skills (except Intimidate),
the Concentration skill, abilities that require patience or concentration, nor can he perform Chakra Control,
Genjutsu, Ninjutsu or Taijutsu techniques except Suiton techniques, which he can perform without making a
Perform check.
Any creature that finds itself within 50 feet of the Shell of Isobu during the Isobu Metamorphosis must make a
Will save (DC 15 + the bearer's Wisdom modifier) or be shaken for 2d6+2 rounds.
Prince of Sage Monkeys
Inside of you is the almighty king of monkey sages, Son Goku the four tails. His amazing power and Youton style
are among one of the greatest treasures Iwagakure has. Holding him inside of you has made you the Prince of
Sage Monkeys and the honor of that role is one that you must show at all times.
Burning Fists (Sa): By paying 4 chakra you may make your unarmed attacks deal Fire Damage instead, as well
when you have an enemy grappled the enemy will take 1d6 damage per round. If you have a superior or greater
seal you may also pay 1 chakra to increase the damage of this punch by +1d4, and if you have a greater seal you
can pay 2 chakra to increase it by +1d6; you can increase the amount of damage your fist do by one die every 3
levels.
Monkey Anatomy (Sq): As you grow your body acts more ape like, the strength depends on your seal strength:
Lesser: Every 4 levels you gain a +1 to climb and jump checks, as well as a +1 to attack and damage
when fighting unarmed. When determining level on Superior Combat Martial Arts you count as if you were 2
levels higher, in the event that something else increases you level with the Superior Combat Martial Arts use
whichever is higher.
Superior: Every 3 levels you gain a +1 to climb and jump checks, as well as a +1 to attack and damage
when fighting unarmed. You also may learn Taijutsu techniques of one level higher then you are, does not stack
with other feats such as Genius Ninja (Taijutsu.). When determining level on Superior Combat Martial Arts you
count as if you were 4 levels higher, in the event that something else increases you level with the Superior
Combat Martial Arts use whichever is higher.
Greater: Every 2 levels you gain a +1 to climb and jump checks, as well as a +1 to attack and damage
when fighting unarmed. You also may learn Taijutsu techniques of one level higher then you are, this does stack
with feats such as Genius Ninja (Taijutsu.). When using a Taijutsu technique you count as if you were 2 levels
you are. When determining level on Superior Combat Martial Arts you count as if you were 6 levels higher, in the
event that something else increases you level with the Superior Combat Martial Arts use whichever is higher.
Youton Style (Sq): The power of Son Goku has allowed you to use his Youton Style. At first level you gain
Youton has your primary element and gain Doton or Katon as a secondary, this replaces you original primary
element.
If you have a superior or greater seal you are able to hybrid your Doton or Katon techniques. When performing a
Doton or a Katon technique you can make half of the damage deal Fire or Earth damage (Depending on if it’s a
Katon or Doton technique.)
Transformation (Su): The Prince of Sage Monkeys can enter a bijuu transformation during emotional turmoil or
when taking enough damage to start the transformation. Starting 3rd level, the Prince of Sage Monkeys can
trigger the transformation as an attack action.
Each time the Prince of Sage Monkeys suffers enough damage to reduce his hit points by one quarter, and every
quarter lost afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of
his next turn (free action). The Prince of Sage Monkeys gains a +2 bonus to this save if he can control the four-
tailed transformation.
Son Goku Metamorphosis (Su): The jinchuriki constantly faces the threat of being overtaken by Son Goku. The
ability works in a way similar to a frenzy effect and will be referred as such and as such, will not stack with other
frenzy abilities. The frenzy lasts for 10 minutes and is usable once per day. Whenever the jinchuriki takes
damage, he risks entering frenzy starting his next action, which can be resisted by making a Will save (DC 15) at
the start of his next turn. If the user fails this save by more than 5 then they count as losing control (See losing
control)
The jinchuriki, when frenzied, enters a feral transformation and becomes a parody of his own self. The user gains
a Fear Aura. In addition, the jinchuriki’s unarmed attack damage is deals an additional 1d10 fire damage, you
count as a large creature and as so, have a 10ft reach. In addition, he gains a +4 bonus to Strength and
Constitution scores, and a +4 natural armor bonus to Defense.
While frenzied, the bearer cannot use any Charisma, Dexterity, or Intelligence-based skills (except Intimidate),
the Concentration skill, abilities that require patience or concentration, nor can he perform Chakra Control,
Genjutsu, Ninjutsu or Taijutsu techniques except Katon and Doton techniques, which he can perform without
making a Perform check.
Any creature that finds itself within 50 feet of the Prince of Sage Monkeys during the Son Goku Metamorphosis
must make a Will save (DC 15 + the bearer's Wisdom modifier) or be shaken for 2d6+2 rounds.
Rider of the White Horse
Inside of you is the white horse Kokuo, the five tails. Its power allows you to move faster than most shinobi and
allows you to use a special deadly version of Futton. Being the holder of Kokuo makes you a great asset to
Iwagakure, and your Iron will, will not be broken.
Horses Speed (Sq): Kokuo’s horse like speed has altered your body, allowing you to move faster than most
shinobi. Depending on the strength of your seal is how much your speed has changed.
Greater: Your speed is increased by 5ft every 3 levels, and you gain a natural speed rank every 4 levels.
(These speed ranks don’t stack with transformation speed ranks)
Steam Attack (Sa): By spending steam points the jinchuriki can deal a devastating punch or kick. The jinchuriki
deals an extra 1d10 bludgeoning damage to an unarmed attack per steam point spent on this ability, and the
creature is flung 5ft back. Spending enough steam points can have some add effects as listed below:
5 Steam Points: The creature is flung 1d4x5ft back, any creature within 5ft of the unarmed attack must
make a successful reflex save (DC= 10+ jinchuriki’s Str mod) or take 2d6 force damage and be flung 5ft back.
10 Steam Points: The creature is flung 1d6x5ft back, any creature within 10ft of the unarmed attack must
make a successful reflex save (DC= 15+ jinchuriki’s Str mod) or take 5d8 force damage and be flung 1d4x 5ft
back.
Steam Blast (Sa): By spending steam points the jinchuriki can unleash steam to protect himself or cause a
distraction. This ability can be used in two ways
First the user can spend 1 steam point to create a thick layer of steam. The steam fills in all the adjacent squares
around the jinchuriki and per additional steam point the steam extends 5ft further. Anyone inside of the steam
suffers a -5 to all attack rolls and cannot see, except the jinchuriki who gains a +5 to attack rolls.
The second way is to create a massive blast of steam the protects the jinchuriki from immediate harm. By
spending 2 steam points the jinchuriki is able to create a massive steam explosion that affects all adjacent squares
around him. All throwable objects are knocked 1d8x5ft if not secured and anyone within the blast radius must
make a successful fortitude save (DC 10+ half jinchuriki’s level) or be blasted 1d6 x5ft back (this goes down by 1
die type per size larger the creature is then the jinchuriki.) and take 1d8 force damage. The range of this ability
can be increased by 5ft per 2 steam points spent.
Steam Charge (Sq): Kokuo’s unique Futton style allows you to charge and release large amounts of steam. Each
round you may designate your move or attack action to charging steam, you gain 1 steam point for each action
spent charging. Steam points can be used a various ways, the max amount of steam point a jinchuriki can have is
determined by their seal strength; as listed below:
Steam Rush (Sa): By spending 1 steam point the jinchuriki can hurl himself towards an enemy at a rapid speed.
The jinchuriki attempts a bullrush with a +10 bonus; the range is equal to half of the jinchuriki base speed. Any
creature caught in the line must make strength check against the bullrush; if the creatures are hit they will take 1d8
bludgeoning damage and be sent 10ft back. The jinchuriki can increase the power of this technique by pouring
more steam points into it, the effects are listed below.
2 Steam Points: The jinchuriki gains a +5 bonus to the bullrush, can add his Strength modifier to the
damage and the creature is sent 1d4x5ft back.
4 Steam Points: Same as above but as follows: The bonus is increased to +10, and the damage is now
2d8+ jinchuriki’s Strength modifier.
6 Steam Points (Superior or Greater Seal): Same as above but as follows: The bonus is increased to +15,
the range is equal to the jinchuriki base speed, and the creature is sent 1d6x5ft back.
8 Steam Points (Superior or Greater Seal): Same as above but as follows: The bonus is increased to +20,
the creature is sent 1d8x5ft back. The damage is increased to 3d8 + 1.5x Str Mod
10 Steam Points (Greater Seal): Same as above but as follows: The bonus is increased to +25, the ranged
is increased to the jinchuriki’s dash speed, the creature is sent 2d4x5ft back., and the damage is increased to 3d8 +
2x Str Mod.
Unrivalled Strength (Sq): The jinchuriki is able to spend steam points to enter a special fighting style that
increases his strength. Per 1 steam point spent the jinchuriki gains 1 strength rank for as long as this ability is
active, this ability can be active for a number of rounds equal to the jinchuriki’s con modifier; this ability counts
as a fighting stance. If the user spends 3 or more steam points then after the ability wears off he will be fatigued.
If 6 or more were spent then the jinchuriki will become exhausted afterwards. If 9 or more were spent then the
jinchuriki will fall unconscious for a number or hours equal to the jinchuriki con modifier.
If the jinchuriki ends this ability before he runs out of time then he will only suffer half the effects. (Exhausted
becomes fatigued, fatigued becomes no ill effect, and the character is only unconscious for half the time)
Transformation (Su): The Rider of the White Horse can enter a bijuu transformation during emotional turmoil or
when taking enough damage to start the transformation. Starting 3rd level, the Rider of the White Horse can
trigger the transformation as an attack action.
Each time the Rider of the White Horse suffers enough damage to reduce his hit points by one quarter, and every
quarter lost afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of
his next turn (free action). Rider of the White Horse gains a +2 bonus to this save if he can control the five-tailed
transformation.
Kokuo Metamorphosis (Su): The jinchuriki constantly faces the threat of being overtaken by Kokuo. The ability
works in a way similar to a frenzy effect and will be referred as such and as such, will not stack with other frenzy
abilities. The frenzy lasts for 10 minutes and is usable once per day. Whenever the Kokuo takes damage, he risks
entering frenzy starting his next action, which can be resisted by making a Will save (DC 15) at the start of his
next turn. If the user fails this save by more than 5 then they count as losing control (See losing control)
The jinchuriki, when frenzied, enters a feral transformation and becomes a parody of his own self. The user gains
a Fear Aura. In addition, the jinchuriki is able to perform a trample each round, counting as a size larger than they
normally are, they deal 2d6+str mod bludgeoning to each creature they trample. Steam rush can increase this
damage, but only it only deals half of its damage, this is the only way you can use steam rush while in this
transformation. In addition, he gains a +4 bonus to Strength and Constitution scores, +15 to speed, and they
natural gain 1 steam points each round (Feats don’t increase this).
While frenzied, the bearer cannot use any Charisma, Dexterity, or Intelligence-based skills (except Intimidate),
the Concentration skill, abilities that require patience or concentration, nor can he perform Chakra Control,
Genjutsu, Ninjutsu or Taijutsu techniques except Katon and Suiton techniques, which he can perform without
making a Perform check.
Any creature that finds itself within 50 feet of the Rider of the White Horse during the Kokuo Metamorphosis
must make a Will save (DC 15 + the bearer's Wisdom modifier) or be shaken for 2d6+2 rounds.
Pseudo Jinchuriki
At some point of your life you were given some bijuu chakra. This chakra flows inside of you and allows you to
use the power of a jinchuriki’s transformation but because you only have a fragment of the bijuu you cannot
harness the true power of a jinchuriki
Deepened Pool (Su): You are able to pull and use the amount of bijuu chakra you hold. This amount is
determined by you and your gm and shouldn’t be higher than 25% of the bijuu’s chakra. The rule for using this
chakra applies the same as if a regular jinchuriki used bijuu chakra.
Non-Dependent (Su): Because you only have a fragment of a bijuu’s chakra you will not die if this chakra is
removed from your body; and there is no bijuu to break out if you lose control, you just continue to rage.
Transformation (Su): The Pseudo Jinchuriki can enter a bijuu transformation during emotional turmoil or when
taking enough damage to start the transformation. Starting 3rd level, the Pseudo Jinchuriki can trigger the
transformation as an attack action.
Each time the Pseudo Jinchuriki suffers enough damage to reduce his hit points by one quarter, and every quarter
lost afterwards, he must make a Will save (DC 20). A failed save triggers the transformation at the start of his
next turn (free action).
Because you only have a fragment of a bijuu’s chakra you can only enter a transformation equal to half of the
bijuu tails rounded down. Ex. A 9-Tails Pseudo Jinchuriki can only reach a transformation of 4 tails.
Chakra Absorb (Sq): Once per round you are able to make a touch attack to pull 1d12 chakra from a target, this
goes up 1d12 every 5 levels. You also absorb any chakra resisted with you chakra resistance.
Dark Cost (Sq): Using the deity’s power once again comes with a cost, for every round you use his power you
lose 1d4 hp, this may not be healed while using this power.
Deity’s Cloak (Sq): While using the deity’s power a thin grey cloak will cover your body, this cloak will give
you Chakra Resistance 15, and when someone is detecting your chakra it will be 2 levels lower then normal.
Hover (Sq): You are able to use the deities power to hover above ground. You may hover up to your walking
speed and may hover up to a height of 15ft. While hovering you are immune to any technique that involves you
having to be touching the ground, as well as you no longer feel fall damag
Monsters +23/18/13/8/3 ranged (1d12 dark spike); FS 30 ft by
30 ft; Reach 15 ft; AL himself; SQ Banish
Phantom Resistance +4, Chakra Absorption, Chakra
Strong Hero 5, Shinobi Swordsman 4; CR 10; Resistance 15, Chakra Sight, Dark Blast, Dark Pillar,
Medium Undead; HD 10d12; hp 60; Mas 50; Init Dark Spike, Dark Vision 60ft; SV Fort +22, Ref
+0; Spd 30 ft; Defense 21 (+0 dex, +6 Class, +5 +14, Will +15; CP 252; Str 36, Dex 7, Con 24, Int
Armor), Touch 16, Flat-Footed 21; BAB +10; Grap 12, Wis 10, Cha 20.
+10; Atk +12 melee (2d4+6, Scythe); Full Atk Skills: Bluff +22 (17), Chakra Control +28 (27),
+12/7/2 melee (2d4+5, Scythe); FS 5 ft by 5 ft; Concentration +36 (29), Decipher Scripts +18 (17),
Reach 5 ft; SQ Chakra Transfer, Darkvision, Hover; Diplomacy +22 (17), Genjutsu +32 (27), Intimidate
AL master; SV Fort +7, Ref +2, Will +2; AP 6; CP +32 (27), Ninjutsu +28 (27), Sense Motive +17 (17),
22; Rep +2; Str 12, Dex 10, Int 12, Wis 10, Cha 8. Spot +27 (27), Tumble +26 (27)
Skills: Balance +7 (7), Genjutsu+10 (10), Hide +3 Feats: Archaic Weapon Proficiency, Awesome
(3), Jump +7 (6), Move Silently +7 (7), Spot +9 (9), Blow, Cleave, Exotic Weapon Proficiency (Katana),
Taijutsu +11 (10), Tumble +7 (7) Improved Banish Resistance (3), Improved Bullrush,
Feats: Archaic Weapon Proficiency, Blind-Fight, Light Armor Proficiency, Power Attack
Dodge, Light Armor Proficiency, Medium Armor Equipment: Battle Suit, Cloak, Katana, Various
Proficiency, Power Attack, Quick Draw, Simple Personal Items
Weapon Proficiency, Weapon Focus (Scythe) Chakra Absorption (Sq): The dark deity may
Talent (Strong): Melee Smash, Improved Melee attempt a grapple check and if successful may try to
Smash, Advanced Melee Smash pull out 3d10 chakra, and any chakra resisted is
Talent (Shinobi Swordsman): Weapon Focus added to the Dark Deity’s chakra pool.
(Scythe), Quick Draw, Invisible Strike, Sneak Dark Blast (Sq): For 10 chakra the dark deity is
Attack able to make a explosion centred on himself that
Techniques (Romaji) explodes in a 40ft radius. Anyone caught in the blast
Genjutsu +10: Douta no Jutsu, Genzou Jishin no must make a DC 25 Reflex save or take 4d10 dark
Jutsu, Ikaku no Jutsu damage.
Taijutsu +11: Jiku-uchi, Kenjutsu: Gekisai, Dark Pillar (Sq): For 15 chakra the dark deity may
Kenjutsu: Kiritsuki, Kenjutsu: Tsuki, Uzukaze create a giant spike form from underground to stab
Rengeki anyone above it. The range for this is 30ft and if
Techniques (English) caught you must make a DC 20 Reflex save or take
Genjutsu +10: Hand Motion Confusion Technique, 4d8 damage.
Illusionary Earthquake Technique, Intimidation Dark Spike (Sq): For 5 chakra the dark deity may
Technique blast a giant black spike out of his arm, this spike
Taijutsu +11: Opportunity Strike, Swiriling Wind deals 2d12 dark damage before it explodes and deals
Strikes, Sword Art: Blade Rush, Sword Art: Cut and 2d6 dark damage to any adjacent square.
Thrust, Sword Art: Thrust, *The Dark Deity may use any technique with the dark
Equipment: Battle Armor, Scythe subtype, as well as all the Mugen Genjutsu’s
Dark Deity
Gargantuan Outsider; CR 28; HD 28d8+196; hp
306; Mas 50; Init 0; Spd 30ft Hover; Defense 9 (-1
dex, +4 armor, -4 size), Touch 5, Flat-Footed 9;
BAB +28/23/18/13/8/3; Grap +53; Atk +37 melee
(4d8+13 lethal, katana), +37 melee (2d6+13 lethal,
claw), +23 ranged (1d12 dark spike); Full Atk
+37/32/27/22/17 melee (4d8 lethal, katana),
Damage Reduction (Ex): All tailed beasts have
Chapter 10: The Bijuu damage reduction 10/epic at least.
Abilities Str 42, Dex 10, Con 28, Int 14, Wis 14,
Cha 14
Speed 60ft
Melee Claw +49/45 (4d6+ 15)
Melee Tail +49 (2d6+ 15)
Isobu (Three Tails) Listen +7 (5), Ninjutsu +6 (4), Spot +6 (4), Swim
Isobu the giant turtle, usually talks like a child. He is +22 (6), Taijutsu +20 (4)
also not rude or out spoken. What makes Isobu Challenge Rating 36
special though is his almost indestructible shell that
has no weakness expect for his eyes, and because of Fear Aura (Ex): Any creature that finds itself
that Isobu only has one eye open. within 50ft of Isobu must make a Will Save (DC 30)
or be shaken for 2d6+ 2 rounds
Abilities Str 45, Dex 14, Con 32, Int 14, Wis 14,
Cha 12
Feats: Animal Affinity, Cleave, Combat Throw,
Defensive Martial Arts, Endurance, Great Cleave,
Improved Combat Throw, Improved Initiative,
Power Attack, Trustworthy
Epic Feats: Epic Endurance, Epic Fortitude, Epic
Reputation, Epic Wrestler, Superior Initiative
Skills Balance +21 (19), Chakra Control +11 (9),
Climb +36 (19), Concentration +15 (9), Diplomacy
+16 (9), Escape Artist +16 (15), Handle Animal +13
(9), Intimidation +24 (19), Jump +36 (19), Listen
+11 (9), Ninjutsu +21 (19), Sense Motive +21 (19),
Spot +21 (19), Taijutsu +36 (19)
Challenge Rating 38
Speed 40ft
(5), Genjutsu +11 (10), Intimidate +5 (4), Listen +10
Kokuo (The Five Tails) (3), Ninjutsu +12 (10), Search +8 (3), Sense Motive
Kokuo, the White Horse is a calm and timid +8 (3), Spot +10 (3), Tumble +5 (3)
creature, with a unrivaled will. Not even the power Challenge Rating 40
of the rinnegan could keep Kokuo under control for
long. Being a horse Kokuo is extremely fast and Fear Aura (Ex): Any creature that finds itself
prefers just to trample his targets rather then let them within 50ft of Isobu must make a Will Save (DC 32)
have a chance to touch him. or be shaken for 2d6+ 2 rounds
Speed 40ft
Melee Gore +49/44/39/34/29 (4d6+15)
Melee Tail +49 (2d6+15)
Full Melee Tail +49/44/39/34/29 (2d6)
Base Atk +40/35/30/25/20; Grp +31
SQ Damage Reduction 15/chakra and epic,
Darkvision 120ft, Fast Healing 14, Low-light vision,
Sense Chakra
Abilities Str 40, Dex 14, Con 34, Int 14, Wis 20,
Cha 12
Feats: Alertness, Cleave, Great Cleave, Improved
Bullrush, Improved Initiative, Power Attack
Epic Feats: Extreme Speed (5), Dire Charge, Epic
Will, Great Dexterity
Skills: Concentration +15 (3), Chakra Control +10
Chapter 11: Gaining Control
Gaining control over a Bijuu is long and hard journey. Not only does it test the power of the Jinchuriki but it also
tests his will. For a Jinchuriki this step in life is one that has a very high stakes but an even higher reward.
Step One- Accepting Ones True Self: Before this step can even be taken the player must first find a place
where they can speak to their true self (ex. The Waterfall of truth). Once there the player must make a DC 15
concentration check to enter a state where they can confront themselves.
Once they are able to confront themselves the battle really begins. Their inner self will constantly attempt to
throw the player into a state, where they want to hate everyone, and doubt there choices, leading to giving control
to the Bijuu. Every 3 rounds the player is with the alter-ego they must make a Will save to avoid giving into them.
The DC begins at 15 and goes up by one each time.
The player though can leave the encounter at any time, but every 4 hours out of the battle to player must make a
DC 15 Will save or he will start to believe what the alter-ego said.
Fighting the alter-ego is almost useless as it has the same stat block and techniques of the user and will almost
always counter the player’s attacks, and because it is you it gains a +5 to evade your attacks. These bonuses also
apply to the player. “Defeating” this alter-ego is also useless as it will come back once the player feels hate again.
The only way to truly defeat the alter-ego is to accept one’s self. To do this the player must spend one day to
reflect his life and everyone in it. At the end of it the player must make one Will save of DC 25 to full accept
everything. After this the player is able to go and encounter his inner self for one last time, this time though with
the intension of bringing peace to himself. The player’s inner self will attempt to convince the player otherwise
but if the player truly trusts everyone his attempt will fail, and in the end the player will have gained control over
himself and won’t feel hatred to others.
Step Two- Battle for Control: Once the player has accepted himself they are able to confront the Bijuu and
attempt to take them over. This battle can happen anywhere but is suggested to happen somewhere where if the
Bijuu wins it cannot escape.
To start the battle the Jinchuriki needs to enter the Bijuu’s holding place. Once there they must undo the seal and
set the Bijuu free. Once done they are able to battle the Bijuu. The Bijuu will use its stat block and is able to any
abilities it has.
The point of this battle is not to kill the Bijuu though, as it is about trying to steal all the Bijuu’s Chakra and make
it your own. To do this the player must use their own chakra to grab onto the Bijuu’s chakra and attempt pull it
out.
Once the player has hold of the Bijuu’s chakra they must make a chakra control check with a DC listed below
DC= Bijuu’s Will – Player’s Will + Chakra Pulled
(To make it simple just do the Bijuu - player will part first, write it down and just add the chakra pulled whenever
needed) (this takes an attack action)
There are ways the Jinchuriki can help his odds on pulling out large amounts of chakra. First the player can use
clones and each clone’s Will also get subtracted from the DC. Second if using clones the user can jutsu with
knock back to lower the DC; for every 5ft the Bijuu is pushed the DC goes down by 1. The third is to have some
kind of Bloodline power (Example: Kushina’s chains)
If the player fails the Chakra Control check though the Bijuu can attempt to pull the Jinchuriki’s chakra out. Use
the same DC formula as before but swap the Bijuu’s will and Player’s will. If the player is using clones they will
all disappear and only the original will be left.
Another Jinchuriki may also help fight the Bijuu, if the two are connect threw some kind of contact (Ex. Fist
Bump), the other Jinchuriki though will not be at full power at can only do things as create their Bijuu’s hand to
defend the original Jinchuriki.
The Bijuu’s chakra dependency also applies here, so as the battle goes on it gets easier. Once all the chakra has
been pull the player is able to use the Bijuu’s powers fully as they now control the Bijuu.
Other Option: Making Peace: If the Jinchuriki is able to become friends with the Bijuu then they are able to
control the Bijuu. (Gm’s decides the conditions for this option as it’s different for every Bijuu)
The extra steam points granted by the Improved Steam Charge Feat stack with this armor, making it so you can
charge a max of 7 steam points per round
Its existence is only known to those jinchuriki who search far and wide, and can only be obtained by a jinchuriki
who is looking for absolute power.
Lore: Characters who have ranks in Knowledge (history) and a library with books on ancient civilizations, can
attempt to learn more about the Ancient Jinchuriki Garbs; it takes 4 hours to attempt a check and only 1 check can
be made each day. When a successful check is made, the following information is revealed, including the
information of lower DC’s depending on the result of the check.
DC15: It is said that a replica of this armor was made by the hidden cloud years ago (See Master Jinchuriki
Outfit) and that the smiths that made it might know some more information on the ware bouts of the true armor.
DC 20: A sage named Kazuhiko Tsutaya has done years’ worth of research on ancient civilizations, and was said
to be dead after a conflict in the land of rain during the 3rd shinobi war. But some ninja of the Hidden Leaf swear
that they have seen him, if anyone were to know more about this armor it would be him.
DC 25: Ancient tomes tell stories of the armor being used in the many conflicts; the story of this jinchuriki ends
with him coming to peace with his life and joining the monks of the Land of Fire. Spreading each piece among
different temples.
DC 30: A check result of 30 or higher reveals the location of another piece of the set.