NarutoD20 Redux v1.0
NarutoD20 Redux v1.0
WORK IN PROGRESS
This file is a work in progress. As such, not all things have been included.
The main missing components are statblocks of various NPCs and the inclusion of example adventures.
The Naruto: d20 Guidebook contains in depth information about the Naruto™ world and its inhabitant, namely
the deadly shinobi and kunoichi. It contains a wealth of information about their different techniques, the famous
"Chakra" and even the geography. With a proficient Game Master, one could even recreate the whole Naruto series
if he or she so wished!
While the primary inspiration for this guidebook is Naruto, it also finds roots in many other anime or manga, such
as Samurai Deeper Kyo, Bleach, Rurouni Kenshin, and several others. These characters and ideas are copyright of
their rightful owners.
Thank you!
OPEN GAME LICENSE Version 1.0a any Open Game Content that you Use. No terms may
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15, COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Naruto: d20 is Copyright ©Frankto Vinneti. Unauthorized distribution of this entirely free product is strictly
forbidden unless you have the authorization of both Frankto Vinneti and Masashi Kishimoto. All characters related
to, and the world of Naruto, are copyright Masashi Kishimoto.
LIST OF NON-OGC MATERIAL: 'Introduction' chapter, power units optional rules, artwork by Julie Douglas,
artwork by Jon Grasseschi, cover art by Jon Grasseschi, artwork by Elentor, artwork by Destiny, chapter 8 'Ninja
Ranks', chapter 14 'Summoning', Character Sheet pages 1 and 2, Technique Sheet.
TABLE OF CONTENTS
INTRODUCTION BY ATHILDUR .......... 2 SHINOBI CLANS AND OCCUPATIONS ........... 26 TAKING SHINOBI DRUGS ...........................................65
LIFESTYLE ...............................................67
BASIC RULES INFORMATION ........................ 2 CHAPTER 5 – SKILLS ................... 29
CHAPTER 8 – ADVANCED AND
C R E D I T S .................... 3
NEW SKILL SYNERGIES ............................. 29
CHANGED USAGE OF EXISTING SKILLS ....... 29 PRESTIGE CLASSES ........................... 68
TABLE OF CONTENTS ......................... 6 JUMP (STR) ................................................................ 29 BLINKSTRIKE ...........................................69
CHARACTER CREATION ...................... 9 TUMBLE (DEX) .......................................................... 29 DEVASTATOR ...........................................69
HIGH-POWERED GAMES.............................................. 9 NEW USES FOR EXISTING SKILLS ............... 30 ELEMENTALIST .........................................71
CRAFT (CHEMICAL) (INT) ......................................... 30
EXARCH ..................................................72
CHAPTER 1 – BASIC GAME CRAFT (PHARMACEUTICAL) (INT)............................ 30
CRAFT (MECHANICAL) (INT) .................................... 31 EXEMPLAR...............................................73
MECHANICS..................................... 10 KNOWLEDGE (EARTH AND LIFE SCIENCES) (INT) ... 32 GENJUTSU MASTER...................................74
CHAKRA ................................................. 10 READ/WRITE LANGUAGE (NONE) ............................ 33 LIVEWIRE ................................................75
PLAYER CHAKRA ....................................................... 10 REPAIR (INT) ............................................................. 33 MASTER STRATEGIST ................................76
NPC AND SPECIAL CREATURES CHAKRA ................ 10 SENSE MOTIVE (WIS)................................................ 33
TREAT INJURY (WIS)................................................. 33 MEDICAL SPECIALIST ................................77
CHAKRA RECOVERY .................................................. 10
CHAKRA DAMAGE ..................................................... 10 NEW SKILLS ............................................ 34 NINJA HUNTER .........................................78
DETECTING AND SUPPRESSING CHAKRA.................. 10 CHAKRA CONTROL (WIS) ......................................... 34 NINJA POLICE...........................................79
CHAKRA RESISTANCE ............................................... 11 CRAFT (CALLIGRAPHY) (INT) ................................... 34 NINJA SCOUT ...........................................80
CHAKRA-CREATED ENTITIES .................................... 11 FUINJUTSU (INT)........................................................ 35 PUPPETEER...............................................81
ELEMENTS AND CHAKRA........................... 11 GENJUTSU (CHA) ....................................................... 35 SACRED FIST ............................................83
ELEMENTAL AFFINITIES ............................................ 11 KNOWLEDGE (NINJA LORE) (INT) ............................ 35
NINJUTSU (INT) ......................................................... 36 SAMURAI .................................................83
NEW ENERGY TYPES ................................................. 12
ELEMENTAL RELATIONS ........................................... 12 PERFORM (MARTIAL ARTS) (CHA) .......................... 36 SHADE.....................................................85
NEW MECHANICS ..................................... 12 SIGN LANGUAGE (NONE) .......................................... 36 SHINOBI ADEPT ........................................86
LEARNING TECHNIQUES ............................................ 12 TAIJUTSU (STR) ......................................................... 36 SHINOBI BODYGUARD ...............................86
NEW ACTION TYPES .................................................. 12 INDIVIDUAL AND GROUP TACTICS .............. 36 SHINOBI SWORDSMAN ...............................87
NEW USES FOR ACTION POINTS ............................... 12 LEARNING A TACTIC ................................................. 36 SHURIKEN EXPERT ....................................88
COMBAT-RELATED MECHANICS ............................... 13 USING TACTICS ......................................................... 37
SOUL EDGE ..............................................89
NEW AND CHANGED CONDITIONS ............................ 13
SPECIAL ABILITIES ................................... 14 CHAPTER 6 – FEATS.................... 38 SQUAD CAPTAIN .......................................90
SNEAK ATTACK ......................................................... 14 UPDATED FEATS ...................................... 38 SUMMONER..............................................91
TENKETSU DAMAGE .................................................. 14 GENERAL FEATS ...................................... 38 SWORD SAVANT .......................................92
DETECT EMOTIONS (SU) ........................................... 14 FIRST LEVEL FEATS.................................. 40 TAIJUTSU MASTER ....................................93
STRENGTH AND SPEED RANKS ................................. 15 TECHNIQUE ANALYST ...............................94
HIGH SPEED SIGHT .................................................... 16 WEAPONRY FEATS ................................... 41
TECHNIQUE FEATS ................................... 43 WEAPONMASTER ......................................95
OPTIONAL RULES ..................................... 16
VARIANTS .................................................................. 16 META-CHAKRA FEATS.............................. 46 CHAPTER 9 – TECHNIQUES ........... 97
NEW OPTIONAL MECHANICS .................................... 17 META-CHAKRA CHARGES ........................................ 46
INCREASE PERFORM REQUIREMENTS....................... 46 TECHNIQUE DESCRIPTION ..........................97
CHAPTER 2 – RACES.................... 19 FEAT DESCRIPTIONS.................................................. 46 NAME..........................................................................97
TECHNIQUE TYPES AND SUBTYPE(S) ........................97
UNUSUAL SIZES ......................................................... 19 CLASS-BASED FEATS................................ 50
DESCRIPTORS .............................................................98
HUMANS AND NON-HUMANS ................................... 19 ITEM CREATION FEATS ............................. 51 RANK AND COMPLEXITY ...........................................99
GIGANTIC ................................................................... 19
HUMAN/EARTH .......................................................... 19 CHAPTER 7 – EQUIPMENT ............ 53 LEARNING TECHNIQUES.............................99
HUMAN/FIRE .............................................................. 20 REQUIREMENTS ..........................................................99
HUMAN/LIGHTNING .................................................. 20
GENERAL EQUIPMENT .............................. 53 LEARN CHECKS ..........................................................99
ACCESSORIES ............................................................ 53 ATTEMPTS AND SUCCESSES ......................................99
HUMAN/WATER ......................................................... 20 BOOKS AND SCROLLS ............................................... 55 LEARNING TIME .........................................................99
HUMAN/WIND ........................................................... 20 CONTAINERS .............................................................. 56 METHODS OF LEARNING............................................99
MONSTROUS .............................................................. 20
CLOTHING .................................................................. 56 MASTERY .................................................................100
SMALLFOLK ............................................................... 21 NINJA TOOLS ............................................................. 56 PERFORMING TECHNIQUES ....................... 100
TRUEBLOODED HUMAN ............................................ 21
AGE ............................................................................ 21 SERVICES ................................................ 57 ATTACKS OF OPPORTUNITY AND CONCENTRATION
WEAPONS ............................................... 58 ..................................................................................100
CHAPTER 3 – BASIC CLASSES ....... 22 WEAPON SIZE ............................................................ 58 PERFORM REQUIREMENTS .......................................101
WEAPON MATERIALS................................................ 58 TIME .........................................................................101
STRONG HERO ......................................... 22 SIMPLE WEAPONS ..................................................... 59 PROVIDE COMPONENTS ...........................................101
FAST HERO.............................................. 22 NIN WEAPONS ........................................................... 59 COST .........................................................................101
TOUGH HERO........................................... 22 ARCHAIC WEAPONS .................................................. 61 RESOLVING A TECHNIQUE........................ 101
SMART HERO........................................... 23 EXOTIC WEAPONS ..................................................... 61 RANGE ......................................................................101
DEDICATED HERO .................................... 23 ARMOR................................................... 62 AREA ........................................................................101
CHARISMATIC HERO ................................. 24 ARMOR MATERIALS .................................................. 62 DURATION ................................................................102
ARMOR....................................................................... 63 SAVE .........................................................................102
CHAPTER 4 – STARTING EXPLOSIVES ............................................ 63 CR ............................................................................102
POISONS ................................................. 65 DESCRIPTIVE TEXT ..................................................102
OCCUPATIONS .................................. 25 DERIVED AND SIMILAR TECHNIQUES ......................102
SHINOBI DRUGS ....................................... 65
AVOIDANCE ............................................................. 103 HIRAISHIN..............................................311 SIGNING A BLOOD PACT ..........................................368
TECHNIQUES.......................................... 103 HYOUMA ...............................................312 OBTAINING A SUMMONING TECHNIQUE .................368
CHAKRA CONTROL ................................. 105 KAMITORA .............................................313 STEP 2: SUMMONING ............................... 368
FUINJUTSU ............................................ 113 DETERMINE RANK, LEVEL AND COST ....................368
KATSUGAN [DOUJUTSU] ..........................314 UNIQUE, ELITE AND PARAGON SUMMONS .............369
GENJUTSU ............................................. 121 KEIRIGAN [DOUJUTSU] ............................314 STATISTICS AND ADVANCEMENT............................369
NINJUTSU .............................................. 135 KOIMEIGAN [DOUJUTSU] .........................316 STEP 3: DURATION AND COMBAT.............. 370
TAIJUTSU .............................................. 201 KYUUSHOU KOUSEI.................................316 SUMMON CHAKRA AND DURATION ........................370
TRAINING.............................................. 226 MEDUSA EYE [DOUJUTSU] .......................317 DEATH AND INJURY .................................................370
SPECIAL STYLES AND SCHOOLS ............... 231 REIKYOU ...............................................317 BANISHMENT............................................................371
HACHIMON TONKOU ............................................... 232 SHARINGAN [DOUJUTSU] .........................318 BLOOD PACT DESCRIPTIONS..................... 371
HITEN MITSURUGI RYU .......................................... 234 BEAR (KUMA) ..........................................................371
SHADOW ................................................................... 238 SHIKOTSU MYAKU ..................................322 BOAR (OSU-BUTA) ...................................................372
SHINMEI RYU ........................................................... 239 SYMBIOTE ..............................................325 DOG (INU) ................................................................372
MODERN DAY TECHNIQUES..................... 244 OPTIONAL BLOODLINES ...........................327 DRAGON (RYUU) .....................................................372
HIJUTSU AND KINJUTSU .......................... 245 SATORI ..................................................................... 327 HARE (USAGI) ..........................................................373
HIJUTSU AND KINJUTSU TECHNIQUES .................... 251 RED EYES ................................................................ 328 HAWK (TAKA)..........................................................374
LOST HIJUTSU AND KINJUTSU ................................ 258 SUBTYPES AND TEMPLATES......................328 HIVEMIND (MUSHIGOKORO) ...................................374
AKATSUKI ................................................................ 271 AQUATIC (SUBTYPE) ............................................... 328 HORSE (UMA) ..........................................................376
AKIMICHI CLAN ....................................................... 271 BEARER OF SHUKAKU (TEMPLATE) ....................... 329 IMPERIAL WYRM (TENRYUU) .................................376
AMEGAKURE ............................................................ 272 CHAKRA VAMPIRE (BLOODLINE TEMPLATE) ....... 332 LIZARD (TOKAGE) ...................................................377
ANBU ...................................................................... 273 CORPSEWALKER (TEMPLATE) ................................ 333 MONKEY (SARU)......................................................377
DEIDARA .................................................................. 273 CURSED SEAL (TEMPLATE) .................................... 334 OGRE (ONI) ..............................................................378
HATAKE KAKASHI ................................................... 274 DEMONIC (SUBTYPE) .............................................. 336 OX (O-USHI) ............................................................378
HOSHIGAKE KISAME ............................................... 274 GHASTLY INHERITANCE (TEMPLATE) ................... 336 RAM (O-HITSUJI) .....................................................378
HYUUGA CLAN ........................................................ 275 HEROIC (SUBTYPE) ................................................. 338 RAT (NEZUMI)..........................................................379
ISHIMARU CLAN ...................................................... 275 IGNIS VITAE (SUBTYPE) .......................................... 338 RAVEN (KARASU) ....................................................379
IWAGAKURE ............................................................. 276 IMMORTAL (SUBTYPE) ............................................ 340 SALAMANDER (HANZAKI) .......................................380
JIRAIYA .................................................................... 276 LIVING PUPPET (EPIC TEMPLATE) .......................... 340 SHARK (SAME) .........................................................380
KAZAHANA CLAN .................................................... 277 MOUJUU AISHOU (TEMPLATE) ............................... 341 SLUG (NAMEKUJI) ...................................................380
KEDOUI CLAN .......................................................... 277 NIN ANIMAL (TEMPLATE) ...................................... 344 SNAKE (HEBI) ..........................................................381
KETSUYOUJUTSU (BLOOD SORCERY) ..................... 277 RARE (SUBTYPE) ..................................................... 344 SPIDER (GUMO)........................................................382
KIRIGAKURE ............................................................ 281 REPTILIAN (SUBTYPE)............................................. 344 TIGER (TORA) ..........................................................382
KONOHA ................................................................... 281 RIPPER (TEMPLATE) ................................................ 344 TOAD (GAMA) ..........................................................382
KUMOGAKURE ......................................................... 285 SABIKETSU (BLOODLINE TEMPLATE) .................... 345 TURTLE (KAME).......................................................383
KUSAGAKURE .......................................................... 286 SATETSU (TEMPLATE) ............................................. 346 WAR HERO (GUNSHIN)............................................383
MAITO GAI ............................................................... 287 UNGODLY DESCENT (TEMPLATE) .......................... 347 SUMMON FEATS...................................... 384
MIBU CLAN .............................................................. 288 BLOODLINE CLASSES...............................347 GENERAL FEATS ......................................................384
NARA CLAN ............................................................. 290 BATTLE MIME (SHARINGAN).................................. 347 PACT SPECIFIC FEATS ..............................................386
OROCHIMARU .......................................................... 291 BEASTLORD ............................................................. 348 MULTICLASS SUMMON FEATS ................................388
OTOGAKURE ............................................................ 292 BEASTMASTER ......................................................... 348 EXAMPLE SUMMON BUILD...... 389
SAITOU HAJIME ....................................................... 293 CURSED WARRIOR (CURSED SEAL) ....................... 350
SANDAIME HOKAGE ................................................ 293 ELDER SAGE (SATORI) ............................................ 350
SANDAIME KAZEKAGE ............................................ 294 HIVEMASTER (SYMBIOTE) ...................................... 351 CHAPTER 13 – NINJA TOOLS....... 390
SARUTOBI ASUMA ................................................... 294 WARMONGER (SHIKOTSU MYAKU) ....................... 352 TRAPS ................................................... 390
SHIROIKUMO SUZUYOSHI ........................................ 295 WHITE KNIGHT (BYAKUGAN) ................................ 353 ATTACK OR EFFECT .................................................390
SHISEITEN NO AKIRA ............................................... 295 TRIGGER TYPE .........................................................391
SUNAGAKURE .......................................................... 295 CHAPTER 11 – FRIENDS AND FOES354 BYPASS (OPTIONAL) ................................................391
TAKIGAKURE ........................................................... 296 TELEPORT MOVEMENT MODE ................................ 354 RESET (OPTIONAL) ..................................................391
TENSHUNREIKEN CLAN ........................................... 296 SPECIAL QUALITIES ................................................ 354 MISCELLANEOUS .....................................................391
TSUNADE .................................................................. 297 MONSTER FEATS ..................................................... 357 TRAPS USING SPELLS OR TECHNIQUES ...................392
UCHIHA ITACHI ........................................................ 298 SPECIAL GM CREATURE SUBTYPES...........358 MULTIPLE TRAPS .....................................................392
UCHIHA SASUKE ...................................................... 298 CRAFTING TRAPS .....................................................392
MINION (SUBTYPE) ................................................. 358
UZUMAKI NARUTO .................................................. 299 ELITE (SUBTYPE) ..................................................... 358 EXAMPLE TRAPS ......................................................392
YAMANAKA CLAN ................................................... 300 BOSS (SUBTYPE)...................................................... 358 PUPPETEERING ....................................... 393
YONDAIME HOKAGE ............................................... 301 SOLO (SUBTYPE) ..................................................... 359 CONTROLLING YOUR PUPPET ..................................393
YUUHI KURENAI ...................................................... 302 CONSTRUCTING A PUPPET .......................................394
CREATURES............................................359 PUPPET CORES .........................................................394
CHAPTER 10 – BLOODLINES AND CHAKRA WRAITH .................................................... 359 PUPPET COMPONENTS .............................................395
ELEMENTAL SPIRITS ............................................... 359
TEMPLATES ................................... 303 CRAFTING HUMAN PUPPETS ...................................398
MESSENGER BIRD ................................................... 361 CRAFTING ANIMAL PUPPETS ...................................399
GETTING AND ADVANCING BLOODLINES .............. 303 MESSENGER LIZARD ............................................... 362
PROGRESSIVE BLOODLINES .................................... 303 PUPPET SWARMS ..................................................... 362 ENHANCEMENT SEALS AND SEALED ITEMS 400
HARVESTED AND IMPLANTED BLOODLINES .......... 303 SYMBIOTE SWARMS AND BUGS.............................. 362 ARMOR SEALS..........................................................402
BYAKUGAN [DOUJUTSU]......................... 304 BIJUU, THE TAILED BEASTS .....................364 WEAPON SEALS .......................................................405
SEALED ITEMS..........................................................410
CHILD OF THE WILD ............................... 307 ICHIBI: SHUKAKU (ONE-TAIL: SHUKAKU)............. 364
KYUUBI: KURAMA (NINE-TAILS: KURAMA) ......... 365 RELICS .................................................. 415
DAIRIKI ................................................ 308 MINOR RELICS .........................................................415
DOUKAGAN [DOUJUTSU]......................... 308 ANIMAL COMPANIONS (MOUJUU AISHOU).365 MAJOR RELICS .........................................................415
FORTIFY................................................ 308 CHAPTER 12 – SUMMONING ........368 ITEM SETS.............................................. 418
GUMOSHIN ............................................ 309
STEP 1: PREPARATION .............................368
CHAPTER 14 – GOING BEYOND EPIC MONSTERS......................................439 INDEX........................................... 453
ENLIGHTENED: THE POWER OF A THOUSAND
LEVEL 20 (EPICS) ........................... 420 (TEMPLATE) ............................................................. 440 APPENDIX A – EXAMPLE NPCS .. 456
EPIC SKILL USAGE ................................. 420 MUNDANE ................................................................456
EPIC FEATS ........................................... 422 CHAPTER 15 – GAME MASTERING443 SHINOBI ....................................................................457
GENERAL FEATS ...................................................... 422 LEVEL-INDEPENDENT EXPERIENCE ........................ 443
WEAPONRY FEATS................................................... 424 PARTY MOVEMENT .................................444 APPENDIX B – CREATING YOUR OWN
TECHNIQUE FEATS................................................... 425 MOVEMENT KINDS AND SPEED .............................. 444 CONTENT ...................................... 458
META-CHAKRA FEATS ............................................ 426 TERRAIN .................................................................. 444 CREATING YOUR OWN TECHNIQUES ......... 458
CLASS-BASED FEATS .............................................. 426 MOUNTS AND VEHICLES ......................................... 445 TIME .........................................................................459
ITEM CREATION FEATS ........................................... 427 QUESTS AND EVENTS...............................445 COMPONENTS ...........................................................459
EPIC CLASSES ........................................ 428 MISSIONS ................................................................. 445 VITAL STATISTICS ...................................................459
EPIC STRONG HERO ................................................. 428 BOUNTY HUNTING .................................................. 447 NON-DAMAGING EFFECTS .......................................459
EPIC FAST HERO ...................................................... 429 MONEY AND ITEM REWARDS ....................448 ENHANCEMENT SEALS AND SEALED ITEMS 460
EPIC TOUGH HERO .................................................. 429 CURRENCY ............................................................... 448 SEAL LEVEL AND RANK ..........................................460
EPIC SMART HERO................................................... 430 ITEM REWARDS ....................................................... 449 MATERIAL COST ......................................................460
EPIC DEDICATED HERO ........................................... 431
EPIC CHARISMATIC HERO ....................................... 432 NINJA RANKS .........................................450
EPIC NINJA SCOUT ................................................... 433 HIDDEN VILLAGE GENERATION ................451
EPIC PUPPETEER ...................................................... 433 POPULATION ............................................................ 451
EPIC SACRED FIST ................................................... 433 WEALTH AND COMMERCE ...................................... 451
EPIC SHINOBI SWORDSMAN .................................... 434 CONDITION .............................................................. 451
EPIC TAIJUTSU MASTER .......................................... 434 EXAMPLE VILLAGES ............................................... 452
EPIC TECHNIQUES .................................. 435 SHINOBI AND THE LAW ............................452
CHARACTER CREATION
Character creation follows the normal steps (as level 10 character would not have only Rank 8-10
ModernD20), but includes a few added steps. To create techniques, for example).
a character, you: As an alternative, the GM can offer players a number
of days worth of training they can use, along with any
Choose your race. New races are introduced in
restrictions if they so desire. It is recommended to use a
Chapter 2 – Races (p19).
number of days equal to double your character level for
Generate and Assign Ability Scores. A 32- or 36-
point buy is recommended. characters level 3 and below, or (level -1) x (level -1)
Choose your Class. Chapter 3 – Basic Classes (p22) for characters higher level than that. For example, a
details changes made to the six basic ModernD20 level 8 character would receive 49 days of training (7 x
classes. 7). Characters are assumed to take 10 on their Learn
Determine your character's core statistics (Hit checks when Learning and/or Mastering techniques
Points, Saving Throws, Defense, Reputation, Initia- during character creation.
tive and Action Points). Characters also have a
Chakra Pool and Chakra Reserves, introduced in HIGH-POWERED GAMES
Chapter 1 – Basic Game Mechanics (next page). If you wish to run a very high-powered campaign, con-
Pick a Starting Occupation. See Chapter 4 – Start- sider the following suggestions.
ing Occupations (p25) for new occupations.
Distribute your skill points and select your feat(s). Use a 40 point-buy system, or roll 5d6 per ability
Chapter 5 – Skills (p29) and Chapter 6 –Feats (p38) score, rerolling ones and discarding the two lowest.
detail a collection of new skills, new uses for exist- Have at least 1 Power Unit (GM's discretion; See
ing skills, and new feats. Chapter 1)
Determine your Elemental Affinity, as detailed in Halve the time required to Learn and Master tech-
Chapter 1 – Basic Game Mechanics (next page). niques.
Determine Wealth and buy equipment. Many new Use the variant rules for run speed and unarmed
kinds of items are available, as shown in Chapter 7 damage.
– Equipment (p53). Have characters start with 1d4 additional tech-
Select your starting techniques (see below). Tech- niques, or increase training days at creation by
niques are explained and listed in Chapter 9 – 50%.
Techniques (p97). Grant Balance, Chakra Control, Climb, Disguise,
Flesh out your character (personality, appearance, Genjutsu, Hide, Listen, Move Silently, Ninjutsu,
age, history, etc, as detailed as you like) Search, Spot, Survival and Taijutsu as permanent
class skills to all characters.
Starting Techniques: Players start with 1d4 tech- Let characters recover Chakra twice as fast.
niques, plus one per level. Characters with one or more
ranks in the Ninjutsu skill also receive Bunshin no Jut-
su, Henge no Jutsu and Kawarimi no Jutsu for free.
Players do not need to perform Learn checks to obtain
these techniques.
Creating a Higher Level Character: When you create a
character that is higher than level 1, you follow the
same steps, then increase your character's level one at a
time, as though levelling up normally, until you reach
the desired starting level. The exceptions are Wealth
(see page 204, Table 7-2, ModernD20 Rulebook) and
Action Points (only gain action points for the last level
you take).
Variant for Techniques: You may want to change
how higher-level characters gain techniques. It is ad-
visable for the GM to impose some limits regarding the
Rank and Complexity players have access to (A normal
CHAPTER 1 – BASIC GAME MECHANICS
The following mechanics are unique to the NarutoD20 Once your Reserves are restored to half of their max-
system, and are used in addition to the ModernD20 imum or above, you immediately recover from this fa-
rules. tigue.
No Chakra: When your Chakra Pool drops to 0, you
CHAKRA become depleted (see below). If you have any Reserves,
they are reduced to 0 and your Chakra Pool recovers to
Chakra is a spiritual energy that, when trained and de-
1. While your Chakra Pool is empty, you can only take
veloped, allows characters to use the various special
a single move or attack action per round, and you can-
techniques and abilities unique to the shinobi in this
not run or charge.
world.
Chakra Depletion: Characters that are depleted be-
PLAYER CHAKRA come exhausted for as long as they remain depleted.
Once their Chakra Reserves reach above 50%, the ex-
A character's Chakra is divided into two categories:
haustion changed to fatigue. Depleted characters recov-
Chakra Pool and Chakra Reserve. Chakra Pool is the
er Chakra at one-quarter the normal rate, or at one-half
amount of Chakra readily available to a character.
the normal rate while receiving bed rest. Short rests
Chakra Reserve resembles extra Chakra characters can
(described later in this chapter) will not recover Chakra
access through the use of the new Chakra Control skill.
for depleted characters.
Chakra Pool: A character gains 2 Chakra per level,
Once your Chakra Reserves and Chakra Pool recover
doubled at first level. Characters with Constitution
fully (not counting temporary Chakra), you are no
modifiers higher than 0 also gain bonus Chakra equal to
longer depleted.
that modifier each level. Temporary increases in Con-
Chakra Depletion (Simplified, Optional): Remove the
stitution (or a replacement ability score, if applicable)
Low Reserves rule. Chakra Depletion applies exhaus-
do not increase Chakra Pool.
tion until Chakra Pool and Reserves fully recover, and
Chakra Reserves: Characters gain 2 Chakra Reserves
you only recover Chakra naturally (by resting).
per level. These Reserves can be accessed through the
new Chakra Control skill, granting temporary Chakra CHAKRA DAMAGE
Temporary Chakra: Temporary Chakra is added to
Chakra Damage: This damage is subtracted directly
your Chakra Pool, and is used before normal Chakra.
from a character's Chakra Pool. Against targets with an
Temporary Chakra cannot make you exceed your max-
empty Chakra Pool, Chakra Damage is doubled and
imum Chakra.
applied to the target's hit points instead.
NPC AND SPECIAL CREATURES CHAKRA Chakra Coils Damage (CCD): Each point of Chakra
Coils Damage lowers your current and maximum Chak-
Ordinary characters do not gain bonus Chakra from
ra Pool and Reserves by one. Temporary CCD is healed
Constitution, and only have 1 Chakra Reserve that does
naturally, at a rate of one per week of bed rest. Perma-
not increase with levels gained. Creatures or characters
nent CCD does not heal naturally.
without Constitution scores instead use their Wisdom
score to determine bonus Chakra. DETECTING AND SUPPRESSING CHAKRA
CHAKRA RECOVERY Each creature and character has their own Chakra Sig-
nature, which uniquely identifies them to people who
A night's rest restores your entire Chakra Pool, as well
can Sense Chakra (similar to how a dog can recognize a
as one Chakra Reserve per level.
person's scent). These abilities must be learned or ob-
Low Reserve: While your Chakra Reserves are below
tained before they can be used.
half of their maximum, you are fatigued. If your Re-
Sense Chakra: You can sense lingering Chakra and
serves are reduced below half during combat, the fa-
detect nearby creatures with a strong enough Chakra
tigue does not go into effect until the encounter ends.
Signature. Characters can typically sense Chakra with a
When your Reserves are reduced below one quarter of
range of 5 feet per level or HD.
their maximum, you are immediately fatigued.
TABLE 1-1: SENSE CHAKRA Sense Chakra) instead of their usual check (same DC).
Type Faint Moderate Strong Overwhelming You can also detect lingering effects resulting from
Activity 1 to 5 6 to 15 16 to 25 26 or more Chakra being used on someone or something. If suc-
Signature 1 to 10 11 to 50 51 to 99 100 or more cessful, a second check can identify the effect, gaining a
The table shows what amount of Chakra used for a general idea of its source. This ability has a base range
Chakra Activity or contained within a Chakra Pool of 30 feet and requires line of sight. The DC depends on
amounts to what category. To activate this ability, you the strength of the source: 20 if the source is Faint, -5
must concentrate as an attack action. If you succeed, for each category higher.
you can Sense Chakra for as long as you continue to In addition, you can see Chakra signatures and de-
concentrate, plus 1d3 rounds. termine their strength if they are within line of sight.
Chakra Activities: By making a Wisdom check Chakra signatures have unique visual identities, which
(DC 15 – Chakra spent on activity to be sensed), the can be memorised if you are familiar enough with any
user can detect if a technique was recently used or has particular one.
ongoing effects on a creature or area. See Through Chakra: You can See Chakra (as above)
Chakra Signatures: The character detects any Signa- and gain a +4 circumstance bonus to the Spot checks it
tures within range. The effect depends on the strength grants, as well as a +2 resistance bonus to Will saves to
of each Signature: disbelieve Genjutsu techniques. You can immediately
tell if a creature is a physical entity or a non-corporeal
Suppressed: The source is undetectable. Characters
with no chakra count as suppressed. Chakra construct, and can usually tell whether some-
Faint: The source is barely detectable. The charac- thing is a clone or summon (unless the effect specifies
ter cannot specify its direction or distance, and can otherwise). You can also see if someone is actively us-
identify it only if they are intimately familiar with ing a bloodline ability or speed/strength ranks as
the signature. though these abilities were lingering Chakra.
Moderate: This source is decently powerful and can
be identified it if it is a passing acquaintance. Gain a CHAKRA RESISTANCE
+2 bonus to checks to detect the target. You can
sense the general direction the target is in. This quality reflects an ability to completely resist the
Strong: This source is easily identifiable. Gain a +4 effects of most Chakra-based attacks. It functions the
bonus to detect the target. You can sense the gen- same as Spell Resistance (D20 Modern, p228), except it
eral direction and distance your target is located. applies to techniques and Chakra-based effects only.
Overwhelming: This source is staggeringly power-
When gaining multiple Chakra Resistances, apply only
ful and easy to identify. Gain a +10 bonus to detect
the target, and you gain a good sense of their physi- the strongest that would affect an incoming effect.
cal location (to within a few feet).
CHAKRA-CREATED ENTITIES
In addition, you can touch a living creature and con-
A Chakra-created object or creature has as much Chak-
centrate for a second to sense its signature and feel
ra as was spent to create it (the Chakra cost of a tech-
whether it is familiar, though you cannot precisely
nique or class ability, for instance). These beings cannot
identify it. This effect does not function while fatigued
use Chakra and cease to exist when they are reduced to
or exhausted.
0 Chakra. If the entity is created by an elemental tech-
Suppress Chakra: You can spend a full round action to
nique (see below), any damage reducing effects it may
reduce your effective signature by one category. Any
have (such as hardness) do not function against ele-
changes to your Chakra Pool require a Concentration
ments it is weak to.
or Chakra Control check (DC 10 + change in Chakra) to
maintain this ability. If your signature would be re- ELEMENTS AND CHAKRA
duced below Faint, it becomes Suppressed.
By concentrating for 30 seconds, you reduce your ef- ELEMENTAL AFFINITIES
fective signature by 1 more category per 5 levels or hit
Chakra can have a number of elemental natures, which
dice. This ability can be maintained while you concen-
are the basis of many techniques. All living beings are
trate (an attack action when stressed or endangered,
born with primary elemental affinity, which deter-
each round) plus up to 10 minutes per level. It can be
mines which type(s) of elemental ninjutsu they are able
cancelled whenever you desire.
to perform. As characters grow in strength they can
See Chakra: You can see Chakra and can use a Spot
gain secondary affinities, learning how to use other
check to either detect Genjutsu or Chakra activity (see
elements as well. There are five basic types of Chakra As shown in Table 1-3: Elemental Relations, elements
elements: Earth, Fire, Lightning, Water and Wind. At have strengths (and, as such, weaknesses) compared to
first level, you gain your primary affinity (your choice each other. If you are targeted by an elemental attack
or at random, consult your GM). This affinity also whose technique type (Doton, Katon, Raiton, Suiton or
awards you with special bonuses as you level up. Sec- Fuuton) is strong against your primary affinity, you
ondary affinities confer no bonuses. take a -2 penalty to saves made against that technique.
TABLE 1-2: ELEMENTAL AFFINITIES
Special Elements: Special elements include Ice (Hy-
Level Learn Bonus Energy Resistance Affinity outon) and Wood (Mokuton). They require special feats
or abilities to obtain and have no weakness or special
1 +1 - Primary
strength against other elements.
6 +2 - -
10 +2 5 - NEW MECHANICS
11 +3 5 Secondary
15 +3 10 - LEARNING TECHNIQUES
16 +4 10 Secondary A large part of character development in NarutoD20 is
20 +4 15 - the learning and use of techniques. Techniques are
21 +5 15 Secondary ways in which shinobi can channel their Chakra to
achieve various effects, not unlike spells do for wizards
Learn: You gain a bonus to Learn checks to learn and clerics. Unlike spells, techniques are not gained
techniques of your affinity's type. based on your class level: they must be learned. See
Energy resistance: You gain energy resistance against Chapter 10 for more information.
the element your affinity is strong against (see below).
Affinity: Shows at which level characters may gain NEW ACTION TYPES
access to secondary affinities. Requires 1 day of training Several new action types are introduced, as described
per level it was gained at (11 days at level 11, etc). below. Each of these actions can be readied (D20 Mod-
Simplified: Remove levels 10, 15 and 20 from the ta- ern, p147), with the exception of instant actions.
ble. Secondary affinities no longer require training Instant Action: Instant actions can be used at any
time. time, even when it's not your turn. These actions are
used to perform special defensive techniques or coun-
NEW ENERGY TYPES ter-attacks. A character can only use one instant action
Earth (common to Doton techniques), Water (common per round.
to Suiton techniques), Wind (common to Fuuton tech- Swift Action: You may use one swift action per turn,
niques) and Holy (seen in some unique techniques or while it's still your turn to act. A common use for swift
abilities) damage types are present within this system. actions is using the Chakra Control skill to tap your
Each of these also features an equivalent energy re- Chakra Reserves.
sistance that reduces damage taken by it. Wind damage Quickened Action: These actions can only be granted
deals normal damage against objects with hardness. by a feat or special class ability. A quickened action can
Earth and water deal one-quarter damage against ob- only be taken while it is your turn, and no more than
jects with hardness and holy deals no damage to ob- one quickened action can be gained or used per round.
jects. Full-attack Action: Many techniques make use of this
kind of action. It functions exactly as a full-round ac-
ELEMENTAL RELATIONS tion, but when you perform a technique requiring a
TABLE 1-3: ELEMENTAL RELATIONS
full-attack action it takes effect during your turn, rather
Elemental Type Strong Against than before your next turn.
Earth (Doton) Water
Fire (Katon) Wind NEW USES FOR ACTION POINTS
Lightning (Raiton) Earth Action Point to Chakra: A character may spend an ac-
Water (Suiton) Fire tion point to gain 1d6 points of temporary Chakra for
one minute. Chakra gained this way is not cumulative,
Wind (Fuuton) Lightning
but the duration can be extended by spending another
action point.
Action Point to Learn: Since Learn checks are based Resistance: A greater ability to defend against
on a d20, action points may be spent to aid in the pro- harm, typically for saving throws.
Shield: A bonus to Defense gained from a shield or
cess of learning new techniques (see p99).
shielding ability. Does not affect touch attacks.
Size: Special bonuses or penalties based on a char-
COMBAT-RELATED MECHANICS acter's physical size.
Losing an Eye: A character that uses only one eye suf-
fers a -2 penalty to Spot and Search checks and takes NEW AND CHANGED CONDITIONS
twice the normal distance penalties to such checks. A number of conditions are introduced or changed.
Characters flanking a one-eyed character gain an addi- They are as follows:
tional +1 bonus to attack rolls. At your GM’s discretion,
Dazzled: A dazzled creature takes a -1 penalty to
a character may become used to this, reducing or even
attack, Search and Spot rolls, typically due to an
completely negating the penalties. unexpected flash of bright light.
Massive Damage Threshold: This mechanic is not used Dying: When a (conscious) character is reduced to
in NarutoD20 when hit by damage, though some effects below 0 hit points, they may make a Fortitude save
may force a target to make this save. (DC 15) to remain conscious. The character is still
Reflex Saves: Reflex saves cannot be made when held, helpless and dying, however.
Encumbered: Encumbered characters also suffer a -
immobilized or otherwise unable to move (characters
1 penalty to Speed Ranks. Heavily encumbered
with no Dexterity score or a Dexterity score less than 1 characters suffer a -2 penalty instead.
cannot move). Entangled: Entangled characters also suffer a -4
Short Rest: Characters can take a short rest by resting penalty to Speed Ranks.
for 5 minutes, undertaking no strenuous actions. After a Exhausted: Exhausted characters also suffer a -2
short rest, abilities and techniques that have a number penalty to Speed Ranks.
Fascinated: A fascinated creature sits or stands qui-
of uses 'per encounter' refresh their uses. Up to twice
etly, wholly focused on the effect causing the con-
per day, a character taking a short rest may regain half dition, and takes no other actions. They take a -4
his level or his Con modifier (whichever is higher) penalty to Spot and Listen checks made as a reac-
worth of Chakra. tion to something. A potential threat (like a hostile
Types of Bonuses and Penalties: There are many types creature approaching) allows a new saving throw
of bonuses and penalties, some new and some already against the effect. An obviously lethal threat (like
someone drawing a weapon or aiming something at
existing. Bonuses and/or penalties of the same type do
the creature) automatically breaks the effect. A fas-
not normally stack. The types of bonuses are as follows: cinated creature can be freed by an ally, which re-
Armor: Normal armor grants this bonus to Defense. quires a standard action to do.
Does not apply against touch attacks. Fatigued: Fatigued characters also suffer a -1 penal-
Circumstance: Provided by special (dis)advantages. ty to Speed Ranks.
Stacks with itself. Invisible: Become visually undetectable. Invisible
Competence: Typical bonus provided to skill and creatures gain a +2 bonus to attack rolls against tar-
ability checks. gets relying on sight, and opponents are considered
Deflection: Increases Defense by deflecting attacks. flat-footed.
Dodge: Increases Defense by increasing speed and Immobilized: An immobilized creature cannot
evasion. Stacks with itself. move from its square (except by teleporting), and is
Enhancement: An (often temporarily) increased ef- unable to make Reflex saves. It is denied its Dexter-
fectiveness of equipment or ability scores. ity bonus to Defense and it takes a -10 penalty to
Inherent: Gained by training techniques and special Speed Ranks.
shinobi drugs. Limited to +5 per ability score. Paralyzed: Paralyzed flying creatures will fall to the
Insight: Bonuses granted by superior senses, like a ground, paralyzed swimming creatures may sink.
Sharingan's ability to read movements. Sickened: A sickened creature takes a -2 penalty to
Luck: The power of good fortune. all attack and damage rolls, saving throws, and skill
Morale: Bonuses or penalties gained from feelings and ability checks.
of hope, courage and determination (or despair and Staggered: A staggered character cannot run or
helplessness). charge.
Natural Armor: Defense increase gained by having
an especially tough outer layer (tough skin, scales,
thick hide, etc). Does not affect touch attacks.
Racial: Bonus granted by the specific proficiency in
a particular skill or ability score from your race.
SPECIAL ABILITIES TABLE 1-4: TENKETSU DAMAGE
Tenketsu Chakra Technique Perform
Damage Control DC Rank Penalty
SNEAK ATTACK
2 11 1 -0
Sneak attack is an ability granted by many classes, and
4 12 2 -0
is always listed as Sneak Attack (+xd6), x being a num-
ber. Sneak Attack from multiple sources stacks (simply 8 13 3 -1
add up all your Sneak Attack dice). Sneak attack adds 16 14 3 -1
bonus damage when you attack a foe, but only under a 32 15 4 -2
specific number of circumstances: 64 16 5 -2
The attack must require an attack roll. If it is a ran- 128 17 6 -3
ged attack, you must be within 30 feet of the target. 144 18 7 -4
You must either be flanking the target or the target
152 18 8 -4
must be denied its Dexterity bonus to Defense
against the attack. 160 19 9 -5
The target must have identifiable vital areas which 176 20 10 -6
you can see clearly and reach with your attack.
192 21 11 -7
Identifiable vital areas are things such as kidneys or a 208 22 12 -8
heart. Undead, constructs, oozes, plants and incorporeal 224 23 12 -8
creatures do not have vital areas. Effects such as con- 240 24 13 -9
cealment prevent you from seeing the target’s vital are-
256 26 13 -9
as clearly, and if a target has cover or is of an especially
272 27 14 -10
large size, you may be unable to reach its vital areas.
When you meet these requirements and hit with the 288 29 14 -10
attack, you deal the listed bonus damage (xd6). Sneak 304 30 15 -11
attack damage is not multiplied on critical hits. You can 320 32 15 -11
deal nonlethal Sneak Attack damage only when using a 336 33 16 -12
nonlethal weapon (such as unarmed strikes). 352 35 16 -12
Tenketsu are specific points in the body that help regu- DETECT EMOTIONS (SU)
late and release Chakra. Certain special techniques may
You can sense a sentient creature's emotions and sur-
deal Tenketsu damage, sealing a number of Tenketsu on
face thoughts. (Creatures with an Int, Wis or Cha score
their target. While suffering from Tenketsu damage and
of 0 are not sentient, or have no sentient thoughts to be
attempting to perform a non-Taijutsu technique below
read). You can make a Sense Motive check (DC 20)
the given technique rank, you must succeed at a Chakra
against a creature within 30 feet to determine whether
control check or the technique fails as though you did
it's hostile and what its current mood is.
not meet its Perform Requirements. If you succeed, or
Concentrating on the creature allows a deeper read-
if the technique is higher than the given rank, you suf-
ing. For each round you wish to continue, you must
fer a penalty to meet the Perform Requirements to per-
spend an attack action and focus on the creature.
form that technique (see Table 1-4: Tenketsu Damage
During the first round, you can determine if the crea-
for more information).
ture is capable of sentient thought. During the second
Characters with 128 or more Tenketsu damage are fa-
round, you can detect the target's base emotions. Dur-
tigued until the damage is reduced to 127 or below.
ing the third round, you can attempt to read the target's
An evening of rest heals your character level worth
surface thoughts.
of Tenketsu damage. Bed rest doubles this amount, and
If the target's will save modifier is higher than your
complete bed rest triples it.
Sense Motive bonus, this attempt automatically fails.
Otherwise, the target can make a Will save (DC 10 + ½
your level + Wis modifier) to prevent you from reading
their thoughts for 24 hours.
Reading surface thoughts will give you a general idea at the end of that surprise round. Activating or sup-
of a creature's thoughts and may show some images, pressing ranks can be done as a free action on your
but will not let you read more complex or specific de- turn, or as a full-round action if not in combat. Activat-
tails (you might get an idea that the enemy will attack ing or suppressing ranks lets you raise or lower their
soon, but not that they will attack at an exact place and your active Ranks to any Rank available (e.g. if you
time). A creature that is unwilling and aware of you have Speed Rank 3, you can switch between Rank 0, 1,
cannot be read more than 1 minute, and can attempt a 2 and 3).
new save every round. If you are fatigued, exhausted or if you are suffering
from Constitution damage, you cannot benefit from
STRENGTH AND SPEED RANKS Speed or Strength Rank 10. If you suffer from Dexterity
Special abilities and commonly available training tech- damage you cannot activate Speed Rank 10. The same is
niques may grant characters access to bursts of in- true for Strength damage and Strength Rank 10.
creased strength or speed, rules wise referred to as Cost: Speed and Strength Ranks require a constant
Strength and Speed Ranks. Untrained characters have supply of Chakra to remain active (see their tables).
Speed and Strength Rank 0. When activating a Rank with a higher number than
Benefits: The benefits for each rank are shown in the you currently have active (not counting rank bonuses),
tables below and on the next page. Their individual you immediately pay the cost. If the cost of Speed or
sections will further explain these benefits. Strength Ranks would drop your Chakra Pool to 0, they
Temporary Ranks: If you gain temporary Speed or are automatically suppressed instead. You pay the Cost
Strength Ranks, you gain the benefit of those abilities, separately for each type of Rank you have active.
but do not need to pay Chakra for them. These ranks do
SPEED RANKS
not stack with other Speed or Strength Ranks, and they
Characters that are helpless, paralyzed, immobilized,
cannot be suppressed while active.
grappled or pinned are automatically reduced to speed
Rank Bonus: A bonus to Speed or Strength Ranks
rank 0. You take a -1 Speed Rank penalty while wear-
through special abilities will raise your effective
ing medium armor, or a -3 penalty while wearing
Strength or Speed Rank, but not affect the cost (e.g.
heavy armor.
with a +2 Rank bonus, you benefit from Rank 2 with-
Dodge: The dodge bonus applies to Defense and Re-
out cost, or when you activate Rank 1, you benefit from
flex saves, and does not function if you are denied your
Rank 3 while only paying to maintain Rank 1).
Dexterity bonus to Defense.
Rank Penalty: A penalty to ranks lowers your maxi-
Hide: This hide bonus applies only in situations
mum available Speed or Strength Rank. Speed and
where fast movement would help.
Strength ranks cannot go below 0.
Kawarimi Defense: If you attack an opponent while
Activating Ranks: Speed and Strength Ranks can be
having this quality, they cannot use defensive maneu-
activated or suppressed separately. During combat,
vers or avoiding an attack type actions against the at-
Ranks become automatically active when you start
tack unless they are moving at the specified speed rank.
your first turn. If there is a surprise round in which you
did not act, you can choose to have the Ranks activate
SMALLFOLK
As their name implies, these humans are much smaller
than normal, but proportioned like a normal human.
They tend to be between 3 and 4 and a half feet tall.
Size: Small.
Ability Modifiers: +2 Dexterity.
TRUEBLOODED HUMAN
These humans are the product of selective breeding
through generations of highly-trained, Chakra-capable
shinobi.
Ability Modifiers: +2 Strength, +2 Constitution, +2
Charisma.
Superior Vision: You gain low-light vision and
darkvision up to 60 feet.
Bonus Feat: You receive Archaic Weapons Proficien-
cy or Simple Weapons Proficiency as a bonus feat.
Other Languages: Sign Common, Earth, Fire, Light-
ning, Water, Wind.
Level Adjustment: +1.
AGE
As normal humans age, so do the newly presented rac-
es, though not always at the same rate. See the table
below. The ability adjustments are identical to those in
the D20 Modern rulebook and are presented merely for
the sake of convenience. As such, the adjustments from
Middle Age and beyond are cumulative.
CHARISMATIC HERO
Charismatic Heroes are highly persuasive. Their focus
tends to lie in the field of spy work and Genjutsu tech-
niques.
TALENTS
FAST-TALK TALENT TREE
The following talent from this talent tree is changed, as
described.
Dazzle: The effect is a mind-affecting effect.
GENJUTSU TALENT TREE
This talent tree improves your ability to identify and
perform Genjutsu techniques.
Genjutsu: Gain a +1 bonus to Genjutsu checks to per-
form a technique, and a +2 bonus to identify them.
Your Chakra Reserve increases by 2.
Improved Genjutsu: The bonus increases to +2 to per-
form, +4 to identify, and 4 reserves. Prerequisite: Gen-
jutsu.
Advanced Genjutsu: The bonus increases to +3 to per-
form, +6 to identify, and 6 reserves. You also gain a +2
bonus to Learn checks when learning Genjutsu tech-
niques, and a +1 enhancement bonus to your effective
skill threshold with Genjutsu techniques. Prerequisite:
Improved Genjutsu.
Sense Chakra: You gain the ability to Sense Chakra
(p10). Prerequisite: Any one talent from the Genjutsu
talent tree.
Suppress Chakra: You gain the ability to Suppress
Chakra (p11). Prerequisite: Any one talent from the
Genjutsu talent tree.
BONUS FEATS
The following feats are added to the bonus feat list:
Force of Personality, Genin, Genjutsu Adept, Improved
Chakra Pool, Nin Weapons Proficiency, Retrieval Ex-
pert, Talented Shinobi, and Training.
CHAPTER 4 – STARTING OCCUPATIONS
ACADEMY STUDENT NINJA LAW ENFORCEMENT
Fresh out of the academy, you are ready to make your You are part of one of the many types of ninja law en-
way into the ninja world. You were assigned into a 3- forcement, such as ANBU, Ninja Police or Hunter-Nin.
man squad with a Jounin supervisor. Prerequisite: Age 15+.
Prerequisite: Age 10+. Skills: Choose two of the following skills as perma-
Skills: Choose three of the following skills as perma- nent class skills. If a skill you select is already a class
nent class skills. If a skill you select is already a class skill, gain a +1 competence bonus to checks using that
skill, gain a +1 competence bonus to checks using that skill. Bluff, Chakra Control, Climb, Concentration, Di-
skill. Balance, Bluff, Chakra Control, Climb, Concentra- plomacy, Fuinjutsu, Gather Information, Genjutsu,
tion, Craft (calligraphy, chemical, mechanical), Disable Hide, Investigate, Knowledge (ninja lore, tactics), Lis-
Device, Disguise, Escape Artist, Fuinjutsu, Gather In- ten, Move Silently, Ninjutsu, Search, Survival, Taijutsu
formation, Genjutsu, Hide, Investigate, Jump, and Tumble.
Knowledge (ninja lore, tactics), Listen, Move Silently, Bonus Feat: Select one of the following: Archaic
Ninjutsu, Search, Sleight of Hand, Spot, Survival, Weapon Proficiency, Armor Proficiency, Brawl, Com-
Taijutsu and Tumble. bat Martial Arts, Defensive Martial Arts, Genin, Gen-
Bonus Feat: Select one of the following: Archaic jutsu Adept, Nin Weapons Proficiency, Ninjutsu Adept,
Weapon Proficiency, Brawl, Combat Martial Arts, De- Point Blank Shot, Precise Shot, Rapid Shot, Taijutsu
fensive Martial Arts, Genin, Genjutsu Adept, Nin Adept or Trustworthy.
Weapons Proficiency, Ninjutsu Adept or Taijutsu Wealth Bonus Increase: +2
Adept. NINJA TECHNICIAN
Wealth Bonus Increase: +1 You have a knack for learning secret or lost techniques.
MENTORED Prerequisite: Age 12+. At level 1, you must select at
You have been guided by a powerful or legendary least 2 ranks of Genjutsu, Knowledge (ninja lore) and
shinobi. Your skills are naturally more keen than that Ninjutsu when spending skill points, as well as choose
of an academy student, but you are also more special- either Genjutsu Adept or Ninjutsu Adept as a feat.
ized. Mentored characters are fairly rare, as few high- Expertise: You require 1 less success to learn Lost Hi-
level shinobi have the time or desire to take up the job. jutsu and Lost Kinjutsu techniques (minimum 1 suc-
Prerequisite: Age 12+. cess).
Skills: Choose three of the following skills as perma- Reputation Bonus Increase: +1
nent class skills. If a skill you select is already a class SAMURAI
skill, gain a +1 competence bonus to checks using that You were raised in a samurai clan or taught the secrets
skill. Balance, Bluff, Chakra Control, Climb, Concentra- of Bushido.
tion, Craft (calligraphy, chemical), Disable Device, Dis- Prerequisite: Age 15+.
guise, Escape Artist, Fuinjutsu, Gather Information, Skills: Choose two of the following skills as perma-
Genjutsu, Hide, Investigate, Jump, Knowledge (current nent class skills. If a skill you select is already a class
events, ninja lore, streetwise, tactics), Listen, Move Si- skill, gain a +1 competence bonus to checks using that
lently, Ninjutsu, Search, Sleight of Hand, Spot, Survival, skill. Chakra Control, Concentration, Gamble, Handle
Taijutsu and Tumble. Animal, Jump, Knowledge (tactics), Listen, Sense Mo-
Bonus Feat: Select one of the following: Alertness, tive, Spot, Taijutsu and Tumble.
Archaic Weapon Proficiency, Brawl, Combat Martial Bonus Feat: Select one of the following: Archaic
Arts, Defensive Martial Arts, Dodge, Genin, Genius Weapon Proficiency, Armor Proficiency (Medium),
Ninja, Genjutsu Adept, Meticulous, Nin Weapons Pro- Blind-Fight, Defensive Martial Arts, Exotic Melee
ficiency, Ninjutsu Adept, Point Blank Shot or Taijutsu Weapon Proficiency, Point Blank Shot, Power Attack,
Adept. Quick Draw or Windfall.
Wealth Bonus Increase: +1 Wealth Bonus Increase: +1
Reputation Bonus Increase: +1 Reputation Bonus Increase: +1
SEAL EXPERT havioral science, civics, current events, ninja lore,
You come from a background of expertise in sealing physical science, tactics), Listen, Move Silently, Ninjut-
ninjutsu. su, Research, Search, Spot, Survival, Taijutsu and Tum-
Prerequisite: Age 15+. ble.
Skills: Choose two of the following skills as perma- Bonus Feat: Select one of the following: Advanced
nent class skills. If a skill you select is already a class Bloodline (Symbiote), Destruction Bugs, Genin, Genius
skill, gain a +1 competence bonus to checks using that Ninja, Genjutsu Adept, Nin Weapons Proficiency,
skill. Chakra Control, Craft (Calligraphy), Fuinjutsu, Ninjutsu Adept.
Knowledge (ninja lore) and Ninjutsu. Affiliation: You require 1 less success to learn
Bonus Feat: You gain the Sealweaver feat. Aburame Hijutsu techniques.
Reputation Bonus Increase: +1 Reputation Bonus Increase: +1
WANDERING NINJA DATTOURMARU CLAN (HIRAISHIN)
You are a wandering ninja, not attached to any village. This clan of Taijutsu specialists comes from the Hidden
You are or were raised by a missing-nin, or trained by Cloud and is known for their Advanced Bloodline,
another wandering ninja. granting lightning speed and many other advantages in
Prerequisite: Age 15+. combat. They are experts in missing-nin tracking and
Skills: Choose two of the following skills as perma- assassination.
nent class skills. If a skill you select is already a class Prerequisite: Age 8+.
skill, gain a +1 competence bonus to checks using that Skills: Choose two of the following skills as perma-
skill. Chakra Control, Climb, Craft (calligraphy), Disa- nent class skills. If a skill you select is already a class
ble Device, Escape Artist, Fuinjutsu, Gamble, Genjutsu, skill, gain a +1 competence bonus to checks using that
Knowledge (current events, ninja lore, streetwise, tac- skill. Balance, Chakra Control, Climb, Jump, Ninjutsu,
tics), Listen, Ninjutsu, Perform, Profession, Sleight of Sleight of Hand, Survival, Taijutsu and Tumble.
Hand, Spot, Survival, Swim and Taijutsu. Bonus Feat: Select one of the following: Advanced
Bonus Feat: Select one of the following: Archaic Bloodline (Hiraishin), Brawl, Combat Martial Arts,
Weapon Proficiency, Brawl, Combat Martial Arts, Nin Dodge, Improved Initiative, Nin Weapons Proficiency,
Weapons Proficiency, Point Blank Shot. Run or Taijutsu Adept.
Wealth Bonus Increase: +1 Affiliation: You require 1 less success to learn Dat-
Reputation Bonus Increase: +2 toumaru Hijutsu techniques.
Wealth Bonus Increase: +1
SHINOBI CLANS AND OCCUPATIONS Reputation Bonus Increase: +1
There are various prominent clans in the ninja world, FUJIWARA CLAN (DOUKAGAN)
many of which have their own areas of expertise and Not specifically affiliated with any one village or coun-
hold their own shinobi secrets or Advanced Bloodlines. try, the Fujiwara clan has been responsible for most of
Clans with Advanced Bloodlines will have them listed the development of Genjutsu and Ninjutsu over the
within parentheses next to their clan name (e.g. years. Their advanced knowledge has given them high
Aburame Clan (Symbiote) indicates the Aburame Clan levels of proficiency at the creation and perfection of
carries the Symbiote Advanced Bloodline). See Chapter Chakra manipulation techniques.
10 for more information on Advanced Bloodlines. Prerequisite: Age 8+.
Skills: Choose two of the following skills as perma-
ABURAME CLAN (SYMBIOTE) nent class skills. If a skill you select is already a class
Wielders of a unique ability allowing them to cultivate
skill, gain a +1 competence bonus to checks using that
Chakra-devouring bugs inside their own body, the
skill. Chakra Control, Decipher Script, Genjutsu,
Aburame clan of the Hidden Leaf is well-respected, if
Knowledge (Ninja Lore), Ninjutsu and Survival.
often regarded as a little creepy.
Bonus Feat: Select one of the following: Advanced
Prerequisite: Age 8+.
Bloodline (Doukagan), Educated, Gearhead, Genjutsu
Skills: Choose two of the following skills as perma-
Adept, Harmony, Ninjutsu Adept or Nin Weapons Pro-
nent class skills. If a skill you select is already a class
ficiency.
skill, gain a +1 competence bonus to checks using that
Affiliation: You require 1 less success to learn Fujiwa-
skill. Balance, Chakra Control, Climb, Gather Infor-
ra Hijutsu techniques.
mation, Genjutsu, Hide, Investigate, Knowledge (be-
Wealth Bonus Increase: +1
HYUUGA CLAN (BYAKUGAN) pharmaceutical), Diplomacy, Disguise, Genjutsu, Hide,
The most powerful clan in the Hidden Leaf, the Hyuu- Knowledge (ninja lore), Listen, Move Silently, Ninjutsu,
ga possess the Byakugan, an eye-based Advanced Research, Search, Spot and Taijutsu.
Bloodline that surpasses even the famed Sharingan in Bonus Feat: Select one of the following: Advanced
sheer observational ability. Bloodline (Chakra Vampire), Alertness, Armor Profi-
Prerequisite: Age 8+. ciency (light), Builder, Dodge, Nin Weapons Proficien-
Skills: Choose two of the following skills as perma- cy, Ninjutsu Adept, Stealthy, Taijutsu Adept or Trust-
nent class skills. If a skill you select is already a class worthy.
skill, gain a +1 competence bonus to checks using that Affiliation: You require 1 less success to learn Kaget-
skill. Balance, Chakra Control, Hide, Initmidate, suki Hijutsu techniques.
Knowledge (behavioral science, ninja lore), Move Si- Wealth Bonus Increase: +1
lently, Ninjutsu, Search, Sense Motive, Sleight of Hand,
Spot, Taijutsu and Tumble.
KAGUYA CLAN (SHIKOTSU MYAKU)
Members of the Kaguya clan are extremely powerful
Bonus Feat: Select one of the following: Advanced
and have heightened regenerative capabilities. Some
Bloodline (Byakugan), Combat Martial Arts, Defensive
have even been known to live for almost two centuries
Martial Arts, Genin, Genius Ninja, Nin Weapons Profi-
because of this advanced bloodline.
ciency, Ninjutsu Adept or Taijutsu Adept.
Prerequisite: Age 8+.
Affiliation: You require 1 less success to learn Hyuuga
Skills: Choose two of the following skills as perma-
Hijutsu techniques.
nent class skills. If a skill you select is already a class
Wealth Bonus Increase: +1
skill, gain a +1 competence bonus to checks using that
Reputation Bonus Increase: +1
skill. Balance, Chakra Control, Climb, Jump, Intimi-
ISHIMARU CLAN (FORTIFY) date, Knowledge (ninja lore, tactics), Ninjutsu, Spot,
The Ishimaru clan are one of the finest clans in the Swim, Taijutsu and Tumble.
Hidden Stone, bringing their own unique skills in Bonus Feat: Select one of the following: Advanced
Ninjutsu and Taijutsu that combines into a combat style Bloodline (Shikotsu Myaku), Archaic Weapon Profi-
both simplistic and brutal. ciency, Combat Martial Arts, Defensive Martial Arts,
Prerequisite: Age 8+. Genin, Genius Ninja, Nin Weapons Proficiency,
Skills: Choose two of the following skills as perma- Ninjutsu Adept or Taijutsu Adept.
nent class skills. If a skill you select is already a class Affiliation: You require 1 less success to learn Kaguya
skill, gain a +1 competence bonus to checks using that Hijutsu techniques.
skill. Climb, Hide, Jump, Move Silently, Ninjutsu, Sur- Reputation Bonus Increase: +1
vival and Taijutsu.
Bonus Feat: Select one of the following: Advanced
MIBU CLAN (SATORI / RED EYES) (OPTIONAL)
This extensive clan possesses several bloodlines, some
Bloodline (Fortify), Archaic Weapon Proficiency, Ar-
of which are what the first shinobi based their abilities
mor Proficiency (Light, Medium), Brawl, Combat Mar-
on. Several other clans are descended from them, and
tial Arts, Defensive Martial Arts, Genin, Nin Weapons
many others were once created as part of their exten-
Proficiency, Ninjutsu Adept or Taijutsu Adept.
sive experiments. Last but not least, this clan has a
Affiliation: You require 1 less success to learn Ishim-
powerful sword style, the Muryou Saikyou Ryu, and
aru Hijutsu techniques.
frequently affiliates itself to user of the Shinmei Ryu
Wealth Bonus Increase: +1
school.
Reputation Bonus Increase: +1
Prerequisite: Age 8+.
KAGETSUKI CLAN (CHAKRA VAMPIRE) Skills: Choose two of the following skills as perma-
Kagetsuki clan members have no ability to generate or nent class skills. If a skill you select is already a class
recover their Chakra internally like normal humans do. skill, gain a +1 competence bonus to checks using that
They are mainly feared for their ability to absorb Chak- skill. Balance, Chakra Control, Concentration, Craft
ra from other living beings. (calligraphy, chemical, mechanical, pharmaceutical),
Prerequisite: Age 10+. Diplomacy, Disguise, Genjutsu, Hide, Intimidate,
Skills: Choose two of the following skills as perma- Knowledge (any), Listen, Move Silently, Ninjutsu, Re-
nent class skills. If a skill you select is already a class search, Search, Sense Motive, Spot, Swim, Taijutsu,
skill, gain a +1 competence bonus to checks using that Treat Injury and Tumble.
skill. Chakra Control, Concentration, Craft (chemical,
Bonus Feat: Select one of the following: Advanced YACHOUMARU CLAN (DAIRIKI)
Bloodline (Satori or Red Eyes), Alertness, Animal Af- A small but powerful and respected clan aligned with
finity, Armor Proficiency (light), Attentive, Builder, the Hidden Stone. They possess a strong bloodline, and
Creative, Deceptive, Dodge, Educated, Focused, Genius the first Tsuchikage was a founding member.
Ninja, Genjutsu Adept, Guide, Heroic Surge, Medical Prerequisite: Age 8+.
Expert, Meticulous, Nin Weapons Proficiency, Ninjutsu Skills: Choose two of the following skills as perma-
Adept, Stealthy, Studious, Taijutsu Adept or Trustwor- nent class skills. If a skill you select is already a class
thy. skill, gain a +1 competence bonus to checks using that
Affiliation: You require 1 less success to learn Mibu skill. Chakra Control, Climb, Genjutsu, Investigate,
Hijutsu techniques. Jump, Knowledge (ninja lore, tactics), Move Silently,
Wealth Bonus Increase: +1 Ninjutsu, Survival and Taijutsu.
Reputation Bonus Increase: +1 Bonus Feat: Select one of the following: Advanced
Bloodline (Dairiki), Chakra Affinity, Defensive Martial
UCHIHA CLAN (SHARINGAN) Arts, Genin, Nin Weapons Proficiency, Ninjutsu Adept
One of the most famous clans from the Hidden Leaf,
or Taijutsu Adept.
the Uchiha clan is powerful and highly respected with-
Affiliation: You require 1 less success to learn
in the village. They are well known for the Sharingan, a
Yachoumaru Hijutsu techniques.
special eye bloodline that only few can truly awaken.
Wealth Bonus Increase: +1
Prerequisite: Age 8+.
Reputation Bonus Increase: +1
Skills: Choose two of the following skills as perma-
nent class skills. If a skill you select is already a class
skill, gain a +1 competence bonus to checks using that
skill. Balance, Genjutsu, Hide, Intimidate, Knowledge
(behavioral science, ninja lore, tactics), Move Silently,
Ninjutsu, Sleight of Hand, Spot, Taijutsu and Tumble.
Bonus Feat: Select one of the following: Advanced
Bloodline (Sharingan), Athletic, Combat Martial Arts,
Defensive Martial Arts, Educated, Genin, Genius Ninja,
Nin Weapons Proficiency, Ninjutsu Adept or Taijutsu
Adept.
Techniques: Select either Goukakyuu no Jutsu or
Housenka no Jutsu. You require only half the usual
time to learn this technique, and gain a +2 competence
bonus to skill checks to perform said technique.
Affiliation: You require 1 less success to learn Uchiha
Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1
CHAPTER 5 – SKILLS
This chapter lists new skills, new uses for skills, chang-
es to how skills work, and introduces Tactics. TUMBLE (DEX)
Trained Only
NEW SKILL SYNERGIES Special: If you have 5 or more ranks in Tumble, you
gain a +3 bonus to Defense when fighting defensively
For rules on skill synergies, see the D20 Modern rules,
(instead of the normal +2), or a +6 bonus when using
p48.
the total defense action (instead of the normal +4).
CHANGED USAGE OF EXISTING SKILLS Just as with the Balance skill, sometimes a surface is
not easy to move through, and now applies a penalty
(see table below).
JUMP (STR)
Long Jump: You only need a 10-ft move before jump- Surface type DC
ing. Lightly obstructed (scree, some rubble, shallow
+2
High Jump: Only a 10-ft move is required to make bog*, undergrowth)
this jump. The DC is now 2 plus double the height of Severely obstructed (cavern floor, dense rubble,
+5
the jump in feet (e.g. a 4 ft jump has a DC of 10). If you dense undergrowth)
do not have a running start, double the DC. The maxi- Sloped or Angled +2
mum jumping height is doubled. Lightly slippery (floor is wet) +2
Jumping Down: The DC remains the same, but it is
Severely slippery (ice sheet) +5
now twice as efficient, reducing the effective fall dis-
* You cannot Tumble in a deep bog.
tance by 20 feet if successful.
Ration Pills 9 17 2 hr
Poison Save DC Material Cost Craft DC Prep Time
Sense Tablets 12 18 2 hr
General Poison
Soldier Pills 10 17 2 hr
14 or lower 8 13 1 hr
Chakra Restoration Amplifier 10 22 4 hr
15-18 12 15 3 hr
“ “, Greater 18 26 8 hr
Specific Poison
14 or lower 6 15 1 hr
15-18 10 17 3 hr
19-22 15 20 6 hr
23 or higher 20 25 12 hr
For every 5 points you exceed the DC, your antidote Special: A character without a puppet crafting kit suf-
grants an additional +1 bonus to the save. An antidote fers a -4 penalty to checks to make or modify puppet
does not provide protection against any future poisons parts. A character without an inscriber's kit suffers a -4
applied to you. penalty to checks to craft enhancement seal slots.
General Antidote: A general antidote works on all Enhancement Seal Slots: You are able to create a seal
poisons with a save DC within its range (or below), and slot on a piece of equipment. A successful check adds
grants a +2 circumstance bonus to the additional save. the seal slot, allowing a capable crafter to add an en-
Specific Antidote: A specific antidote works only hancement seal to it at a later time. See the table below
against the specific poison it was crafted from, and for the available slot types. On a failed check, the pro-
grants a +4 circumstance bonus to the additional save. cess fails, and the maximum number of seal slots the
Drugs: You can craft a variety of performance en- equipment can carry is reduced by one (minimum 0).
hancing drugs, as shown in the table on the next page.
Seal Slot Craft DC Chakra Cost Time
Requires the Craft Shinobi Drugs feat. The effects of
the drugs are described in Chapter 7 (p65). Minor 15 5 4 hr
XP: The XP cost you must pay upon completion of Superior 20 10 8 hr
the drug. Greater 25 15 16 hr
Prep: The amount of preparation time. You must be Armor equipment types (Armor, cloak, ear, waist,
actively involved during this time. wrists, feet, finger) can only be outfitted with a single
Brewing: The time the drug needs to brew. You do seal slot each. Weapons can contain up to 2 seal slots,
not need to be actively involved during this time, but with no more than one being a greater seal slot. Each
brewing a drug a longer or shorter time will ruin it. head of a double weapon has its own seal slot that is not
Cooling and bottling not included (4 hours). shared with the other head. See Chapter 13 (p400) for
more information on enhancement seals.
Name Cost XP Prep Brewing DC
Puppets: Crafting puppet cores and puppet compo-
Ability-enhancing Drug
nents requires the Craft Puppet feat. You craft puppet
B-Class 28 1000 24 hr 2 weeks 23
parts from various mechanical components (see table
A-Class 35 3500 48 hr 8 weeks 30 on the next page). See Chapter 13 (p394) for more in-
S-Class 44 15000 72 hr 16 weeks 37 formation.
Akimichi Food Pills (2) Living Puppets: This is a forbidden art that allows
Green 15 100 24 hr 2 weeks 23 you to create puppets from organic beings, and requires
Yellow 20 150 48 hr 2 weeks 27 the Craft Living Puppets feat.
Red 25 250 72 hr 2 weeks 31 Puppet Components: See Chapter 13 (p395) for a list
Blackweed Elixir 27 1000 24 hr 4 weeks 25 of available puppet components.
Chakra Growth 20 450 24 hr 1 week 23
Normal Quality: Components with no difficulty or a
difficulty of D- to A-class has a Craft DC equal to its
Fireseed Extract 28 1000 48 hr 8 weeks 27
purchase DC + 5, and material costs equal to its pur-
Lotus Extract 24 1000 24 hr 3 weeks 25
chase DC -2. Crafting takes 1 hour for every 5 points of
Muscle Growth
the DC. To craft S-class components, see the epic uses
Type I 18 75 24 hr 1 week 23 of this skill in Chapter 14 (p421).
Type II 20 150 48 hr 1 week 25 Mastercraft Quality: Requires the Mastercrafter feat.
Nevoa Infusion 24 1000 24 hr 3 weeks 25 Mastercrafted components can improve any (numeri-
Swiftwind Elixir 22 250 24 hr 1 week 22 cal) aspect of a component, except bonuses or penalties
Tengu Elixir 24 1000 24 hr 3 weeks 25 to ability scores. This bonus does not transfer to any
Tosha Liquor 24 1000 24 hr 3 weeks 25 poisons applied to that part. Normal Mastercrafting
costs (such as XP costs) apply.
CRAFT (MECHANICAL) (INT) Advanced Quality: To craft an advanced quality com-
Trained Only ponent, apply the listed modifiers to the part's normal
You can now create and modify all manner of parts quality crafting statistics. Advanced quality components
for mechanical puppets. You are also able to craft seal take up one less point when installed in a puppet (min-
slots onto equipment, which can be utilized by en- imum 1) compared to their normal quality counter-
hancement seals later. parts.
Purchase Craft Undo Modification: Undoes a modification (Modify
Puppet Part DC DC Time Capacity and Upgrade Core modifications cannot be
Combat Puppet Core undone).
Small 15 20 8 hr Upgrade Core: +1 point of the indicated type. Can be
Medium 20 23 12 hr done multiple times (up to a limit based on the type
Large 25 26 16 hr of core). See Chapter 13 for details on puppet cores.
Utility Puppet Core KNOWLEDGE (EARTH AND LIFE SCIENCES)
Small 13 16 8 hr
Medium 18 19 12 hr
(INT)
Large 23 22 16 hr Special: A character without a Disposal/Forensics Kit
suffers a -4 penalty to checks made to perform an au-
Living Puppet Core*
topsy. Performing an autopsy requires the Forensics
Animal Varies Varies Varies
Training feat.
Human Varies Varies Varies
Autopsy: You can study a dead body to determine its
Puppet Components cause of death, and uncover any secrets it might still
Normal quality Varies Varies Varies hold. The DC depends on the kind of information you
Mastercrafted component* Varies Varies Varies want to uncover:
Advanced quality +10 +15 x4
Autopsy Type DC
Modify Core: Requires the Craft Puppet feat. You can
Cause of Death 15
modify your puppet cores, enhancing their capacity and
basic functionality. The effects described below are Examination 18
applied to the puppet core that you modify. Condition 20
Enhancements 25
Modifications Purchase DC Craft DC Time
Specialization 28
Improve Dexterity 15 20 8 hr
Necromancy 30
Improve Hardness 20 25 8 hr
Improve Resilience 20 25 8 hr Cause of Death: You can determine the nature of the
Improve Strength 15 20 8 hr killing blow delivered to the subject, such as mental
trauma, poison, disease, Chakra coil damage, etc.
Modify body slots 25 30 24 hr
Examination: You are able to determine any poisons
Modify Capacity
and diseases the subject was affected by in the last 14
Utility 25 30 24 hr days before dying, plus 1 day per point you exceed the
Weapon 25 30 24 hr DC by.
Undo modification 5 20 1 hr Condition: You can determine the subject's maximum
Upgrade core hit points, Chakra Pool, level, advanced bloodlines and
Free point 20 25 4 hr elemental affinities as they were when it died.
Enhancements: You can determine whether the sub-
Utility point 10 15 2 hr
ject had taken shinobi drugs (and which), and analyze
Weapon point 10 15 2 hr
their effects. Further analysis might reveal the compo-
Improve Dexterity: Dexterity +2, Strength -2. nents used in the drug (GM's discretion).
Improve Hardness: Hardness +1, HP -5. Specialization: You can determine one of the follow-
Improved Resilience: HP +5, Hardness -1. ing: the subject's Strength, Dexterity of Constitution
Improve Strength: Strength +2, Dexterity -2. score before it died, excluding enhancement bonuses,
Modify Body Slots: Trade a body slot of any category or the technique type it used the most (such as genjut-
(head, chest or limb) for a slot of a different category. su; if ninjutsu or taijutsu, you can also identify the sub-
Modify Capacity: The maximum number of points of type the subject favored, if any)
the chosen type (Utility or Weapon) the core can be Necromancy: You can put a broken body back to-
upgraded to is increased by 2, the maximum number of gether, as long as you have all body parts. When pieced
points for the other type is reduced by 1. back together, you can perform autopsy on it for 1
hour, plus 1 hour for every 5 points you beat the DC
by. Necromancy can only be tried once per corpse.
Characters with ranks in Treat Injury or Knowledge Special: You cannot take 10 or take 20 on checks to
(earth and life sciences) can aid a character performing harvest or implant an eye. Characters without a medi-
an autopsy even if they do not possess the Forensics cal kit or Chakra scalpel receive a -4 penalty to such
Training feat. checks.
Time: An autopsy attempt requires 1 hour. You can Special: Circumstance modifiers affect the DC of
perform one autopsy on a corpse per point of Constitu- checks to harvest and/or implant an eye (as described
tion modifier it had while alive before the corpse be- below). See the table below for these modifiers.
comes useless. Harvest Eye: To harvest an eye, you must succeed at
two consecutive checks. Each check deals 1d4 points of
READ/WRITE LANGUAGE (NONE) damage to the creature. Failing two consecutive checks
Special: If you know how to Read/Write Common, you destroys the eye. The base DC is 10.
can automatically read/write each new elemental lan- You can only attempt this on a subject that is immo-
guage which you can speak. (See Speak Language) bilized, paralyzed, sedated, unconscious or dead. If the
body carrying the eye has been dead for more than 1
REPAIR (INT) hour per point of its Constitution bonus (when it was
You can repair puppets, as well as add or remove parts alive), the eye is unusable. Once harvested, the eye
from their frame. See Chapter 13 – Ninja Tools (p395). must be preserved within 1 day or become useless.
Special: Characters without a puppet crafter's kit take Once an eye is harvested or destroyed, the subject
a -4 penalty when using this skill on puppets. suffers 2 negative levels for 24 hours (no save). In addi-
Repair Puppet: If you beat the DC by 5 or more, you tion, it suffers 2d6 Constitution damage (Fortitude DC
may halve the time required to finish the repairs. 20 halves) and becomes exhausted. If the subject sur-
All components are repaired in this manner. If com- vives, it will suffer Doujutsu Drawbacks (Donor only,
ponents you repair require reloading, you must pay the see Chapter 10) until it gets a replacement eye of the
associated costs to do so. Otherwise, the parts will be same bloodline (either by recovering its own or receiv-
repaired, but not reloaded. ing someone else's).
Time/Retry: You can keep trying until the eye is ei-
Repair DC Time Cost
ther harvested or destroyed. Each attempt requires one
Reduce defeat penalty by 1 20 1 hr 8 minute.
Repair destroyed puppet 35 32 hr 17
Conditions DC
Install Component: The DC to install a puppet com- Harvesting and Implanting
ponent is equal to the part's purchase DC. Installing
Subject is conscious, and cooperative +5
components takes 1 hour per 5 points of the DC.
Subject is conscious and resisting +10
Uninstall Component: The DC to uninstall a puppet
component is 15. Uninstalling a component takes 10 Each hour the eye has decayed* +2
minutes. Poor lighting +4
Surgery is performed outside +2
SENSE MOTIVE (WIS) Subject has an unfamiliar anatomy +5
You can now discern whether another character is be- Halve the required time to make a check +5
having unusually.
Implanting only
Analyze Behavior: You can tell if a character is being
Base DC 15
influenced by outside sources, like enchantments, illu-
sions or compulsions. The DC for this check is 25. Eye is of a Doujutsu bloodline +5
Retry: You cannot retry unless the person in question You have learned Medical ninjutsu of Rank 6+ -10
acts in a suspicious manner again. * An eye decays when it is either in a dead body or harvested
Time: Analyzing behaviour requires one minute. but unpreserved.
TREAT INJURY (WIS) Implant Eye: Once an eye is harvested, it can be im-
planted into a new recipient. If the recipient already
Trained Only
has a bloodline other than the one being implanted, the
Your medical expertise allows you the chance to har-
implant is rejected and the recipient suffers 1 Constitu-
vest and transplant special eye-based bloodline powers.
tion damage every day, which cannot be healed until
Doing so requires the Surgery feat.
the eye is removed or the subject dies. When the eye is
removed, the damage is healed immediately. If the eye and Kinjutsu techniques without suffering additional
is destroyed, the subject suffers 2d6 Constitution dam- penalties.
age (Fort DC 20 halves, minimum equal to previously
suffered Con damage due to rejection), which heals CRAFT (CALLIGRAPHY) (INT)
normally. Special circumstances will modify the diffi- Trained Only
culty of the check (see table on previous page). You can craft a variety of Chakra objects, inscribed
Retry: You may attempt the procedure a total of three with potent sealing patterns that can have a variety of
times. If the third check fails, the eye is destroyed and effects. Using this skill without the Craft Sealed Items
the subject takes 1d6 Constitution damage. feat doubles the time required to craft inscriptions or
Time: Implanting an eye takes 10 minutes per at- explosives. For more information on the items, see
tempt. Chapter 7 – Equipment.
Special: A character without a calligraphy kit suffers a
NEW SKILLS -4 penalty on Craft checks to make the following items.
Craft Inscriptions: You craft Chakra inscriptions with
CHAKRA CONTROL (WIS) various inks and materials. The CP column indicates
Trained Only the amount of Chakra you use with each crafting at-
This skill is used to perform Chakra Control tech- tempt. The XP cost (if any) is paid when completing the
niques, activate enhancement seals or various special items.
items. It is also used to tap into your Chakra Reserve or Special: You may use the Fuinjutsu skill when craft-
conceal the Chakra cost of techniques. ing inscriptions instead, at a -5 penalty.
Perform Technique: This skill is used to perform
Craft XP
Chakra Control techniques, which is further explained
Type Cost DC CP Time Cost
in Chapter 10.
Advanced Seal (2) 5 16 2 5 min -
Conceal Chakra: You conceal a technique's Chakra so
it cannot be sensed by others who can sense Chakra. Chakra Storing Gem
The DC for this check is 15 + technique Rank + Chakra Least 13 15 2 30 min 10
spent. You cannot take 10 or take 20 for this check. Lesser 17 20 6 1 hr 25
This check is used as part of the technique being per- Greater 21 25 10 2 hr 50
formed and cannot be retried if failed. Elemental Scroll* 4 15 1 10 min -
Indentify Chakra Control: When you witness a Chak-
Technique Scroll 6 * - * *
ra Control technique, you may make a check (DC equal
Scroll of Seals
to the technique's Perform DC) to identify the tech-
nique if it is known to you. This is a free action. Lesser* 5 * - * -
Tap Reserves: You can gain temporary Chakra by Greater* 10 * - * -
transferring it from your Chakra Reserves. A successful Sealing Scroll 3 15 1 10 min -
check grants temporary Chakra and lowers your Chak- Summoning Scroll*
ra Reserves by the same amount. The temporary Chak- Lesser 6 15 5 30 min -
ra dissipates after 1 minute per level. Greater 9 20 10 1 hr -
The base DC for this check is 10, + 1 per point of
Chakra. Using a half-seal reduces the DC by 2 and using Chakra Storing Gem, Least: Requires the Least Chak-
a hand seal reduces the DC by 5 (choose one, see p101 ra Storing Gem training technique. You must be level 3
for information on half- and hand seals). or higher.
Time: Tapping your reserves is a move action, but you Chakra Storing Gem, Lesser: Requires the Lesser
may increase the DC by 5 to make it a swift action. Chakra Storing Gem training technique. You must be
Special: You cannot take 10 or take 20 to tap your re- level 6 or higher.
serves. Characters cannot aid another when making Chakra Storing Gem, Greater: Requires the Greater
Chakra Control checks. Chakra Storing Gem training technique. You must be
Synergy: A character with 5 or more ranks in Chakra level 10 or higher.
Control gains a +2 bonus to Learn checks with Chakra Elemental Scroll: You can only craft a scroll with an
Control techniques. A character with 10 or more ranks element you have affinity for.
in Chakra Control can create Chakra Control Hijutsu
Scroll of Seals: To include a technique in such a Synergy: A character with 5 or more ranks in Fuinjut-
scroll, you must know the technique. The check DC is su gains a +2 bonus to Learn checks with Fuinjutsu
equal to the technique's Perform DC. The bonus grant- techniques. A character with 10 or more ranks in Fu-
ed by the scroll is equal to the steps of mastery you injutsu can create Fuinjutsu Hijutsu and Kinjutsu tech-
have in each technique you scribe onto a scroll, which niques without suffering additional penalties.
should be noted when creating it. (You may have creat-
ed a Lesser Scroll of Seals (Katon Shuriken no Jutsu +3, GENJUTSU (CHA)
Daichouyaku no Jutsu +2), for example) Trained Only
A lesser scroll can contain up to 3 techniques, with a This skill is used to perform and identify Genjutsu
combined rank of 6 or lower. The craft time is 1 hour techniques.
per rank of the techniques added (combined). Perform Technique: This skill is used to perform Gen-
A greater scroll can contain up to 3 techniques, with jutsu techniques, which is further explained in Chapter
a combined rank of 14 or lower. The craft time is 4 10.
hours per rank of the techniques added (combined). Identify Genjutsu: When you witness a Genjutsu
technique being performed, you may make a check (DC
Craft XP
equal to the technique's Perform DC) to identify the
Type Cost DC CP Time Cost
technique if it is known to you. This is a free action.
Paper Bombs Analyze Genjutsu: If you have detected an anomaly
Lesser 4 18 1 10 min - you think might be a non-harmful Genjutsu effect (like
Superior 10 25 3 30 min - noises or illusory modifications to the terrain), you can
Greater 13 32 5 1 hr - make a Genjutsu check (DC 15 + the technique's Rank).
Firecracker tag* 3 17 1 10 min - Succeeding at this check will allow you to make a Will
save to disbelieve the technique.
Trap Note 11 28 4 1 hr -
Special: You can take 10 but can't take 20 when mak-
Sealing Tag 3 28 12 4 hr -
ing a Genjutsu check.
Sunburst Tag* 10 20 2 30 min - Synergy: A character with 5 or more ranks in Genjut-
Explosives: You craft Chakra-based explosives using su gains a +2 bonus to Learn checks with Genjutsu
various inks and materials (see table, above). techniques. A character with 10 or more ranks in Gen-
Firecracker Tag: A successful check produces five jutsu can create Genjutsu Hijutsu and Kinjutsu tech-
tags. niques without suffering additional penalties.
Sunburst Tag: A successful check produces two tags.
KNOWLEDGE (NINJA LORE) (INT)
FUINJUTSU (INT) Trained Only
Trained Only This topic covers topics unique to shinobi culture:
This skill is used to perform Fuinjutsu techniques and their various rules and sayings, the nature and working
craft sealed items. of Chakra and any topic that relates specifically to
Perform Technique: This skill is used to perform Fu- shinobi (except purely historical information).
injutsu techniques, which is further explained in Chap- Identify Summon: You can accurately gauge the over-
ter 10. all strength of a summoned creature. The DC for this
Identify Fuinjutsu: When you witness a Fuinjutsu check is equal to the summon’s Level, plus a modifier
technique being performed or when you inspect a seal based on its Rank (see table below). See Chapter 12 for
created by a Fuinjutsu technique, you may make a more information on Summons.
check (DC equal to the technique's Perform DC) to
Summon Rank DC
identify the technique if it is known to you. This is a
Soldier +5
free action.
Craft Inscriptions: You can use this skill instead of Protector +10
Craft (Calligraphy) to craft Chakra Inscriptions, at a -5 Guardian +15
penalty. Noble +20
Special: You can take 10 but can't take 20 when mak- Champion +25
ing a Fuinjutsu check.
Synergy: A character with 5 or more ranks in
Knowledge (ninja lore) gains a +2 bonus to Learn
checks when mastering, developing or creating a tech- TAIJUTSU (STR)
nique. Trained Only
This skill is used to perform and identify Taijutsu
NINJUTSU (INT) techniques.
Trained Only Perform Technique: This skill is used to perform Tai-
This skill is used to perform and identify Ninjutsu jutsu techniques, which is further explained in Chapter
techniques. 10.
Perform Technique: This skill isused to perform Nin- Identify Ninjutsu: When you witness a Taijutsu tech-
jutsu techniques, which is further explained in Chapter nique being performed, you may make a check (DC
10. equal to the technique's Perform DC) to identify the
Identify Ninjutsu: When you witness a Ninjutsu technique if it is known to you. This is a free action.
technique being performed, you may make a check (DC Special: You can take 10 but can't take 20 when mak-
equal to the technique's Perform DC) to identify the ing a Taijutsu check.
technique if it is known to you. This is a free action. Synergy: A character with 5 or more ranks in Taijutsu
Special: You can take 10 but can't take 20 when mak- gains a +2 bonus to Learn checks with Taijutsu tech-
ing a Ninjutsu check. niques, as well as a +1 bonus to unarmed attack rolls.
Synergy: A character with 5 or more ranks in Ninjut- A character with 10 or more ranks in Taijutsu can cre-
su gains a +2 bonus to Learn checks with Ninjutsu ate Taijutsu hijutsu and kinjutsu techniques without
techniques. A character with 10 or more ranks in suffering additional penalties. Additionally, they gain a
Ninjutsu can create Ninjutsu hijutsu and kinjutsu tech- +1 bonus to unarmed damage.
niques without suffering additional penalties.
Sense Tablet: For 1d4+1 hours, you gain a +1 bonus to increase both the effect of subsequent nausea by 2
Listen, Search, Spot and Survival checks, as well as a +4 hours and increase the Wisdom damage by 1 for every
bonus to saves against sleep effects. The bonus to skill extra tablet ingested past the first. Extending the dura-
checks improves by +1 every hour until the drug's ef- tion of the pills like this continues to increase the skill
fects end. If you can Sense Chakra, increase its range by bonuses, up to +10. Characters under prolonged effects
50%. Once the effect ends, you suffer 1d2 temporary become increasingly violent and irritating/jittery as
Wisdom damage and become nauseated for 1 hour (Fort time passes.
save DC 18 negates the nausea). You can counter the If the Wisdom damage taken is higher than your
nausea by taking another tablet, though doing so will Wisdom score, make a save against massive damage to
prevent overdosing and suffering the normal effects of Volume II – Tales of the Great Wars: Goes into great
massive damage. detail about the more famous ninjas and summoned
Soldier Pill: You gain 2d4+1 points of temporary creatures used in past wars. If you know a description
Chakra lasting 72 hours. You can ignore Starvation and of a creature or person who took part in the war, a Re-
Thirst for 24 hours and gain a +4 bonus to saves against search check (DC 10 + the subject's total hit dice at that
sleep effects for 24 hours, or until the temporary Chak- time) will reveal basic information about their abilities
ra runs out. Furthermore, the penalties of being ex- and achievements during the war.
hausted are reduced to -4, and you can still run or Volume III – The Continent: Described within is a
charge while fatigued or exhausted, though only at great deal of information about the topography of the
three times your speed. Finally, you gain a +4 bonus to continent, with maps and information on roads and
Con checks to keep running. Once the effect fades, you many cities, as well as an approximation of the major
will be nauseated for 2d6+2 hours (Fort save DC 15 for hidden villages. It will hold descriptions, maps and pic-
half). For 36 hours after consuming the pill, you are tures of various ninja-specific landmarks.
unable to sleep, rest or naturally recover hit points Volume IV – The Clans and their Powers: The many
and/or Chakra. ninja clans around the world are the subject of this vol-
The effects of these pills do not stack or refresh each ume, describing notable figures within such clans and
other. If you are knocked unconscious while under the possibly information on the more famous bloodlines.
effect of a soldier pill, the effect immediately fades (and You can make a Research check (DC 20) to discover
you become nauseated, as above). general information about a clan. A Research check
(DC30) can reveal information about specific clan
BOOKS AND SCROLLS members or bloodlines, so long as they were part of
Blank Scroll: Most commonly used for sealing tech- recorded instances.
niques or to create Summoning Scrolls or a Scroll of Volume V – Chakra and the Ninja Arts: Contains a
Seals. This scroll can be filled with up to 10 pages of variety of basic techniques any ninja should have access
text, each page containing up to 250 words. A short to. Using this volume grants a +1 Learn bonus when
scroll can only contain up to 5 pages, while a long scroll learning Bunshin no Jutsu, Chouyaku no Jutsu, Fuku-
can carry up to 100 pages. rougan, Henge no Jutsu, Genjutsu Kai, Kawarimi no
Elemental Scroll: These scrolls are bought of a specific Jutsu, Taijutsu: Keikai-uchi, Kinobori, Nawanuke no
element, and carry 10 charges. When performing a Jutsu, Shougenzou no Jutsu, Tadayou, Takitsuke and
technique of an element matching the scroll, you may Zentai Bougyo.
spend one charge and increase the perform time by one In addition, each country's edition includes a basic
step to gain a +2 circumstance bonus to meet the per- elemental technique: Earth – Dochuu Engyou no Jutsu,
form requirements. In addition, you count as one level Fire – Kaen Shuriken, Lightning – Raishuriken no Jut-
higher for that technique. Once all charges have been su, Water – Mizudama no Jutsu and Wind – Kazegama
expended, the scroll becomes a Blank Scroll. no Jutsu.
Encyclopedia Shinobi: This set of six volumes details a Volume VI – Indexes: This volume contains no in-
lot of information about almost every aspect of shinobi formation; it is merely a large index showing a potential
life. A new version is released every 20 years, making reader where to find information on which subjects
previous versions obsolete. These encyclopedias go into within the other five volumes.
great detail about their subjects, including descriptions, Scroll of Seals: These scrolls contain enough infor-
historical references and many useful facts (see below mation about a technique to teach it to others. Such
for specifics). scrolls contain up to three techniques, and can be used
Volume I – Ninja Tools and Resources: Contains an to self-teach techniques (see p99), granting a bonus
introduction to the encyclopedia, and information based on who crafted the scroll (see Craft (Calligraphy),
about various weapons, tools, artifacts and chemicals p34). The purchase DC of a scroll of seals increases by 1
used in the shinobi world. It details the various uses for every 2 Ranks worth of techniques within it.
and components of both puppets and traps, and names Lesser: These can usually be purchased in licensed
any famous users or builders of such. The volume also ninja shops. Contains up to 6 total ranks worth of tech-
contains a glance at various famous artifacts, with some niques.
hints about their history, locations and (previous) own- Greater: As Lesser, but contains up to 14 total ranks.
ers. Rarely seen outside of the safes of prominent
clans/shinobi.
Some techniques may not be available in a specific Preservation Container: These one-time use contain-
village, and most Hijutsu and Kinjutsu can't be bought ers can store organic matter for 10 days, preventing
in public shops. The restriction level is +1 (Licensed) decay.
for E- and D-Rank techniques, +2 (Restricted) for C- Tiny: Contains up to half a pound of matter, such as a
Rank techniques, +3 (Military) for B- and A-Rank ones pair of eyes or a finger.
and +4 (Illegal) for S-Rank and Super S-Rank tech- Small: Contains up to one pound of matter, such as a
niques. kidney or a heart.
Sealing Scroll: This special scrolls contain inscriptions Medium: Contains up to 10 pounds of matter, such as
to augment techniques that store objects (such as a brain or liver.
Gesouin or Chuuzouin), allowing each seal to hold Large: Contains up to 50 pounds of matter, such as a
twice as much material as normal. A standard scroll pair of lungs.
holds 5 pages of text or 5 seal slots, and a long scroll Shuriken Holster: A small pouch that can be strapped
holds 50 pages of text or 20 seal slots. to an arm or leg, it can hold 4 kunai, 10 throwing
Summoning Scroll: These scrolls help to summon knives or 15 shuriken or throwing needles. It has a hol-
creatures, but can only be used once, after which they ster to hold a kunai on the outside.
become a blank scroll. Using these scrolls increases the Shuriken Holster, Large: A larger version with three
perform time of a technique by one step. compartments, each of which holds as much as a nor-
Lesser: You gain a +2 bonus to meet the perform re- mal shuriken holster. (Only has one holster)
quirements of Summoning techniques, and you count
as one level higher to meet summon rank requirements CLOTHING
and/or determine the level of creature you can sum- Conical Hat: Traditional travelling headwear, like a
mon. sugegasa. Similar to those often worn by rice paddy
Greater: As Lesser, but the bonus is +4 and you count workers.
as two levels higher. Forehead Protector: A piece of cloth with a metal
Technique Scroll: These unique scrolls are carefully plate identifying your village. These are only handed
crafted to absorb a single Ninjutsu or Genjutsu tech- out at graduation from the academy, and are entirely
nique of rank 10 or lower, which can be unleashes from illegal to sell, buy, craft or possess through other means.
the scroll at a later time. Ninja Outfits: These outfits do not hinder the wearer
When used, form a half-seal and make a Perform in combat, and usually include: pants/skirt, shirt, un-
check for the technique at a -4 penalty. If successful, dergarments, shoes/sandals/open-toed boots,
you perform the technique normally, ignoring any socks/stockings, belt/suspenders, and sometimes a fish-
Hand Seal component it has, but you suffer a -10 penal- net undershirt. These clothes do not count against your
ty to tap your reserves this round. If the technique re- encumbrance.
quires material components, they must be present. If Casual: Basic clothes used for training or errands.
the technique can be empowered, you may empower it Standard: A standard ninja uniform. Has a color and
up to the level it was empowered when inscribed. camouflage based on your village, granting a +2 equip-
When successfully used, the scroll is discharged. You ment bonus to Hide checks in those environments (The
can recharge it by making a Chakra Control check (DC patterns are: snow, night, forest, plains or rock). You
20 + technique's rank) and paying half the XP required can request a uniform with a pattern that differs from
to craft it (7.5 XP per rank of the technique). Doing so your village's basic one.
requires 10 minutes. Travel Cloak: These full-body cloaks have about a
These scrolls are rarely available for purchase, but dozen pockets that can hold up to 1 lb. of materials in
when they are the purchase DC is 20 + the technique's total. Most cloaks have a hood, and can be quickly
rank. snapped on or off (removing your cloak is a free action).
Can be printed with a pattern, identical in effect to that
CONTAINERS of a standard ninja outfit.
Belt Pouch: A small pouch which can carry up to 10
pounds of items in three compartments. NINJA TOOLS
Belt Pouch, Larger: This larger pouch has 5 compart- Calligraphy Kit: A kit used to create sealing objects
ments and can carry up to 25 pounds of items. and to create seal arrays for many Fuinjutsu techniques,
or to write letters and make calligraphy.
Caltrops: Caltrops are used by scattering them on the Trap Kit, Basic: You can create traps of CR 5 and low-
ground. A single bag covers one 5-ft square. Caltrops er. 10 Uses. The Deluxe version grants a +2 bonus to
automatically make a melee touch attack (+0 bonus) checks to craft traps, can be used to create any trap, and
against creatures moving through or fighting within its has 25 uses.
square (once per creature per round). Creatures hit suf- Utility Puppet: See p394.
fer 1 damage, and their land movement speed is re- Training Weight: These weights come as a set of two
duced by half. If the creature was running or charging, wrist weights and two ankle weights. The listed penalty
it stops immediately. A Treat Injury check (DC 15) will applies to Strength ranks when the wrist weights are
remove this penalty, as will a day of rest. worn and to Speed ranks if the ankle weights are worn.
Combat Puppets: See p394. While both sets are worn, you gain a bonus to Learn
Disposal/Forensics Kit: Contains items required for fo- checks when learning Training techniques that grant
rensic research, and is often carried by ANBU and Speed and/or Strength Ranks.
Hunter-nin to dispose of bodies on assassination mis-
Type Penalty Bonus
sions.
Gas Mask: This metal device covers the lower half of I -1 +1
the face (including the nose), but has holes to breathe II -2 +2
through. Inside is a sophisticated air filtering system. III -3 +3
While worn, you are not affected by inhaled poisons or IV -4 +4
gas effects the first round you are exposed to them, and V -5 +5
receive a +6 equipment bonus to Fort saves against
VI -6 +5
them.
VII -8 +5
Inscriber's Kit: You can make Craft checks to craft
enhancement seal slots without penalties. The Deluxe VIII -10 +5
version grants a +2 equipment bonus to those checks. Dropping either set of weights is a free action on your
Iron Wire: These wires are very utilitarian, and can turn, though dropping both at the same time requires a
support up to 1500 lbs. of weight. A creature bound move-equivalent action that does not provoke an attack
with iron wire suffers a -5 penalty to Escape Artist of opportunity. Putting on either pair of weights takes 3
checks to free itself. Some can even use it as a deadly rounds and provokes attacks of opportunity.
weapon. If you have the Strength Rank extraordinary ability
Iron Wire has a hardness of 3 and 4 HP, and is com- equal to the weight's penalty, the weights do not count
pletely immune to bludgeoning damage. A creature towards your maximum carrying capacity (even when
must succeed at a Spot check (DC 15) to notice iron the ranks are suppressed), but do add to your overall
wire due to its extreme thinness. weight.
Portable Radio: A fabric band with Velcro and a small
audio installation, allowing you to communicate with
SERVICES
others wearing the same. It has up to 35 different fre-
Services Cost Res
quencies, a range of 2 miles and is voice-activated.
Hiring Shinobi * *
Puppet Crafter's Kit: You can craft puppets and pup-
pet components without penalty. The Deluxe version Sealing Slots
grants a +2 equipment bonus to those checks. Minor Seal Slot 8 -
Rebreather: Similar to the Gas Mask, this device has Superior Seal Slot 12 -
no holes but one or two small air filter canisters, allow- Greater Seal Slot 19 -
ing the wearer to breathe (presumably) clean air for up Epic Seal Slot 26 -
to 4 hours per canister. A new canister has a purchase
Legendary Seal Slot 30 -
DC of 6, and air canisters can be swapped as a move
Sealed Item * *
action.
Sound Amplifier: A small gauntlet with crystals in the Hiring Shinobi: See Chapter 15, p445.
palm, this Sound Country specialty allows the user to Seal Slots: These are added to various kinds of worn
focus Chakra to create sound waves. You cannot wield or wielded equipment, so that they can later receive
a weapon in a hand wearing a sound amplifier, though enhancement seals. See p400.
it does not prevent you from making unarmed attacks.
Sealed Items: See p400 for a description of the various light or more than two-handed, you can't use it. For
enhancement seals and sealed items, along with their each size category you differ from a weapon's intended
Purchase DCs. wielder, you suffer a -2 penalty to attack rolls.
lasts for one week unless otherwise specified. tion, Dexterity, Intelligence, Strength and Wisdom),
Ability-enhancing Drug: Comes in six varieties, corre- and grants an inherent bonus to that ability score, based
sponding to the six ability scores (Charisma, Constitu- on the grade: B-Class: +1, A-Class: +2, S-Class: +3. Each
drug deals a different type of ability damage (Strength have the ability to Sense Chakra, you gain a +5 inherent
drug deals Dexterity damage, and vice versa. Charisma bonus to your effective level while using it.
drug deals Intelligence damage, and vice versa. Consti- Lotus Extract: You gain a +1 inherent bonus to both
tution drug deals Wisdom damage, and vice versa). The Ninjutsu checks and the Save DC of your Ninjutsu
exception is the Constitution drug, whose initial dam- techniques.
age is one week of unconsciousness. Muscle Growth: This drug has no individual effect,
Akimichi Food Pill: A secret of Konoha's Akimichi but is used as a material component in the Godan
clan. Any character without the Akimichi Toughness Jouryoku, Godan Kousoku, Yondan Jouryoku and Yon-
feat must make a Fortitude save (DC 30) every round dan Kousoku Training techniques.
the drug is in effect (not counting the first round) or Nevoa Infusion: Gain a +2 inherent bonus to Chakra
die. Control checks.
Green: You gain a +2 bonus to attack and weapon Swiftwind Elixir: Gain a +1 inherent bonus to Per-
damage, a +4 bonus to opposed disarm, trip, grapple and form and Learn checks for all Spacetime techniques
overrun checks, a +4 bonus to Climb, Jump and Swim with the Teleportation descriptor. You are able to learn
checks, and receive 10 temporary Chakra. The effects the Shodan Kousoku, Nidan Kousoku, Sandan Kousoku,
last for 1 minute, after which you become stunned Yondan Kousoku and Godan Kousoku Training tech-
for 1 round from the pain, and suffer 3d6 damage (Fort niques without the usual penalties.
DC 18 halves) as well as 1d4 temporary Constitution Tengu Elixir: You gain a +1 inherent bonus to both
damage. Taijutsu checks and the Save DC of your Taijutsu tech-
Yellow: This pill has no effects unless taken while the niques.
green pill is still in effect. It refreshes and increases the Tosha Liquor: You gain a +1 inherent bonus to both
duration of any active Akimichi pills by 5 rounds. Its Genjutsu checks and the Save DC of your Genjutsu
effects are as green, except the bonuses are +3 (attack techniques.
and damage), +6 (opposed and skill checks) and 20
(temporary Chakra). Its duration is only 5 rounds. After LIFESTYLE
its duration ends, you are stunned for 1 round and suf-
The following Housing items are also available (See
fer 5d6 damage (Fort DC 20 halves) and 3d6 Chakra
D20 Modern, p122, for more information on Housing)
coils damage.
Red: This pill has no effects unless taken while the Lifestyle Item Cost
yellow pill is still in effect, and grants +50 temporary Manor 40
Chakra for 3 rounds. While in effect, you will not die
Castle 44
or fall unconscious (even if your hit points fall low
enough), though such effects may take hold immediate- A Manor can have up to ten bedrooms and five suites,
ly once the pill wears off, if circumstances demand it. A with the appropriate number of living and working
visual manifestation of your Chakra (such as a bright spaces and a reasonable patch of surrounding land.
glow of Chakra surrounding you) can be seen while the A castle can have thirty bedrooms, fifteen suites, an
pill is in effect. appropriate number of living and work spaces and an
After its duration ends, you are stunned for 1 round expansive patch of surrounding land.
and gain 1 negative level per round for 2d6 rounds, half
of which become permanent after 24 hours unless you
succeed at a Fortitude save (DC 25).
Blackweed Elixir: You can learn and perform Fuinjut-
su techniques without the usual penalties.
Chakra Growth: Gain a +5 bonus to your Chakra
Pool, but you suffer a -4 penalty to checks to tap your
reserves.
Death God Pill: The drug's secondary damage only af-
fects those with the Cursed Seal template. If you have
the Cursed Seal template, you gain the Cursed Seal Lev-
el 2 ability.
Fireseed Extract: You gain the ability to Sense Chak-
ra, effective at half your character level. If you already
CHAPTER 8 – ADVANCED AND PRESTIGE CLASSES
MODERN CAMPAIGNS At the indicated level, you gain +X bonus Chakra and
When you play a campaign in a modern setting, the +Y bonus Chakra Reserves. The bonus in the table is
Devastator, Elementalist, Master Strategist, Medical the total granted for that level. Bonus Chakra and Re-
Specialist, Ninja Hunter, Ninja Police, Ninja Scout, serves from different classes stack.
Puppeteer, Shade and Technique Analyst can add
Computer Use (Int) to their class skill list.
CLASS OVERVIEW
The table below offers a quick glance at the available
In addition, the Beastmaster, Exemplar, Genjutsu
classes. The ‘works well with’ and ‘builds from’ col-
Master, Master Strategist, Ninja Hunter, Ninja Police,
umns are simple suggestions to help guide newer play-
Ninja Scout, Puppeteer, Shinobi Bodyguard and Squad
ers building their first characters.
Captain add Personal Firearms Proficiency to their bo-
nus feat list when playing in a modern setting. OTHER CLASSES
Bloodline classes are available for some bloodlines or
BONUS CHAKRA
templates (see p347). Characters of 21st level or higher
A number of class tables will feature the ‘Chakra’ col-
may be able to take levels in one or more epic classes
umn, with a value of +X / +Y (X and Y being numbers).
(see p428).
TABLE 8-1: ADVANCED AND PRESTIGE CLASS OVERVIEW
Class Description Works well with Builds From
Blinkstrike Deft fighter utilizing teleportation Sword Savant, Shinobi Swordsman Fast, Smart
Exemplar Masters of melee combat Shinobi Swordsman, Taijutsu Master Strong, Fast, Tough
Livewire Focuses on the battle wire weapon Exemplar, Weaponmaster Strong, Fast
Master Strategist Utilizes the Plan ability expertly Squad Captain, Ninja Hunter Smart
Medical Specialist Focuses on medical techniques Shinobi Adept, Exarch Smart, Dedicated
Ninja Hunter Specializes in fighting other ninja Shinobi Scout, Shade Strong, Fast, Smart
Ninja Police Researchers and investigators Ninja Scout, Ninja Hunter Fast, Dedicated, Charismatic
Ninja Scout Jack of all trades which learn how to Track Ninja Hunter, Shade Fast
Puppeteer Animates mechanical puppets to fight with Shinobi Adept, Master Strategist Smart
Sacred Fist Spiritual monks using unarmed strikes Shinobi Bodyguard, Exemplar Strong, Dedicated
Shinobi Adept Basic technique specialist Summoner, Technique Analyst Smart Dedicated Charismatic
Shinobi Swordsman Powerful masters of the blade Sword Savant, Exemplar, Weaponmaster Strong, Fast
Soul Edge Emphasizes on blades of Chakra Shinobi Swordsman, Sword Savant Strong, Fast, Dedicated
Squad Captain Leader which empowers their allies Genjutsu Master, Master Strategist Smart, Charismatic
Summoner Specializes in summoning allies Shinobi Adept, Technique Analyst Tough, Smart
Sword Savant Combines techniques and melee combat Shinobi Swordsman, Elementalist Fast, Smart, Charismatic
Taijutsu Master Unarmed combat specialist Exemplar, Shinobi Bodyguard Strong, Tough
Technique Analyst Specialist in using meta-Chakra feats Devastator, Shinobi Adept Smart, Charismatic
BLINKSTRIKE when you fail a Reflex save for half damage. This abil-
ity functions only while unarmored and unencum-
bered.
REQUIREMENTS
Skills: Move Silently 9 ranks, Ninjutsu 12 ranks, Taijut-
WARP CHARGE
You seem to disappear and reappear at random during a
su 12 ranks, Tumble 9 ranks.
charge, allowing you to charge without provoking at-
Feats: Dodge, Mobility, Quick Draw.
tacks of opportunity for moving through other crea-
Special: Must know Shunshin no Jutsu (5), one Tele-
tures' threatened spaces. You can also turn freely while
portation technique and 5 Taijutsu techniques.
charging, allowing you to avoid obstacles or opponents
CLASS INFORMATION in your path. Finally, you can charge over difficult ter-
rain.
Hit Die: d8
Once per day, you can designate a charge as a power-
Action Points: 7 + ½ character level, rounded down.
ful charge, adding 3d6 bonus damage on a successful
CLASS SKILLS hit, which is not multiplied on critical hits.
The Blinkstrike's class skills are Balance (Dex), Chakra
Control (Wis), Jump (Str), Knowledge (current events,
ninja lore, popular culture, tactics) (Int), Move Silently
DEVASTATOR
(Dex), Ninjutsu (Int), Profession (Wis), Read Language
(None), Speak Language (None), Spot (Wis), Taijutsu REQUIREMENTS
(Str) and Tumble (Dex). Skills: Chakra Control 16 ranks, Knowledge (ninja lore)
Skill Points: 3 + Int modifier. 12 ranks, Genjutsu or Ninjutsu 16 ranks.
Feats: Genjutsu Adept or Ninjutsu Adept, Technique
CLASS FEATURES Focus (any), 2 meta-Chakra feats.
BLINKSTRIKE Special: Effective skill threshold 18 in Genjutsu or
This Stance (see p98) can be entered as a free action, Ninjutsu, 20 or more Bonus Reserve from feats or class
and can only be used while unarmored, unencumbered abilities.
and not suffering from being sickened, staggered, or
exhausted. While in the Blinkstrike Stance, you gain CLASS INFORMATION
the indicated bonus to Defense (dodge) and Move Si- Hit Die: 1d6
lently and appear to vanish and reappear quickly when Action Points: 7 + ½ character level, rounded down.
dodging, attacking or taking a 5ft step.
Once per round while in the stance, you may spend 2
CLASS SKILLS
The Devastator's class skills are Chakra Control (Wis),
Chakra as a swift action to gain a bonus equal to half
Concentration (Con), Craft (all) (Int),Decipher Script
the indicated bonus (round up) to your next attack roll.
(Int), Diplomacy (Cha), Disable Device (Int), Drive
BLINK STEP (Dex), Demolitions (Int), Fuinjutsu (Int), Genjutsu
You gain a teleport speed (p354) equal to your normal (Cha), Intimidate (Cha), Listen (Wis), Knowledge (all)
speed for a single move action. This type of teleporta- (Int), Ninjutsu (Int), Perform (sing, string instruments)
tion is silent and has no visual effects. The ability is (Cha), Profession (Wis), Read Language (None), Search
chakra-based in origin. You must be in the Blinkstrike (Int), Sign Language (None) and Speak Language
Stance in order to use this ability. (None).
EVASION X Skill Points: 5 + Int modifier.
You gain Evasion (D20 Modern, p22). If you already
have the Evasion ability, you take half damage even
TABLE 8-3: THE DEVASTATOR
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +0 +1 +2 Unleashed Power +1 +1 +1 / +4
nd
2 +1 +0 +2 +3 Succession Technique +2 +1 +3 / +8
rd
3 +2 +1 +2 +3 Succession Technique +2 +1 +5 / +12
th
4 +3 +1 +2 +4 Succession Technique +3 +2 +7 / +16
th
5 +3 +1 +3 +4 Force of Nature +3 +2 +9 / +20
outon techniques deal hybrid wind and water damage,
CLASS FEATURES replacing its cold descriptor with the water and wind
UNLEASHED POWER ones. Abilities affecting Hyouton techniques or cold
You can fire a blast of unfocused Chakra as an attack damage will not affect such hybrid techniques, and any
action. This is a ranged touch attack with a range of 30 material focus or material component of snow or ice is
feet, plus 15 feet per 2 character levels, and deals 1d6 waived.
points of force damage per Devastator level, and can be This ability can be selected two times. Choose a dif-
empowered for +1d6 damage per point of Chakra (max. ferent elemental hybrid the second time. Each time you
1 Chakra per 2 character levels). select this ability, it permanently reduces your meta-
SUCCESSION TECHNIQUE Chakra charges by 1.
Every time this ability is gained, choose an ability from Advanced Chakra Shape Manipulation (Su): You can
the list below. Abilities cannot be selected more than change a Genjutsu or Ninjutsu's area of effect as fol-
once unless specified. lows: Change a Burst into a Spread (S), a Spread into a
Advanced Chakra Nature Manipulation (Su): You can Burst (S), a Cone into a Line twice its range or a Line
combine elements in techniques, allowing greater flex- into a Cone half its range (round down). In addition,
ibility against foes resistant or vulnerable to certain when performing a Ninjutsu or Genjutsu technique,
kinds of energy. The hybrids are listed below: each re- you may spend a meta-Chakra charge to change the
quires two elemental affinities. When performing a technique's target to 'melee touch' and remove its area,
Ninjutsu with a descriptor of either element, you may affecting only the touched creature. A technique with a
add the other as a descriptor, and have the Ninjutsu modified shape cannot be copied or assimilated.
deal hybrid damage of the two energy types. An ele- Bonus Feat: You can select a bonus feat from the fol-
mental technique made hybrid cannot be copied or lowing list: Advanced Seal Proficiency, Chakra Pene-
assimilated. tration, Chakra Presence, Chakra Restoration, Chakra
Hybrid damage deals bonus damage to creatures vul- Weaving, Combat Tactics, Efficient Technique, Ele-
nerable to either type (as per its vulnerability), deals mental Shaping, Elemental Specialization, Empower
half damage to creatures immune to either one of the Technique, Empowered Resilience, Enlarge Technique,
energy types, and deals no damage to creatures immune Extend Technique, Force of Personality, Retrieval Ex-
to both energy types. Energy resistance applies as nor- pert, Grand Master, Greater Chakra Penetration, Hand
mal. Seals Proficiency, Hidden Gaze, Improved Chakra Pool,
Insightful Reflexes, Maximize Technique, Sturdy Illu-
Hybrid Element 1 Element 2
sion, Supercharged Technique, Technique Focus, Train-
Blaze Release (Enton) Electric Fire ing, Vile Technique, Widen Technique.
Crystal Release (Shoton) Earth Ice This ability can be selected twice.
Dust Release (Jinton) Earth Wind Chakra Medium Alteration (Su): When performing a
Ice Release (Hyouton) * Water Wind Genjutsu that is delivered via a gaze, scent or sound,
Lava Release (Youton) Earth Fire you can substitute it for one of the other types (for ex-
ample, delivering a sound-based Genjutsu as a gaze at-
Steam Release (Futton) Fire Water
tack instead). Doing so makes the technique have the
Storm Release (Ranton) Electric Water
same restrictions as other techniques using the same
Abilities that affect techniques of a certain elemental type of delivery (i.e. gaze attacks not working against
type (such as the Elementalist's Elemental Fury) apply blind or visionless opponents). Does not change any
to all hybrid techniques using that type. other part of the technique (such as area or targets).
The Hyouton ability also allows you to learn and per- Selecting this ability permanently costs you 1 meta-
form Hyouton techniques. You can have existing Hy- Chakra charge.
Chakra Reach Extension (Su): You may substitute a ELEMENTALIST
melee touch attack required by any Chakra Control,
Genjutsu or Ninjutsu technique with a ranged touch REQUIREMENTS
attack with a range of 30 feet. This ability can be select-
Skills: Ninjutsu 9 ranks.
ed twice. The second time increases the range to 60
Feats: Ninjutsu Adept.
feet. Each time you select this ability, it permanently
Special: Must know at least 4 Ninjutsu techniques of the
reduces your meta-Chakra charges by 1.
element you want to specialize in.
Chakra Pulse Mastery (Su) (Requires 1 other Succes-
sion Technique): You add your Devastator level as a CLASS INFORMATION
circumstance bonus to checks to dispel Genjutsu tech-
Hit Die: 1d6
niques.
Action Points: 6 + ½ character level, rounded down.
Chakra Shape Manipulation (Su): When you perform
a Chakra Control, Genjutsu or Ninjutsu technique with CLASS SKILLS
a Burst, Cone, Cylinder, Emanation or Spread area of The Elementalist's class skills are Balance (Dex), Chakra
effect, you make it Shapeable (S). Furthermore, when Control (Wis), Concentration (Con), Craft (chemical)
you shape a technique with a Shapeable area of effect, (Int), Hide (Dex), Knowledge (current events, history,
the minimum of any of its dimensions is reduced to 5 ninja lore, physical science, popular culture) (Int), Lis-
feet. ten (Wis), Move Silently (Dex), Ninjutsu (Int), Profes-
Devastation (Su) (Requires 1 other Succession Tech- sion (Wis), Read Language (None), Search (Int), Speak
nique): You add your Charisma modifier to damage Language (None), Spot (Wis) and Tumble (Dex).
with Genjutsu techniques and your Intelligence modi- Skill Points: 5 + Int modifier.
fier to damage with Ninjutsu techniques, maximum +1
per rank of the technique (maximum +10). Only affects
CLASS FEATURES
techniques dealing hit point or nonlethal damage. Optional Rule: You may take this class more than once,
Intense Power (Su) (Requires 2 other Succession choosing a different element each time.
Techniques): You count as one level higher when de- ELEMENTAL SPECIALIZATION
termining level-based variables and making level Choose an element to specialize in from among your
checks while performing Chakra Control, Genjutsu or elemental affinities. Gain a +2 bonus to Ninjutsu checks
Ninjutsu techniques. and a +1 enhancement bonus to your skill threshold
FORCE OF NATURE and Learn checks with techniques of that element.
Once per day, you can spend an action point and tap You suffer a -2 penalty to Ninjutsu checks, Learn
into seemingly unlimited amounts of Chakra for one- checks and effective perform threshold for techniques
half the action point's result in rounds (rounded down, of the element your chosen element is weak against.
minimum 1). While in effect, you can perform tech- ELEMENTAL FURY
niques without needing to spend Chakra. After 1 mi- Techniques you perform of your chosen element deal 1
nute or when the encounter ends (whichever comes bonus damage for each die of damage they deal.
sooner), your Chakra Reserves are reduced to 0 and LIMITLESS FURY
your Chakra Pool is halved (minimum 1). You can The range of elemental techniques of your chosen ele-
spend an action point to limit the loss of your Chakra ment is increased by 50%.
Reserves to only half its value.
Cannot be used while depleted or exhausted.
same time. When animating puppets with the Puppetry Resilience, Improved Combat Martial Arts, Improved
ability, increase its duration to 5 minutes, plus 10 per Initiative, Flawless Form, Genin, Keen Senses, Sacred
character level. Flurry or Taijutsu Adept.
ENLIGHTENED DEFENSE
SACRED FIST While unencumbered and unarmored, you gain a dodge
bonus to Defense equal to your Wisdom modifier.
REQUIREMENTS
Base Attack Bonus: +2.
EVASION
This works like the Fast Hero ability (D20 Modern,
Skills: Chakra Control 6 ranks, Knowledge (Theology
p22), but only works while unarmored and unencum-
and Philosophy) 6 ranks and Taijutsu 6 ranks.
bered.
Feats: Combat Martial Arts, Harmony.
BUDDHIST PALM
CLASS INFORMATION While in the Sacred Fist Stance, your attacks bypass
Hit Die: 1d8 damage reduction as though of the type(s) listed.
Action Points: 6 + ½ character level, rounded down. DEVOTION
CLASS SKILLS You gain a +2 bonus to Will saves against techniques or
The Sacred Fist's class skills are Balance (Dex), Concen- abilities with the Compulsion or Phantasm descriptors.
tration (Con), Chakra Control (Wis), Craft (calligraphy) AGELESS BODY
(Int), Fuinjutsu (Int), Knowledge (ninja lore, theology You stop aging, and will suffer no additional penalties
and philosophy) (Int), Profession (Wis), Move Silently for aging. You still receive the appropriate bonuses, and
(Dex), Read Language (None), Ride (Dex), Sense Motive penalties already taken remain in effect. You also be-
(Wis), Speak Language (None), Spot (Wis), Taijutsu come immune to artificial or magical aging effects. You
(Str) and Tumble (Dex). will still die when you reach the appropriate age.
Skill Points: 3 + Int modifier.
SAMURAI
CLASS FEATURES
SACRED FIST STANCE REQUIREMENTS
This is a Stance (see p98) that you can enter as a free
Base Attack Bonus: +3
action at any time, as long as you are unarmed. When
Skills: Knowledge (tactics) 6 ranks, Taijutsu 6 ranks.
in this stance, your unarmed strikes deal increased
Feats: Armor Proficiency (Light) and Archaic Weapons
damage (see table) and are considered lethal, though
Proficiency, Exotic Melee Weapons Proficiency or Nin
you may still deal nonlethal damage without penalty.
Weapons Proficiency.
You count as armed while in this stance.
BONUS FEAT CLASS INFORMATION
Choose a feat from among the following, for which you Hit Die: 1d10
must meet any prerequisites: Advanced Combat Martial Action Points: 6 + ½ character level, rounded down.
Arts, Chuunin, Defensive Martial Arts, Empowered
TABLE 8-16: SAMURAI
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +1 +2 +1 +1 Traditional Path +1 +1 +0 / +1
nd
2 +2 +3 +2 +2 Weapon Focus +1 +1 +1 / +2
rd
3 +3 +3 +2 +2 Bonus Feat +2 +1 +1 / +3
th
4 +4 +4 +2 +2 Combat Acumen +2 +2 +2 / +4
th
5 +5 +4 +3 +3 Sacred Path +3 +2 +2 / +5
th
6 +6 +5 +3 +3 Bonus Feat +3 +2 +3 / +6
th
7 +7 +5 +4 +4 Armored to the Teeth +4 +3 +3 / +7
th
8 +8 +6 +4 +4 Weapon Specialization +4 +3 +4 / +8
th
9 +9 +6 +4 +4 Bonus Feat, Supreme Path +5 +3 +4 / +9
th
10 +10 +7 +5 +5 Frightful Presence +5 +4 +5 / +10
CLASS SKILLS Shot, Great Cleave, Improved Two-Weapon Fighting,
The Samurai's class skills are Chakra Control (Wis), Mobility, Monkey Grip, Point Blank Shot, Power At-
Climb (Str), Jump (Str), Knowledge (tactics) (Int), Move tack, Power Critical, Rapid Shot, Shot on the Run,
Silently (Dex), Read Language (None), Profession Spring Attack, Two-Weapon Fighting, Weapon Adap-
(Wis), Ride (Dex), Sleight of Hands (Dex), Speak Lan- tation Training, Weapon Finesse.
guage (None), Spot (Wis), Swim (Str), Taijutsu (Str) and
COMBAT ACUMEN
Tumble (Dex).
Up to once per day per Samurai level, you may use a
Skill Points: 3 + Int modifier.
technique granted by your Traditional Path, Sacred
Path or Supreme Path as a spell-like ability (you do not
CLASS FEATURES have to meet the Perform Requirements, and you do
TRADITIONAL PATH not need to pay its Chakra cost, though you must still
At 1st level, you choose a path you will follow: pay Chakra if you wish to empower such a technique).
Kenjutsu (Swords): You gain the Tactical Implements The techniques are performed at your character level.
feat for all swords, and you immediately learn the Ken- SACRED PATH
jutsu: Gekisai technique (p211). You gain additional mastery over your chosen path:
Kyujutsu (Bows): You do not provoke attacks of op- Kenjutsu: You gain the Quick Draw feat and learn the
portunity when firing projectile weapons within a Kenjutsu: Getsutai technique (p211).
threatened area. You immediately learn the Kyujutsu: Kyujutsu: You gain the Precise Shot feat and learn the
Sasshi technique (p216). Kyujutsu: Rasensha technique (p216).
Soujutsu (Polearms, Staves): The DC for Tumble Soujutsu: You gain the Unbalance Opponent feat and
checks to tumble past or through you increases by 5, learn the Soujutsu: Shunsou technique (p222).
and you immediately learn the Soujutsu: Retsugeki Tsuijutsu: You gain the Whirlwind Attack feat and
technique (p222). learn the Tsuijutsu: Yamatoukai technique (p225).
Tsuijutsu (Axes, hammers, maces): You gain the Sun-
der feat, and immediately learn the Tsuijutsu: Toku-
ARMORED TO THE TEETH
You suffer no movement speed penalty for wearing
retsu technique (p225).
medium or heavy armor. The chance to fail to perform
WEAPON FOCUS Mobility techniques due to armor check penalties is
You gain the Weapon Focus feat for a weapon that falls reduced by 20%.
within your chosen path. This weapon becomes your
chosen weapon.
WEAPON SPECIALIZATION
You gain the Weapon Specialization ability for your
BONUS FEAT chosen weapon, granting you a +2 bonus to damage
Choose a feat from among the following, for which you rolls with it. If you already have this ability for your
must meet any prerequisites: Acrobatic, Agile Riposte, chosen weapon, you may apply it to a different weapon
Archaic Weapons Proficiency, Armor Proficiency (me- or select a bonus feat from the Samurai bonus feat list.
dium, heavy), Athletic, Blind-Fight, Chakra Presence,
Cleave, Combat Reflexes, Dead Aim, Defensive Martial
Arts, Dodge, Exotic Melee Weapon Proficiency, Far
SUPREME PATH CLASS INFORMATION
Attaining near-perfect mastery over your selected path,
Hit Die: 1d6
you gain additional abilities based on your chosen path:
Action Points: 7 + ½ character level, rounded down.
Kenjutsu: When wielding any weapon in this catego-
ry, you may choose to deal piercing, slashing or bludg- CLASS SKILLS
eoning damage instead of the weapon’s normal damage
type. You learn the Kenjutsu: Kessen Ougi – Hiryuusai The Shade's class skills are Balance (Dex), Bluff (Cha),
technique (p212). Climb (Str), Craft (chemical, pharmaceutical) (Int), Dis-
Kyujutsu: When attacking with weapons in this cate- able Device (Int), Disguise (Cha), Escape Artist (Dex),
gory, you ignore any concealment that is not total con- Forgery (Int), Gather Information (Cha), Hide (Dex),
cealment, and enemies do not benefit from any cover Jump (Str), Knowledge (ninja lore, streetwise, tactics)
except total cover. You lean the Kyujutsu: Kessen Ougi (Int), Listen (Wis), Move Silently (Dex), Profession
– Sogeki technique (p216). (Wis), Search (Int), Sense Motive (Wis), Sleight of
Soujutsu: You can attack adjacent opponents with Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).
reach weapons within this category. You learn the Skill Points: 5 + Int modifier.
Soujutsu: Kessen Ougi – Tensou Ranka technique
(p222).
Tsuijutsu: When using the Whirlwind Feat with a
CLASS FEATURES
DEATH ATTACK
weapon in this category, you may use the Combat Ac-
When not engaged in combat, you can study a victim
umen ability, applying the technique to all attacks
for 3 rounds, acting as normal so long as your attention
made. These attacks cannot score critical hits. You
stays on your target and they not detect you or regard
learn the Tsuijutsu: Kessen Ougi – Metsugeki technique
you as an enemy. When you finish studying a victim,
(p224).
the first Sneak Attack you make against them with a
FRIGHTFUL PRESENCE melee weapon within the next 3 rounds is a Death At-
Your imposing visage and terrifying fighting spirit tack. If a Death Attack hits, the target must make a For-
causes fear in nearby foes while your weapon is drawn. titude save (DC 10 + Shade class level + Int modifier) or
Creatures within 30 ft. of you must make a Will save become paralyzed for 1 round per Shade level or die
(DC 10 + ½ your Samurai level + your Cha modifier) or (your choice, made before the target rolls their save).
become shaken for 1d6 + Cha modifier rounds. If an If a Death Attack fails (it misses or the victim suc-
opponent succeeds at their save, they become immune ceeds at their save), the save DC against that victim
to your Frightful Presence for 24 hours. (other crea- decreases by 2 every time it fails, for one day. You can
tures must save again once they are no longer shaken) make one Death Attack per encounter.
WEAPON SPECIALIZATION
You gain a +2 bonus to damage rolls with your chosen
weapon. If you already have the ability for your chosen
weapon, you may select a bonus feat from the Weapon-
master bonus feat list instead.
GREATER WEAPON FOCUS
The bonus granted by the Weapon Focus feat for your
chosen weapon improves to +2.
IMPROVED CRITICAL
The critical threat range of your chosen weapon in-
creases by one.
GREATER WEAPON SPECIALIZATION
The Weapon Specialization bonus to your chosen
weapon increases to +4.
CHAPTER 9 – TECHNIQUES
Using techniques comes down to three steps: Learning Spirit (Spir): These techniques focus Chakra in your
a technique, Performing a technique and Resolving a mind, allowing you to dispel genjutsu (among other
technique (each of which is detailed below), as listed in things).
the technique's description. FUINJUTSU (INTELLIGENCE)
This type of technique uses arcane symbols, and is
TECHNIQUE DESCRIPTION commonly used to restrain, restrict or contain objects
All of the relevant information can be obtained from a or people, though it has many different uses. There are
technique's description. For information on its Learn some additional rules to Fuinjutsu, explained within its
DC and Requirements, see the Learning Techniques section. Characters suffer a -8 penalty to checks to
section (p99). Range, Target/Effect, Perform and Time Learn Fuinjutsu, and require twice the normal amount
are covered in the Performing a Technique section of time to do so, unless you are at least level 12 with 12
(p100). Area, Duration, Saving Throws and Chakra Re- or more ranks in Fuinjutsu, or you have the Sealweaver
sistance are covered in the Resolving a Technique sec- feat.
tion (p101). Advanced Seal (AdvS): These require the Advanced
Seals Proficiency feat to learn, but not the Sealweaver
NAME (TRANSLATION) feat. These techniques make use of Advanced Seals, that
Technique Type (Subtype(s), Requirements) [De- must be crafted beforehand with the Craft (Calligra-
scriptor(s)] phy) skill.
Rank: # (X); Learn DC: ##, # successes; Perform: # (DC
##); Time: xx action; Components: A, B, C; Range: xx;
GENJUTSU (CHARISMA)
Genjutsu techniques distort people's thoughts and sens-
Target/Effect: xx; Area: xx; Duration: xx; Save: xx; CR:
es, creating potent illusions or inducing specific
Yes or No; Cost: #.
thoughts or emotions into your enemies. Certain Gen-
NAME jutsu may mention 'dispelling', which refers to the use
of the Genjutsu Kai and Genjutsu Joukai techniques to
The technique's name, usually printed in romaji (Japa-
try and remove a Genjutsu effect from a character.
nese written with the roman alphabet), followed by the
Compulsion (Comp): These techniques force charac-
English translation.
ters to behave in a certain way, or change how their
TECHNIQUE TYPES AND SUBTYPE(S) minds work. They usually either make a creature act in
a predetermined way, have it act (semi-) randomly or
The technique's type and subtype (if any). If a tech-
allow you to choose how it acts. All compulsions are
nique has requirements, they will be listed here as well
mind-affecting effects.
(see further below). A Taijutsu (Strike) [Kick] tech-
Doujutsu (Douj): These techniques are focused
nique, for example is a Taijutsu technique with the
through the eyes and are always gaze attacks.
Strike subtype, and has the Kick descriptor.
Phantasm (Pha): A phantasm is a mental image that
The types and subtypes are listed below. Each type is
only the user and the subject(s) of the technique can
governed by the skill with the same name, which is
perceive, and tends to be a personalized impression for
used to meet perform requirements and identify tech-
anyone who can perceive it. These phantasms exist en-
niques of that type, among other uses. Each type also
tirely within the mind, and so cannot be detected by
has a relevant ability score, which is used when deter-
anyone else. All phantasms are mind-affecting effects.
mining a technique's Save DC.
CHAKRA CONTROL (WISDOM) NINJUTSU (INTELLIGENCE)
The most versatile of technique types, ninjutsu is most
These techniques focus around directly manipulating
known for its manipulation of the elements, but also
Chakra for various effects. Most of these feats fall
covers a host of other effects, such as teleportation.
squarely into the 'utility' category.
Elemental Subtypes: These subtypes refer to a specific
Body: These techniques focus Chakra inside your
element, and you must have the relevant elemental
own body to enhance it in some way, such as hardening
affinity in order to learn and perform them. These
your skin, increasing your jumping power or allowing
techniques often deal damage according to their ele-
you to walk on water.
ment. The elemental subtypes are Doton (Dtn; Earth),
Fuuton (Ftn; Wind), Hyouton (Htn; Ice), Katon (Ktn; techniques learned (such as for the Genin feat), unless
Fire), Mokuton (Mkt; Wood), Raiton (Rtn; Lightning) it specifically mentions Training techniques. A charac-
and Suiton (Stn; Water). ter without a special ability or the Training feat suffers
Medical (Med): Medical techniques heal wounds and a -4 penalty to Learn Training techniques, and must
treat various afflictions. You take a -12 penalty to learn achieve 2 additional successes when attempting to do
these techniques, and learning them takes five times so. The relevant skill and ability modifier for a Training
longer. The Medical Specialist class can bypass these technique are the same as those of the specific subtype
penalties. it belongs to.
Shadow (Shdw): Techniques that manipulate shad- Chakra Control (CCon): These types of Training can
ows. Requires the Shadow Art feat to learn and per- improve your Chakra control, Chakra Pool and Chakra
form. Reserves.
Spacetime (SpT): These complex techniques deal with Genjutsu (Genj): This type of Training can increase
the retrieval, summoning or teleportation of objects or your ability to identify, resist or perform Genjutsu
creatures from one place to another. The most com- techniques.
monly known technique is Kuchiyose no Jutsu, the Ninjutsu (Ninj): Generally enhances your ability to
Summoning Technique. You take a -8 penalty to Learn perform or counter Ninjutsu techniques.
these techniques, and take twice as long to do so, unless Taijutsu (Taij): Increases your physical prowess, such
you have gained the Retrieval Expert feat. Details or as granting Speed and/or Strength Ranks.
information regarding Spacetime techniques with the
Teleportation descriptor are considered obscure DESCRIPTORS
knowledge. (See Knowledge (Ninja Lore) skill, p35) Descriptors are denoted by square brackets. Some carry
TAIJUTSU (STRENGTH) special requirements, bonuses or penalties. The de-
Taijutsu covers a host of martial arts techniques, and scriptors are acid, air, armed, chaotic, cold, combina-
effects that can be achieved by performing specific ma- tion, darkness, death, earth, electric, evil, fear, fire,
neuvers with your body. It also includes techniques force, good, grapple, hijutsu, kick, kinjutsu, language-
that can enhance your strength and/or speed for a time. dependent, lawful, light, mind-affecting, negative ener-
Enhancement (Enh): These techniques enhance your gy, poison, punch, sonic, teleportation, water and
body in a certain way, like granting greater strength or wood. Any effect or ability that grants bonuses or pen-
speed. alties to one of these descriptors (such as 'immunity to
Strike (Strk): A physical attack, which can be made mind-affecting effects) will apply to a technique with
with any weapon (or unarmed), unless the technique that descriptor.
has a specific descriptor such as [Armed] or [Punch]. Armed techniques require a held weapon to be used.
Mobility (Mob): Techniques that deal with fast or Armor techniques cover you with a protective layer
long-range movement, but not teleportation. of an element. Only one armor technique can be active
Stance (Stan): A Stance is a unique type of technique at a time.
which does not have a duration. Once entered, it lasts Combination techniques combine elements of several
until your Stance is broken by an ability, until you other techniques. They are easier to Create (p100).
switch to another Stance, or you choose to dismiss it Grapple techniques require at least one hand to be
yourself. A Stance will also end after any period of rest, free (to attempt to initiate a Grapple).
or an extended period spent not being in combat. A Hijutsu are secret techniques, usually kept safe by a
stance always affects the user (it has Range: Personal). clan or individual. See p245 for more information.
TRAINING Kick techniques cannot be used if you cannot move
Training techniques allow you to spend extended peri- your legs.
ods of time to gain inherent bonuses, improving your Kinjutsu are techniques forbidden because of their
performance in other areas of skill and technique. They power or implications. See p245 for more information.
all grant passive bonuses that affect you immediately Language-Dependent techniques are ineffective
once learned (similar to feats or class abilities), and thus against creatures that cannot understand or hear the
cannot be performed. user.
If a character cannot use techniques, it still receives Mind-Affecting techniques work only against crea-
the benefits of their Training techniques. Training tures with an Intelligence score of 1 or greater.
techniques also do not count towards requirements for
Punch techniques cannot be used while holding ATTEMPTS AND SUCCESSES
weapons other than gauntlets or knuckles. Aside from a learn DC, techniques also require a num-
ber of successes to learn, listed with their Learn DC.
RANK AND COMPLEXITY The number of attempts you have is 1 + Relevant Abil-
These combine to offer an indication of how powerful a ity Modifier, +1 per 2 Ranks of Relevant Skill. If you
technique is, and how difficult it is to Learn and per- run out of attempts before you achieve the required
form. amount of successes, you fail to learn the technique and
Typically, techniques of complexity E and Very Easy must start over. If you get required number of successes
are taught to basic students. Complexity D is usually before you run out of attempts, you learn the tech-
taught to Genin as they train between their initial mis- nique.
sions. Complexity C is taught to higher level Genin and Failure Insight: Every time you fail an attempt, you
Chuunin. Complexity B and A are typically learned by gain a cumulative +1 bonus to further learn checks for
Jounin of various levels, while Complexity S and SS are the same technique (maximum +5). This bonus lasts
usually learned by high-level Jounin and Kage-level until you successfully learn the technique, or until you
shinobi. Epic complexity is reserved exclusively for attempt to learn a different technique.
characters of level 21 and higher (see Chapter 14).
LEARNING TIME
LEARNING TECHNIQUES Learning a technique takes time. Every attempt made to
In order to learn a technique, you must meet its Re- Learn a technique takes 1 day per Rank of the tech-
quirements and have at least 1 rank in the skill associ- nique, whether that attempt was successful or not (ex-
ated with it (Ninjutsu for Ninjutsu techniques, for ex- ceptional rolls may change this, see below). A day of
ample). You can only learn a technique if its Rank is training consists of two blocks of four hours. Each hour
equal to or lower than your character level. spent training drains 10% of your maximum Chakra,
though you do not suffer from being depleted while
REQUIREMENTS training this way. If you cannot complete a block of
Directly after a technique's subtype(s) (if any), the Re- four hours (when you run out of Chakra or are inter-
quirements are listed in italics. To learn a technique, rupted), that block is wasted.
you must meet all requirements it has. If the require- You can interrupt your training for up to 1 month,
ment is not ranks in a certain skill, it can be identified after which any progress already attained is lost. If you
as such: spend at least one four hour block training within that
time, you refresh that timer.
(t) Indicates a technique you must know. Exceptional Success and Failure: When you roll ex-
(f) Indicates a feat you must have obtained.
ceptionally well (or badly) on a learn check, you can
(a) Refers to an ability, usually gained by a class,
template or bloodline. change the amount of time you spend on that attempt:
(1-5) Means you must have the listed amount of When you beat the Learn DC by 15 or more, de-
steps of Mastery with the technique (see p100) crease the time the attempt takes by 75%.
When you beat the Learn DC by more than 5,
If a technique requires a Chakra Pool amount, look at
decrease the time the attempt takes by 50%.
your maximum Chakra Pool, and not your current one. When you fail the Learn DC by more than 5, in-
crease the time the attempt takes by 50%.
LEARN CHECKS
A learn check is 1d20 + Character Level + Relevant Such increases or reductions are rounded up to the
Ability Modifier, made against a technique's Learn DC. nearest 4-hour block (which is half a day).
Characters cannot take 20 on learn checks, but can
take 10 if not stressed and not trying to conceal their
METHODS OF LEARNING
training. There are many ways to learn a technique, as described
Action Point: When you spend an action point to im- below. You can only use one of these methods at a
prove a Learn check, it applies to all Learn checks made time.
for that technique until you run out of attempts or suc- Being Taught: You are taught by a character who
cessfully learn it. knows the technique you wish to Learn. Gain a +1 bo-
nus to learn checks for each level your teacher is higher
than you (minimum +1, maximum +5). If being taught
as a group, take the group's average character level and ha (3) indicates that you must have obtained the third
subtract it from the teacher's. The teacher can distrib- step of Mastery for the Seireiha technique.
ute this bonus among the characters he is teaching
Step Successes Perform Saves Level
(minimum +1 per character, maximum +3 per charac-
st
ter). 1 1 +1 +1 -
nd
A teacher with mastery in the technique they teach 2 1 +2 +1 +1
counts as one level higher per step of mastery they 3 rd 1 +3 +2 +2
know. At the fifth step of mastery, they grant each pu- 4 th
2 +4 +2 +3
pil one free success (which can be rerolled in an at- 5 th 2* +6 +3 5
tempt to decrease the time spent, but at the risk of it
Hijutsu and Kinjutsu modify the Mastering process
becoming a failure).
(see p245 onwards).
A teacher must spend at least half of the training time
Step: The step of mastery. You must obtain all previ-
actively tutoring their pupil(s) to grant them the bonus
ous steps to advance to the next step of Mastery. You
to Learn checks.
take a -2 penalty to learn checks whenever attempting
Self-Teaching: If you have an item containing enough
to achieve step 5 mastery.
information about the technique you wish to Learn
Successes: The amount of successes required to obtain
(such as a scroll), you can teach it to yourself. Such an
this step. If an effect or ability would increase (or de-
item grants a +1 bonus to your Learn checks for every 5
crease) the number of successes required to learn the
points of its Purchase DC (rounded down, restriction
technique, they also apply to Mastering it.
not counted; maximum +5). Ninja villages tend to have
Perform: When you've obtained this step of Mastery,
shops and libraries that will contain many different
gain this as a bonus to meet the Perform requirements.
technique scrolls, but not Hijutsu or Kinjutsu.
Saves: If the technique is used against you and you
Developing: You can learn any technique you've wit-
identify it, gain this as a bonus to saves made against it.
nessed and identified more than once, without requir-
Level: When looking at level-based statistics for the
ing a teacher or item to guide you. You suffer a -2 pen-
mastered technique (range, damage limit, etc.), your
alty to Learn checks and require 1 additional success.
effective level increases by the amount shown.
Your GM may disallow this method of Learning.
Creating: You can create a technique from scratch, es- PERFORMING TECHNIQUES
sentially inventing it for yourself. You can create an
already existing technique if you only have hints to its After learning a technique, it must be performed in
effect, but you suffer a -4 penalty to learn checks and order to affect you or the world around you. To do so,
require 2 additional successes. If you are at least 5 levels you must meet its Perform Requirements, spend the
higher than its rank, you require only 1 extra success. appropriate type and amount of action(s), be able to
See Appendix A (Technique Creation) for more infor- provide its Components, and pay the Cost. Most aspects
mation on creating new techniques. of performing techniques are identical to the mechanics
for casting spells in D20 Modern. Only new or changed
MASTERY rules are mentioned below, unchanged rules can be
When you already know a technique, you can start to found within the D20 Modern rulebook (page 329 and
master it. Mastery has 5 steps, and is applied to individ- further, simply substitute 'cast' and 'spell' with 'per-
ual techniques. Mastery can offer special benefits at a form' and 'technique').
certain step, or might be required in order to learn oth-
er techniques, abilities or even to become a certain class ATTACKS OF OPPORTUNITY AND
(techniques that offer additional bonuses with mastery CONCENTRATION
will list a Mas component). You do not benefit from Performing a technique (except Taijutsu techniques)
any bonuses from Being Taught or Self-Teaching, provokes attacks of opportunity in the same way as
though you can still receive situational bonuses, such as casting a spell would (D20 Modern, Table 10-1: FX Ac-
from training weights. tions in Combat, p331). When choosing to perform a
Whenever steps of Mastery are referenced (such as technique defensively, the Concentration DC is 15 +
on character sheets or in requirements for techniques, the Technique's Rank.
feats or classes) it is noted in parentheses with the
number of steps. For example, a requirement of Seirei-
PERFORM REQUIREMENTS (Mas) Mastery: This is not a component as such, but
All techniques (except Training techniques) have Per- indicates you receive additional bonuses by attaining
form listed in their description. Perform Requirements one or more steps of Mastery in the technique.
always carry two components: Skill Threshold and Per- (Mob) Mobility: You must be able to move without
form DC. When you perform a technique, first check to restrictions. If you are entangled, paralyzed, grappled or
see if you meet the Skill Threshold. pinned, you cannot perform the technique. You have a
Skill Threshold is equal to the number of skill ranks 5% chance to fail the technique per point of armor
you have in the relevant skill. Certain class abilities and check penalty you are suffering from, a 5% chance to
feats will grant bonuses to your skill threshold with fail for every 5 feet your movement speed is reduced
certain types of techniques. If you meet this require- below your base movement speed, and a 10% chance to
ment, you can perform the technique as described be- fail if you are unable to run or charge. These chances
low. If you do not meet this requirement, you must are cumulative, but the total chance to fail cannot be
make a Perform check. higher than 95%.
Perform Checks are made by rolling a skill check for (P) Physical Health: You cannot perform the tech-
the relevant skill. The DC is given in the technique's nique if you are fatigued, disabled, dying, exhausted,
description. You may spend 1 Chakra to gain a +5 bo- nauseated or if you are suffering from ability damage or
nus on this check. If you succeed, you perform the ability drain. You suffer a 10% chance to fail the tech-
technique as normal. If you fail, the technique is not nique if you are carrying a heavy load.
performed, but the action is wasted. (S) Half-Seals: The technique requires you to form
Increasing Perform Requirements is sometimes re- half-seals, which are single handed hand seals. You
quired (for example, some techniques may require you require one hand free, but you suffer a -4 circumstance
to do so to receive improved effects). To do so, simply penalty to meet Perform Requirements if you're using
increase the Skill Threshold and Perform DC by the your off-hand. Blind characters have a 10% chance to
amount indicated. fail a technique requiring Hand Seals.
Bonuses and penalties to meet Perform Requirements (XP) Experience Cost: The technique requires an
modify both the skill threshold and your Perform amount of XP to be paid when it is performed.
checks.
COST
TIME This cost is paid from the user's Chakra Pool. You only
How much time (and thus, how many and what kind of pay once you successfully perform a technique. If you
actions) you must spend for the technique to take ef- cannot pay the Chakra cost, the technique automatical-
fect. Functions the same as a spell's cast time. ly fails.
RANK 5
Body Chibizuku no Jutsu (Compression Technique) 107
Gekitai no Jutsu (Repulsion Technique) 107
Hanten Chouyaku (Leap to the Sky) 108
Kayou Yuugyou no Waza (Method of Rapid Swimming) 109
Mugen Ibuki no Jutsu (Air Supply Technique) 110
Ryokujun no Jutsu (Energy Shield Technique) 110
Spirit Reikiha (Aura Wave) 110
RANK 6
Body Ranshinsou (Chaotic Mental Collision) 110
Reiretsu (Spiritual Fury) 110
Spirit Chakra Gomumari (Chakra Super Ball) 106
Chakra Kanshouki (Chakra Buffer) 106
Genjutsu Joukai (Greater Illusion Dispel) 108
RANK 7
Body Sorapo no Jutsu (Air Walking Technique) 111
Kamehameha (Turtle Wave Blast) 109
RANK 8
Spirit Zenshin Fuzui no Jutsu (Complete Paralysis Technique) 112
BOUENKYOU SHIKAKU NO JUTSU (TELESCOPIC VISION TECH- Technique: The Chakra can be used to perform a
NIQUE) Chakra Control, Genjutsu or Ninjutsu technique. The
Chakra Control (Spirit) technique's Perform Time is reduced by 1 step (tech-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 niques requiring more than 1 full-round action are un-
(DC 17); Time: attack action; Components: C; Range: affected) and its Cost is increased by 50% (rounded up),
Long *; Target: You; Duration: Concentration (up to but is (partially) paid for by the buffer.
1r/level); Save: None; Cost: 2 If the buffer is empty at the end of your turn or when
You focus Chakra into your eyes, improving sight by its duration ends, the technique ends and any remain-
allowing you to ignore any distance penalties to Spot ing Chakra dissipates.
checks up to the technique's range. While focused on
long range vision, you take a -2 penalty to Spot checks
CHAKRA NO HIKARI (CHAKRA LIGHT)
Chakra Control (Spirit)
and attack rolls with thrown weapons against creatures
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
and objects within 20 ft.
(DC 13); Time: Attack action; Components: C; Range:
CHAKRA GOMUMARI (CHAKRA SUPER BALL) Close; Duration: 1r/level (D); Cost: 1
Chakra Control (Spirit) A simple exercise in Chakra control, you condense
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Chakra over your hand to create a glowing orb, shed-
(DC 21); Time: attack action; Components: C, E, P; ding bright light in a 30 ft. radius, and dim light for 20
Range: Medium; Area: 40 ft. Burst (S) *; Duration: In- ft. after that. As a move action, you can move the light
stant; Save: Fortitude negates *; CR: Yes; Cost: 6 anywhere within the technique's range.
You fire a concentrated ball of Chakra that seeks out
the highest Chakra signature in the area of effect, deal-
CHAKRA NO KOGASU (CHAKRA BURN)
Chakra Control (Body)
ing 4d6 force damage before bouncing to the next high-
Rank: 2 (D); Learn DC: 14, 1 successes; Perform: 2
est Chakra signature, continuing until it has hit 4 tar-
(DC 13); Time: Move action; Components: C, Mas;
gets. Secondary targets take half damage.
Range: Personal; Duration: 1 round; Cost: 1
If two or more Chakra signatures are even, determine
You channel Chakra into your hand and can burn off
which is hit first randomly.
the Chakra in explosive tags, sunburst tags and similar
Empower – Spend 1 Chakra to increase the damage
Chakra-based devices by touching them, essentially
by 1d6 and the number of secondary targets by 1 (maxi-
defusing them.
mum 8d6 damage and 7 secondary targets).
Defensive Maneuver (1/day): You may immediately
CHAKRA KANSHOUKI (CHAKRA BUFFER) use this technique (as above) on an item placed on you
Chakra Control (Spirit) by a creature with a CR of up to 1, before it has a
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC chance to take effect. No special Perform check is re-
21); Time: full-round action; Components: C; Range: quired.
Personal; Duration: 1r/level (D); Cost: *. Mastery – Each step allows you to use this technique
You channel up to 1 Chakra per level to linger around an additional time per day as a defensive maneuver.
you as a buffer, able to grant various benefits. Each Step one increases the maximum CR to 5.
round, you can channel another 5 Chakra into the buf- Each additional step increases the maximum CR by 5.
fer as a free action, increasing the duration by 1 round.
If your Chakra would be drained or drawn from by an
CHAKRA UTSUSHI NO JUTSU (CHAKRA REVEALING TECHNIQUE)
Chakra Control
outside source (such as a Kage Bunshin or a Chakra
Rank: 3 (B); Learn DC: 17, 3 successes; Perform: 5
Vampire), the Chakra in the buffer is expended first
(DC 18); Time: Attack action; Components: C; Range:
(does not include Chakra damage).
Melee Touch; Target: An object or creature animated
Projectiles: As a full-attack action, you can fire one
with Chakra Threads; Duration: 1 round; Save: Will
projectile of light per 2 Chakra spent from the buffer.
partial; CR: Yes; Cost: 2
Each projectile requires a ranged touch attack, and
The Chakra Threads animating the target light up and
deals 1d4 force damage.
become more clearly visible, granting anyone trying to
Shield: As an instant action, you can gain DR 1/-, en-
see than a +8 bonus to the Spot check to do so. The
ergy resistance 1 against a specific type of energy or
creature who created the Threads can make a save to
negate 1 die of fall damage per 2 Chakra spent from the
reduce the bonus to +2.
buffer (up to 20 Chakra).
CHIBIZUKU NO JUTSU (COMPRESSION TECHNIQUE) Mastery – The third step allows you to perform this
Chakra Control (Body) technique as a Swift action instead.
Rank: 5 (C); Learn DC: 18, 2 successes;
Perform: 6 (DC 18); Time: 5 Rounds;
DENSETSU NO REIKI (AURA OF LEGEND)
Chakra Control (Spirit)
Components: C, Mas; Range: Personal;
Rank: 4 (D); Learn DC: 16, 1 success; Perform: 4
Duration: Concentration; Cost: 0
(DC 15); Time: Full-round action; Components: C;
You shrink yourself by one size (minimum Tiny), gain-
Range: Personal; Duration: Concentration; Cost: 1
ing the following effects:
Your effective Chakra Signature appears to be one cate-
+1 size bonus to Defense and attack rolls gory higher than it really is for creatures Sensing Chak-
+2 Dexterity, but -2 Strength and Constitution ra (up to Overwhelming). You cannot Suppress Chakra
+4 size bonus to Hide checks
while this technique is in effect.
Damage die of your unarmed and natural attacks
are reduced by one step. DOKU HAKKEN NO JUTSU (POISON DETECTION TECHNIQUE)
Your physical size is halved.
Chakra (Spirit)
Your weight is reduced by two thirds.
+1 bonus to Chakra Control checks. Rank: 1 (C); Learn DC: 14, 2 successes; Perform: 2 (DC
+1 bonus to Concentration checks. 13); Time: Attack action; Components: C; Range: Close;
Duration: 1r/level (D); Cost: 1
Your equipment does not shrink with you. You focus your senses and become able to immediately
Mastery – Each step grants a +1 bonus to Concentra- tell if a creature in range is poisoned or not by reading
tion checks made to avoid losing control of the tech- their body's functions. A successful Wisdom check (DC
nique. The third step allows you to increase the Cost to 20) can determine which kind of poison is affecting
3 to change the duration to 1m/level (D). The fifth step such a target.
allows you to increase the Cost to 6 to change the dura-
tion to 10m/level (D). GAMIYARI (PAPER LANCE)
Chakra Control
CHOUYAKU NO JUTSU (JUMP TECHNIQUE) Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Chakra Control (Body) (DC 13); Time: Move action; Components: C; Range:
Rank: 1 (D); Learn DC: 13, 1 successes; Perform: 1 Touch; Target: Paper objects *; Duration: 1m/level (D) *;
(DC 12); Time: Swift action; Components: C; Range: Cost: 2
Personal; Duration: 1r/level; Cost: 1; You turn 3 Diminutive or Tiny paper objects per level
A basic technique taught to most academy students, into solid and sharp improvised weapons, which can be
granting you a +4 enhancement bonus to Jump checks wielded as melee or thrown weapons with a range in-
and a 5 ft. movement speed increase, which does not crement of 10 ft. The weapon's base damage is 1d3 for
stack with other non-permanent movement speed in- Diminutive objects (advanced seals, exploding tags,
creases. If you benefit from a running start, the Jump playing cards, etc.) and 1d4 for Tiny objects (an average
bonus increases to +5. size sheet of paper). Once a hardened object is no long-
DAI GAMIYARI (GREAT PAPER LANCE) er held by you, it returns to its previous state after one
Chakra Control round.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 This technique cannot solidify more than one Chak-
(DC 17); Time: Attack action; Components: C, S; Cost: 5 ra-bearing object (like an exploding tag or advanced
As Gamiyari, but you can harden up to 5 sheets of pa- seal) among the objects it affects. If such an object is
per per level, and can harden 1 piece of Chakra-bearing thrown and hits a creature, they are denied a Reflex
paper per 3 levels (up to 5). save against the object, unless it is removed before it
activates.
DAICHOUYAKU NO JUTSU (GREATER LEAP TECHNIQUE)
Chakra Control (Body; Requires Chouyaku no Jutsu (t)) GEKITAI NO JUTSU (REPULSION TECHNIQUE)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Chakra Control (Body)
(DC 16); Time: Move action; Components: C, Mas; Rank: 5 (D); Learn DC: 17, 1 success; Perform: 5
Range: Personal; Duration: 1 round; Cost: 3 (DC 16); Time: Attack action; Components: C, E; Range:
Gathering Chakra in your feet, you gain a +20 bonus to Melee touch; Target: One creature or object; Duration:
Jump checks. Instant; CR: Yes; Cost: 1
You create a current of spinning Chakra in your hand To dispel the effect, you must be able to describe its
which knocks a touched creature or unattended object approximate effects (i.e. 'I dispel the effect making me
back 5 ft. If a creature encounters a solid surface while sleepy') and make a dispel check (d20 + 1 per rank of
being pushed back, it suffers 1d3 nonlethal damage for Chakra Control you have, up to +10) against the genjut-
every 5 ft. of knockback remaining. The surface suffers su's save DC plus 2. Success means you end the genjut-
the same damage. If the target was a held object, its su's effects for the target. Any other creatures still af-
holder can make a Strength check (DC 16) to keep hold fected remain so, and a genjutsu affecting an ongoing
of it. If it fails, the object lands in a square of your area remains in effect. The target does not become im-
choice, within 5 ft. Equipment that aids against being mune against any future applications of the effect.
disarmed may grant the target bonuses or make it im- You can use this technique dispel techniques that
possible for it to lose its grip on the object (GMs discre- you've performed yourself with a simple touch, without
tion). the need to spend Chakra or make a dispel check.
Empower – Spend 1 Chakra to increase the Mastery – The fifth step allows you to pay double the
knockback distance by 5 ft. (maximum 50 ft., or 25 ft. cost to make two dispel checks, either against the same
for a held object) and increase the Strength check DC effect or two separate ones.
to keep hold of an object by 1. Every 3 Chakra spent on
this technique (total) increases its Perform Require-
GISHI NO JUTSU (FEIGN DEATH)
Chakra Control (Body)
ments by 1.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
GENJUTSU JOUKAI (GREATER ILLUSION DISPEL) (DC 16); Time: Full-round action; Components: C;
Chakra Control (Spirit; Requires Genjutsu Kai (3)) Range: Personal; Duration: 1r/level (D); Cost: 2
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC You bring yourself into a kind of artificial hibernation.
21); Cost: 4 Your pulse slows to an imperceptibly low pace, your
This technique functions as Genjutsu Kai. The bonus to body temperature starts to go down and you are para-
the dispel check is up to +15. lyzed while the technique lasts. In effect, you appear to
Mastery – Each step increases the maximum bonus to be dead, though a Treat Injury check (DC 35) can re-
the dispel check by +2. The fifth step allows you to pay veal that you are merely pretending. You can dismiss
double the cost to make two dispel checks, either the technique as a move action.
against the same effect or two separate ones. Obtaining
mastery requires you to be ECL 8 for the first step, +2
HAKKEN NO JUTSU (DETECTION TECHNIQUE)
Chakra Control (Body; Requires Survival 5 ranks
for each additional step.
and Track (f))
GENJUTSU KAI (ILLUSION DISPEL) Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
Chakra Control (Spirit) (DC 15); Time: Attack action; Components: C; Range:
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 Personal; Duration: 1m/level; Cost: 4
(DC 13); Time: Attack action; Components: C, Mas; You focus Chakra into your nostrils, gaining the Scent
Range: Melee touch; Target: One willing creature; Du- Extraordinary quality, when you come within 5 ft. of
ration: Instant; Save: Will negates (harmless); CR: Yes the source of a scent, you must make a Wisdom check
(harmless); Cost: 2 (DC 15) to pinpoint it.
You temporarily halt the target's Chakra flow in order
to dispel a genjutsu effect on them (see the technique
HANTEN CHOUYAKU (LEAP TO THE SKY)
Chakra Control (Body;
descriptions to see if they can be dispelled).
Requires Daichouyaku no Jutsu (t))
To use this technique, you must be aware that you or
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC
the target is under a genjutsu effect (you have failed a
20); Time: Attack action; Components: C; Range: Per-
save to disbelief but are aware that it is present, you
sonal; Duration: 1 Round; Cost: 5
have identified a Genjutsu as it was performed or you
You concentrate Chakra in your legs to propel yourself
have analyzed and identified a Genjutsu after it was
upward, gaining a +40 bonus to Jump checks and be-
performed (See Genjutsu, p34)), and can only dispel an
coming unrestricted in jump height.
effect that was forcefully applied to the target (not any
effect that it had placed upon itself). It must be used on
a currently active effect, and so cannot be used to re-
verse the effects of a genjutsu that has already expired.
INUHANA NO JUTSU (DOG'S NOSE TECHNIQUE) KAWA NO YOROI (SKIN ARMOR)
Chakra Control (Body; Requires Survival 4 ranks) Chakra Control (Body)
Rank: 1 (C); Learn DC: 14, 2 successes; Perform: 2 Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
(DC 14); Time: Attack action; Components: C; Range: (DC 13); Time: Attack action; Components: C; Range:
Personal; Duration: 1m/level; Cost: 4 Personal; Duration: 1m/level (D); Cost: 3
You focus Chakra into your nose to amplify your sense You force Chakra through the pores of your skin, hard-
of smell, gaining the ability to detect odors and smells ening it for protection and gaining a +1 natural armor
you normally wouldn't be able to. bonus to Defense.
You gain an ability similar to Scent, but it's range is
reduced to 10 ft. (20 ft. upwind, 0 ft. downwind). A
KAYOU YUUGYOU NO WAZA (METHOD OF RAPID SWIMMING)
Chakra Control (Body)
particularly odorous source can be detected downwind
Rank: 5 (D); Learn DC: 17, 1 success; Perform: 5
at 10 ft. (strong scent) or 15 ft. (overpowering scent).
(DC 16); Time: Attack action; Components: C; Range:
When you come within 5 ft. of the source, you must
Personal; Duration: 1m/level (D); Cost: 4
make a Wisdom check (DC 20) in order to pinpoint its
While swimming, you do not need to make a skill
location. You are also not capable of tracking by smell.
check in calm waters, and move up to half your speed
KAKUSU NIOI (CONCEAL ODOR) as a move action, or your full speed as a full-round ac-
Chakra Control (Body) tion. If the waters are not calm, the Swim check DC is
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6 reduced by 5.
(DC 19); Time: Attack action; Components: C; Range:
Personal; Duration: 10m/level (D); Cost: 2
KINOBORI (TREE CLIMBING TECHNIQUE)
Chakra Control (Body)
You conceal your scent, and make a Hide check using
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
your Intelligence bonus rather than your Dexterity bo-
(DC 11); Time: Move action *; Components: C; Range:
nus, which can be retried once every 5 minutes as a
Personal; Duration: 1m/level; Cost: 1
full-round action (you must use the new result).
You focus Chakra to your feet, allowing yourself to
Any creature attempting to detect or locate you using
stick to surfaces such as walls and ceilings, capable of
Scent must make a Survival check, opposed by the last
walking on them as though they were normal floors,
Hide check made for this technique (they take a -8
suffering no penalties. When walking on a slippery or
penalty if they cannot track by scent) in order to do so
perfectly smooth surface, a Chakra Control check (DC
successfully. If a creature has at least 10 HD less than
10) must be made every round to avoid falling as if
you, it cannot detect your scent at all.
tripped (see below). This technique will not grant you
KAMEHAMEHA (TURTLE WAVE BLAST) its benefits on ice-covered surfaces.
Chakra Control [Force, Sonic] If you hang upside down, you suffer a cumulative -1
Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12 penalty to attack rolls and skill checks every 2 rounds,
(DC 28); Time: Attack action *; Components: C, E; lasting only while you remain upside down. If you are
Range: Long; Area: 30 ft. Burst *; Duration: Instant; tripped while upside down, you fall at a rate of 200 ft.
Save: Reflex halves; CR: Yes; Cost: 12 per round, increasing by 50 ft. per round, without get-
You gather your Chakra into your hands, and send it ting the chance to catch yourself. If you are tripped on
forth as a shimmering ball of energy. a vertical surface, you can make a Climb check (DC 15)
Make a ray attack against the target. If it hits, the ray to catch yourself, though you will be considered prone.
explodes in a burst of energy dealing 8d6 damage (half While falling and within 10 ft. of a solid, vertical sur-
force, half sonic). It the ray misses, it will explode on face, you may perform this technique to reduce the fall
the first solid surface it strikes within range (if any). speed by 90 ft. If you reduce your fall speed by at least
Empower – Spend 2 Chakra to increase the damage one quarter in a single round, you stop falling and will
by 1d6, up to 1d6 per level or 13d6. Doing so increases be standing on the surface used to slow the fall.
the perform time to a full-round action, and increases When you land on a wall or similar surface, you can
theBurst radius by 5ft for every 2 additional damage use this technique as a free action that does not provoke
dice. attacks of opportunity. Doing so increases the Perform
Requirements by 5, and doubles the Chakra cost.
On the round this technique would end, you can You push out a mass of wild Chakra, knocking back all
spend a free action and pay the technique's Cost to ex- creatures 1d4+1 x 5ft away from you and having them
tend its duration, as if you had just used it again. fall prone. This technique registers as a Strong Chakra
activity for those sensing Chakra.
MUGEN IBUKI NO JUTSU (AIR SUPPLY TECHNIQUE) Empower – Spend 4 Chakra once to deal 2d6 force
Chakra Control (Body)
damage to all creatures in the area (no save).
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 20); Time: Full-round action; Components: C, H; RYOKUJUN NO JUTSU (ENERGY SHIELD TECHNIQUE)
Range: Personal; Duration: 1r/level (D); Cost: 3 Chakra Control (Body)
You use Chakra to modify the composition and quanti- Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
ty of air in your lungs, allowing you to 'breathe' in any (DC 18); Time: Attack or instant action; Components: C,
area without needing to inhale or exhale. Mas; Range: Personal; Duration: 1 Round; Cost: 4
You are immune to strangulation, drowning and suf- You gain an energy resistance to acid, cold, earth, elec-
focation, and can run at your maximum speed without tricity, fire, water and wind of 1 per level.
getting short of breath. Defensive Maneuver (1/day): Use to defend against a
In the last round of the technique's duration, you can technique or effect dealing energy damage. The DC is
perform the technique again as a move-equivalent ac- equal to the effect's save DC +5, or the source's level or
tion to renew its duration. HD + 10. Success grants energy resistance (as above),
but only against a single element, and the resistance
RANSHINSOU (CHAOTIC MENTAL COLLISION) only lasts for the duration of the effect or technique
Chakra Control (Body)
you are defending against. You can only use this tech-
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
nique as a defensive maneuver against effects whose
(DC 21); Time: Attack action; Components: C; Range:
source are up to CR 1.
Melee touch; Target: One living creature; Duration:
Mastery – Each step allows you to use this technique
1r/level; Save: Fortitude negates; CR: Yes; Cost: 5
an additional time per day as a defensive maneuver.
If hit, the subject becomes paralyzed for the duration of
Step one increases the maximum CR to 5.
this technique. Each round, the subject can make an
Each additional step increases the maximum CR by 5.
Intelligence check (DC 15) to take either a move or
attack action normally, or take its full turn as normal if SAIHOU NO JUTSU (SEWING TECHNIQUE)
it beat the DC by 5 or more. Two consecutive successful Chakra Control
checks will end the effect. Creatures without a discern- Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
ible anatomy (such as oozes) and those immune to (DC 11); Time: Full-round action; Components: C;
sneak attacks or critical hits are immune to this effect. Range: Touch; Effect: Mends fabric; Duration: Concen-
tration (up to 2r/level); Cost: 1
REIKIHA (AURA WAVE) You repair torn or damaged fabric, recovering it for 1
Chakra Control (Spirit; Requires Seishou Bakuha (3))
HP each round while touching it. This technique can-
[Fire, Force]
not mend complex fabrics, nor can it restore clothing or
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
fabric that was completely destroyed.
(DC 18); Time: Attack action; Components: C, Mob;
Range: Medium; Area: 5ft Burst; Duration: Instant; SEIREIHA (SOUL EDGE)
Save: Fortitude halves; CR: Yes; Cost: 4 Chakra Control (Spirit; Requires Wis 13 and
You send out a burst of Chakra that deals 3d6 force and Chakra Control 6 ranks)
1d6 fire damage. The explosion damages unattended Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
objects, though will not set fire to them, and it will (DC 16); Time: Attack action; Components: C; Effect:
blow out small fires (such as candles) within 15 ft. of One soul edge; Duration: 1m/level (D); Cost: 4
the center of the blast. You create a weightless blade of Chakra which appears
in your hand, and instantly dissipates if it leaves your
REIRETSU (SPIRITUAL FURY) grasp. The blade has the same statistics as a short sword
Chakra Control (Body)
made for a creature of your size. It is a Chakra-
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
enhanced weapon, has 4 HP and 6 hardness. and can
(DC 19); Time: Attack action; Components: C, E; Area:
only be damaged by Chakra-enhanced attacks.
10ft Burst centered on you; Duration: Instant; Save:
Fortitude negates; CR: Yes; Cost: 8
SEISHOU BAKUHA (ENERGY EXPLOSION) watermarks and other identifying features. A creature
Chakra Control (Body) [Punch or Kick] with the same Chakra Signature as the one who used
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 this technique can concentrate for a fullround action
(DC 13) *; Time: Attack action; Components: C, E, Mas; while holding the object to restore it to its previous
Range: Melee attack; Target: One creature; Duration: state. Any information put onto the scroll after it was
Instant; CR: Yes; Cost: 1 * erased will be removed to make way for the original
You gather Chakra in a specific part of your body (like contents.
a fist or foot) and attack with the body part, pushing
out the Chakra at the same time.
TADAYOU (WATER STRIDER)
Chakra Control (Body)
Make an unarmed attack against the target, gaining a
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
+1 damage bonus of the appropriate type.
(DC 15); Time: Move action; Components: C; Range:
Empower – Spend 1 additional Chakra to increase the
Personal; Duration: 1m/level; Cost: 1
damage bonus by +1, up to +1 per level or +6 total.
You can stand and move normally on non-harmful liq-
Increase the Perform Requirements by 1 for every 2
uid surfaces (water, oil, etc. but not lava, acid, etc.).
Chakra spent to empower the technique.
Using this technique while underwater will not auto-
Mastery – The fifth step grants an additional +1 dam-
matically cause you to surface. If the liquid behaves as
age to the attack, and increases the amount to which
rough water (such as a fast-flowing river), you must
you can empower it by +1 as well.
make a Balance check (DC 15) each round to avoid be-
SHINOBI HIKEN: CHAKRA TOUSHI (SHINOBI SECRET: CHAKRA ing reduced to half your normal speed.
SIGHT) On liquid behaving as stormy water (such as white-
Chakra Control (Body; Requires Doujutsu bloodline) water rapids or open water during a hurricane), you
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 must make a Balance check (DC 20) each round to
(DC 17); Time: Attack action; Components: C, S; Range: avoid being reduced to one-quarter your normal speed.
Personal; Duration: Concentration (up to 1m/level); When you would fall into or land on water, you can
Cost: 2 use this technique as an instant action, suffering a -20
You focus Chakra into your body, partially activating penalty to the Perform Requirements and paying dou-
your bloodline. Your eyes change in appearance as if ble the Cost.
the bloodline were active, and if your bloodline can On the round this technique ends, you may spend a
gain the ability to See Chakra, you are capable of doing free action and pay the Cost to renew its duration.
so while the technique lasts. This does not grant any
other benefits, nor does it activate the bloodline or al-
UNKI TATE NO JUTSU (WARMTH SHIELD TECHNIQUE)
Chakra Control (Requires Ryokujun no Jutsu (t))
low you to activate it for free.
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
SORAPO NO JUTSU (AIR WALKING TECHNIQUE) (DC 13); Time: Attack action; Components: C; Range:
Chakra Control (Body; Requires Hanten Chouyaku (t)) Personal; Duration: 10m/level (D); Cost: 2
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 You surround yourself with a thin layer of insulating
(DC 24); Time: Attack action; Components: C; Range: Chakra to shield you from cold weather. If the outside
Personal; Duration: 1 Round; Cost: 7 temperature is between 40°F and 10°F (4°C and -12C°),
You can effortlessly leap into the sky, and gain a +60 you will not suffer any adverse effects of cold weather,
bonus to Jump checks. In addition, the maximum and will feel as though the temperature was moderate.
height cap on jumps is removed while this technique is Mastery – Each step decreases the minimum tempera-
active. ture at which this technique works by 2°F (-1°C), down
to 0°F (-17°C).
SUMI NAMARU NO JUTSU (INK CONCEALMENT TECHNIQUE)
Chakra Control (Spirit) YUKIGUTSU (SNOW WALKING)
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 Chakra Control (Body)
(DC 17); Time: 1 Minute; Components: C; Range: Melee Rank: 3 (E); Learn DC: 14, 1 success; Perform: 3
Touch; Target: One page or scroll; Duration: Permanent (DC 13); Time: Move action; Components: C; Range:
*; Cost: 3 Personal; Duration: 1m/level; Cost: 1
Often used by couriers carrying vital documents, this A basic traversal and Chakra Control technique in the
technique turns the target page or scroll into a basic, category of Kinobori or Tadayou, this basic skill lets
blank version of itself, removing all writing, imagery, you walk on snow or ice without hindrance.
When walking on snow or ice, you suffer no movement
penalties and need not make Tumble checks to move
across a slippery surface of ice. You still leave tracks in
the snow. When used in conjunction with Kinobori,
you can even walk up ice-covered surfaces. Should the
Koori Tanjou no Jutsu technique be used, you do not
need to make a Balance check to remain standing on
the surface it creates.
ADVANCED SEAL: BAKUDAN (ADVANCED SEAL: BOMB) ADVANCED SEAL: RYOKUIN (ADVANCED SEAL: ENERGY SEAL)
Fuinjutsu (Advanced Seal) [Fire] Fuinjutsu (Advanced Seal)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
(DC 16); Time: attack action; Components: C, X; Range: (DC 25); Time: attack action; Components: S, F; Range:
Close; Area: 10ft Burst (S); Duration: Instant; Save: Re- Close; Target: One Creature; Duration: Instant *; Save:
flex half; CR: Yes; Cost: 4 None; CR: Yes; Cost: *
You send your chakra to an advanced seal and throw it Spend an amount of Chakra to infuse the seal and
at the targeted area, where it explodes for 3d8 fire dam- throw it at the target. If you succeed at a ranged touch
age. You can also use this technique on an advanced attack, the seal drains an amount of Chakra from the
seal within range to make it explode, though doing so target equal to the Chakra you infused into it. For
requires the use of hand seals. 1d4+2 rounds, either the victim can eat the seal to re-
Expendable Component – One advanced seal. gain the Chakra drained from it or you can touch the
seal to absorb any Chakra drained by it and gain as
ADVANCED SEAL: HYOUHOU (ADVANCED SEAL: ICE DAGGERS) much temporary HP for 1 minute. A creature with the
Fuinjutsu (Advanced Seal) [Cold]
Chakra Vampire ability can drain the seal as though it
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
were a creature that has amount of Chakra drained.
(DC 17); Time: attack action; Components: C, E, X;
Material Focus – One advanced seal.
Range: Close; Target: One creature per dagger; Dura-
tion: Instant; Save: None; CR: Yes; Cost: 2 CHACHA NO IN (DISRUPTION SEAL)
You throw an advanced seal at your target, which Fuinjutsu
transforms into a shard of ice mid-throw. Make a Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14 (DC
ranged attack roll with a +1 bonus. The shard deals 30); Time: attack action; Components: C, H; Range: Me-
1d4+2 cold damage on hit. lee touch; Target: One creature; Duration: 1h/level;
Empower – Spend 2 Chakra to throw an extra seal, up Save: Will negates; CR: Yes; Cost: 10
to 1 per level total. Each seal requires an attack roll. You cause a seal to appear on the subject, which scram-
Expendable Component – One Advanced Seal per at- bles its Chakra pathways. The subject suffers a -6 penal-
tack. ty to meet the Perform Requirements of Chakra Con-
trol, Genjutsu and Ninjutsu techniques, and cannot
benefit from any Medical ninjutsu of Rank 9 or lower.
This seal can be dispelled by using this technique on CHUUZOUIN (STORAGE SEAL)
the target and succeeding at a level check (DC equal to Fuinjutsu (Requires Gesouin (t))
the original seal's save DC). Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
Seal Slots: 1. (DC 24); Time: 1 Minute; Cost: 10
This technique is the same as Gesouin, except:
CHAKRA NO SOUIN (CHAKRA CONTAINMENT SEAL)
Fuinjutsu The seal holds 20 lbs /level.
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 The cost to add more objects increases to 2.
The DC to undo the seal is 22.
(DC 27); Time: 1 hour; Components: C, H; Range: 10
Each step of mastery increases the capacity by 10
feet; Area: 5 ft. Emanation; Duration: Permanent; lbs.
Save: *; CR: Yes; Cost: *
You create a crimson, archaic symbol that leeches Scribe – Fuinjutsu DC 24, 1 minute.
Chakra from nearby creatures. It cannot be placed on a
FUKI NO IN (MOVEMENT SEAL)
moving object, and cannot be moved once placed,
Fuinjutsu
though it can be placed on a creature. You must have at
Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12
least 20 Chakra when creating the seal, and once it is
(DC 28); Time: Full-round action; Components: H;
finished you are reduced to 1 Chakra.
Range: Melee touch; Target: One creature; Duration:
Creatures with 2 or more Chakra coming within the
1m/level; Save: Fortitude negates; CR: Yes; Cost: 10
seal's area must nake a Fortitude save (DC 15) each
You touch a target and cause a seal to appear, causing
round or have 2 Chakra absorbed by the seal. The seal
the target to become paralyzed. The seal uses a seal slot,
will not drain from creatures with the user's Chakra
and can be dispelled by using this technique on the
Signature. The seal can hold up to 100 Chakra, and can
target and making a Fuinjutsu check (DC 10 + your HD
be detected by Sense Chakra, though its location cannot
when you performed the first seal).
be discerned that way. A creature with the Chakra
Vampire bloodline can absorb Chakra from the seal. FUUJA HOUIN (EVIL SUPPRESSOR)
Seal Slots: 1 (if placed on a creature). Fuinjutsu
Scribe – Fuinjutsu DC 25, 1 minute. Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
(DC 24); Time: 1 Minute; Components: C, H, XP; Range:
CHAKRAGAKURE NO WAZA (CHAKRA CONCEALING METHOD) 5 ft.; Target: One creature; Duration: Permanent;
Fuinjutsu
Save: Will negates; CR: Yes; Cost: 12
Rank: 7 (C); Learn DC: 20, 2 successes; Perform: 8
This seal is drawn from the target's cursed seal out onto
(DC 20); Time: 5 rounds; Components: C, Mas; Range:
a small circle on the floor, after which it contracts and
Touch; Area: 5 ft. Emanation; Duration: Permanent;
forms a barrier around the cursed seal. The seal has one
Save: Will negates (Harmless); CR: Yes; Cost: 2.
charge per level or HD of the target, and each time they
You create a seal on the target's body, into which its
make a Control Cursed Seal check to resist an involun-
bearer can pour up to 5 Chakra, reducing their maxi-
tary transformation, one charge is consumed to grant a
mum Chakra by the same amount while the seal is pre-
+8 bonus to the check. Once all charges are used, the
sent. The Chakra inside the seal cannot be sensed, but
seal disappears. If the target becomes a willing bearer of
creatures who can See (Through) Chakra gain a +4 bo-
the cursed seal, the seal is destroyed.
nus when trying to Spot the bearer.
Seal Slots: 1.
As a free action, the bearer can release up to three
Scribe – Fuinjutsu DC 22, 10 minutes.
seals created by this technique, removing the penalty to
XP Cost – 100 XP.
their maximum Chakra and regaining the Chakra
poured into the seal when it was created. Releasing FUUJIRU NO KOE (SEALING THE VOICE)
more than 3 seals at once is a move action. Each seal Fuinjutsu
requires a Ninjutsu check (DC 15 + Chakra contained in Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
the seal) to be released successfully. Attempting to re- (DC 22); Time: Attack action; Components: C, H;
lease one or more seals provokes attacks of opportunity. Range: Melee touch; Target: One creature; Duration:
Seal Slots: 1. 1h/level (D); Save: None; CR: Yes; Cost: 8
Mastery – The first, third and fifth step allow the seal This useful technique sheathes your hand in a faint
to hold 1 additional Chakra each. purple glow that coalesces into a seal when the target is
Scribe – Fuinjutsu DC 22, 5 rounds.
touched by it, sealing away their ability to make any GENZOU NO IN (ILLUSION SEAL)
sound with their voice (including grunts, moans, whis- Fuinjutsu (Advanced Seal)
pers, etc.). The seal disappears if the target dies. Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Seal Slots: 1. (DC 21); Time: attack action; Components: F, H; Range:
10ft; Duration: 1m/level (D); Save: Will disbelieves *;
FUUKA HOUIN (FIRE SUPPRESSOR) Cost: 6
Fuinjutsu
You place the advanced seal within range, and cause it
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
to radiate an illusory field. The illusion makes the seal
(DC 24); Time: 1 Minute; Components: C, H; Range:
look like a Medium-size or smaller creature or object. If
Close; Target: One 5 ft. square/2 levels; Duration: In-
the seal is moved or destroyed, the illusion immediately
stant; Cost: 8
ends. While the illusion can be identified, analyzed and
You scribe a description of the environment onto a
disbelieved as though it were a Genjutsu, it cannot be
blank page, after which you send your Chakra to the
dispelled.
target area and seal any fire present into the scroll,
Material Focus – One advanced seal.
where the 'Seal' kanji will appear. This technique puts
out fires and can remove the caught on fire effect, but it GESOUIN (MINOR STORAGE SEAL)
cannot seal away lava or hot substances. Fuinjutsu
Scribe – Fuinjutsu DC 25, 5 rounds. Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(DC 18); Time: Attack action; Components: C, H;
GENKAI FUUIN (LIMITER SEAL) Range: Touch; Effect: Stores objects into a seal; Dura-
Fuinjutsu
tion: Permanent; CR: Yes (Object); Cost: 4
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
You create a storage seal which can hold up to 10 lbs. of
(DC 21); Time: Full-round action; Components: H;
non-living matter in a pocket plane, and whose seal
Range: Touch; Target: One creature; Duration: Until
gives a rough indication of its content (a stored weapon
released; Save: Will negates; CR: Yes; Cost: 4
might be marked 'weapon' or 'blade', for example). By
You create seals to limit a target's strength, which is
performing this technique again, you can add objects to
mainly used for training purposes. This technique has
an existing Gesouin seal. In this case, the Cost of the
three different uses, and can be used on the target mul-
technique is reduced to 1. A storage seal cannot hold
tiple times, as long as it has enough seal slots.
objects that carry any type of storage seal. While sealed,
Arms (Up to 2 seal slots): Each seal slot used in- objects have no weight and do not age, decay or be oth-
curs a -2 penalty to attack and weapon damage erwise affected by the passage of time. If a liquid is
rolls, as well as Strength- and Dexterity-based sealed without a container, it will destroy the entire
skill checks requiring the use of your arms and/or
scroll upon being released.
hands.
Chest (Up to 4 seal slots): Each seal slot used re- A Gesouin can be released as a move action with a
duces the target's maximum Chakra Pool by 10 Ninjutsu check (DC 18) that requires half seals. All
(minimum 1), and incurs a -2 penalty to Concen- items contained in the seal are released at once, and
tration checks. you can have one or more sealed weapons appear in
Legs (Up to 2 seal slots): Each seal slot used incurs hand, ready for use. If the seal is destroyed, there is an
a -2 penalty to unarmed attack and damage rolls,
equal chance that all items are destroyed or that they
as well as to Strength- and Dexterity-based skill
checks requiring specific use of your legs. In ad- are violently released, which deals 2d6 damage to every
dition, each seal slot used incurs a -1 Speed Rank creature caught in the same square per full seal de-
penalty. stroyed (Reflex DC 25 halves).
A single storage seal takes up one page, and a single
The bearer can release one or more seals as a move
scroll or book cannot hold more than 5 storage seals.
action, which is generally accompanied by a burst of
Mastery – Each step adds 5 lbs. to the seal's capacity.
energy or a brief haze as their power is released.
Scribe – Fuinjutsu DC 20, 5 rounds.
Seal Slots: Varies.
Scribe – Fuinjutsu DC 21, 1 round.
GOGYOU FUUIN (FIVE ELEMENT SEAL) You touch a seal created by Jou no In and dispel it, al-
Fuinjutsu lowing the object to be opened once more. If the seal
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15 (DC requires a code or password, you must focus on it in
31); Time: Attack action; Components: C, M; Range: your mind and spend 1 additional Chakra to properly
Melee touch; Target: One creature; Duration: 1d/level; undo the seal.
Save: Will negates; CR: Yes; Cost: 10
You transfer a seal onto the target, sealing its natural
KAIKKEN NO IN (CANCELLATION SEAL)
Fuinjutsu
energies and making it unable to use any Supernatural
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
or Spell-like abilities. The subject suffers a -5 penalty to
(DC 17); Time: Attack action; Components: C, F, H;
Chakra Control checks, and if it wishes to perform a
Range: 0 ft.; Area; 30 ft. Emanation; Duration: Instant *;
technique, it must succeed at a Chakra Control check
Cost: 2
(DC 15 + Technique Rank) first to do so.
You seal all traces of residual Chakra in the area onto
Can be dispelled by using the same technique on the
the page of a scroll. All traces of Chakra usage going
target again. Disappears upon the target's death.
back 1 hour per level are removed and sealed. Another
Seal Slots: 1.
technique (like Youso Fuuin no Jutsu) can be used to
Expendable Components – Your blood, which is used
read and identify such Chakra. If the seal or the scroll
to scribe a simple seal in your hand.
containing it is destroyed, the traces are completely
GOURIKI GENKAI (POWER LIMITER) destroyed.
Fuinjutsu Material Focus – A scroll with at least one empty
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 page.
(DC 19); Time: Full-round action; Components: C, E;
Range: Melee touch; Target: One willing creature; Du-
KAIRAI ENGEKI: KENGAKURYOKOU (PUPPET THEATER: FIELD
ration: 1d/level *; Cost: 2
TRIP)
Fuinjutsu (Requires Ninpou: Chakra no Ito (3)
A potent seal makes the subject take a -1 penalty to
and Puppetry (a))
Speed and Strength Ranks. The seal can be dispelled by
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
its bearer as a move action requiring half seals, which
21); Time: Attack action; Components: C, H; Range:
provokes attacks of opportunity.
Melee touch; Target: One puppet; Duration: 1d/level
Seal Slots: 1.
(D); Cost: *
Empower – Spend 1 Chakra to increase the penalty
You apply a seal to a puppet. Anyone with the same
by 1, up to -5. Each point of penalty takes up an addi-
Chakra signature as you can spend 1 Chakra to animate
tional seal slot.
the puppet with 1 HD, but it cannot attack or perform
JOU NO IN (LOCKING SEAL) any combat actions. While animated by this seal, you
Fuinjutsu can use the Puppetry ability to animate the puppet as a
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 swift action.
(DC 16); Time: Full-round action; Components: H, E; This seal is created with any amount of Chakra (your
Range: Touch; Target: One closeable object; Duration: choice, up to 1 per 2 levels), and extends the duration
1wk/level (D); Cost: 3 of the Puppetry ability by 30 minutes per point of
A seal holds the closeable object shut (such as a book, a Chakra spent, which can be spread among multiple uses
pouch, a door, etc.), preventing it from being opened by of the Puppetry ability, but once this extra time is used
anyone. up, the seal disappears. Only one such seal can be ap-
Empower – Spend 3 Chakra to add a password or code plied per puppet.
to the seal. If the seal is broken without applying the Seal Slots: 1.
code or password, the sealed object is destroyed. Scribe – Fuinjutsu DC 21, 5 minutes.
Scribe – Fuinjutsu DC 16, 1 round.
KEIYAKU HOUJIN (ALLY CONTRACT)
JOU NO IN KAI (LOCKING SEAL RELEASE) Fuinjutsu (Requires Retrieval Expert (f) and
Fuinjutsu Ninjutsu 12 ranks)
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
(DC 12); Time: Attack action; Components: C; Range: (DC 23); Time: Full-round action; Components: C, Mas;
Touch; Target: One object sealed by Jou no In; Dura- Range: Touch; Target: One willing creature; Duration: 3
tion: Instant; Cost: 1 * Days; Cost: *
You create a seal on the target that allows it to be sum- MISSHI (MESSAGE CARRIER)
moned with the Kuchiyose: Shunkoku Kasei (p173) Fuinjutsu (Advanced Seal)
technique at a range of 3 miles. This technique costs 2 Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Chakra, plus half the target's level or HD (minimum 8 (DC 17); Time: 1 Minute; Components: C, M, S; Range:
total Chakra). Touch; Duration: 1d/level; Cost: 4
Seal Slots: 1. You speak a message of up to 20 words, which is rec-
Mastery – The second and fourth step increase the orded in an advanced seal and keyed to a specific Chak-
range by 1 mile and the duration by 1 day. ra Signature, chosen when you perform the technique.
The fifth step requires ECL 18 to learn, and allows The first time a creature with the chosen Chakra Signa-
you to create a scroll when performing this technique. ture touches the advanced seal, it will recite the record-
The scroll costs 4 Chakra, requires a Fuinjutsu check ed message exactly as spoken. When the seal recites its
(DC 23) and 30 minutes to make. The scroll lasts until message, you are immediately aware of it, and the seal
used, or until this technique's duration expires. The will fade into nothingness once the message has been
scroll can be used to perform Shunkoku Kasei as an delivered.
attack action, without paying Chakra or making a Per- Expendable Components – One advanced seal.
form check.
Scribe – Fuinjutsu DC 23, 5 minutes. Requires some
SEIHA FUUIN (SOUL DOMINATION SEAL)
Fuinjutsu (Advanced Seal)
of the target's blood.
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
KEKKAI NO IN (BARRIER SEAL) (DC 24); Time: Attack action; Components: C, M;
Fuinjutsu (Advanced Seal) [Force] Range: Close; Target: One creature; Duration: 1r/level
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (D); Save: Will negates; CR: Yes; Cost: 10
(DC 24); Time: Full-round action; Components: F, H; You throw your advanced seal at the target, making a
Range: 5 ft.; Effect: Wall of force; Duration: 1m/level ranged touch attack. If hit, the seal attaches itself to the
(D); Cost: 12 target, who must then make a save to resist a single
You create an invisible, indestructible barrier of force suggestion made by you. If failed, it will follow the sug-
that hovers in the air as a horizontal or vertical barrier gestion to the best of its ability while the technique
covering no more than 10 ft. by 10 ft. If its would-be lasts, though it automatically resists any suggestion that
surface is occupied by any creature or object, the barri- is directly harmful to it or strongly against its beliefs or
er will avoid them. The barrier is solid, and blocks all ethics.
material and ethereal objects, creatures and effects, Once the technique ends, the advanced seal becomes
though gaze attacks and teleportation techniques can a normal, blank piece of paper and falls off.
easily pass though. Seal Slots: 1.
The barrier cannot be seen, but an advanced seal will Expendable Components – One advanced seal.
seem to float at its center, on your side. If the seal is
moved or destroyed, the barrier is dispelled.
SEIHOUKEN FUUIN (LIFE PRESERVATION SEAL)
Fuinjutsu
Material Focus – One advanced seal.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
KETSUKAI HOUJIN (JOINT SEAL SQUARE BIND) (DC 18); Time: Attack action; Components: C, H;
Fuinjutsu Range: Melee touch; Target: One creature; Duration:
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 1d/level; Save: Will negates; CR: Yes; Cost: 6
(DC 21); Time: Full-round action; Components: C, H, You touch a creature and apply a seal that prevents it
M; Range: Close; Area: 10 ft. square; Duration: Perma- from using any technique that ends its own life, such as
nent; Save: Reflex halves; Cost: 4 Jisatsu no Jutsu or Bakuretsu Junjiru no Jutsu, and
You lay out a web of connected exploding tags, ready to grants the subject a +2 bonus to saves against poisons
trigger upon the first unfortunate soul to pass too close. and diseases.
The target area is now occupied by a CR 3 Exploding Seal Slots: 1.
Tag Trap (p392), which is destroyed after triggering. Scribe – Fuinjutsu DC 20, 1 round.
Expendable Components – Six exploding tags.
SHIKETSU NO IN (MEDICAL STABILIZATION SEAL) SOUKUBAKU FUUIN (IMPRISONMENT SEAL)
Fuinjutsu (Advanced Seal) Fuinjutsu (Advanced Seal)
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 Rank: 7 (S); Learn DC: 23, 5 successes; Perform: 11
(DC 22); Time: Attack action; Components: C, F, S; (DC 27); Time: Full-round action; Components: C, F, S;
Range: Touch; Target: One living creature; Duration: Range: Close; Target: One creature; Duration: 1r/level
1r/level (D); Save: Will negates (harmless); CR: Yes (D); Save: Fortitude negates; CR: Yes; Cost: 12
(harmless); Cost: 6 You send an advanced seal towards the target, which
You touch the target with an advanced seal, which expands and wraps itself around them, paralyzing and
sticks to them until the duration expires or until they blinding them, as well as causing them to suffer a -4
fall below 0 HP and are dying, at which point the seal penalty to Listen checks. They can still speak. Remov-
immediately stabilizes the target. Once the seal triggers ing the advanced seal is simple and can be done by an-
or its duration expires, it becomes a blank piece of pa- yone (the target, being paralyzed, cannot do so).
per and falls off. Material Focus – One advanced seal.
Material Focus – One advanced seal.
SUIHADO (WAY OF FLOWING WATER)
SHINSEI KEKKAI (LIFE BARRIER) Fuinjutsu
Fuinjutsu (Advanced Seal; Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Requires two Advanced Seal techniques) (DC 17); Time: 5 Minutes; Components: C, H; Range:
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 Melee touch; Target: One willing creature; Duration:
(DC 25); Time: Full-round action; Components: C, F; 1d/level; CR: Yes; Cost: 10
Range: Touch; Area: 10ft radius sphere; Duration: A lesser variant of Usagido, this seal is designed to con-
1r/level (D); Save: Will negates; CR: Yes; Cost: 14 ceal and contain part of a creature's strength. The target
You place the advanced seal on a surface, after which it suffers a -1 penalty to Strength and Speed Ranks, De-
projects a sphere of energy that prevents any sum- fense and weapon damage, and its maximum Chakra
moned creature or object from passing through. At- Pool is reduced by 5. The seal can be dispelled by its
tended summoned objects will use their wielder's Will bearer by concentrating for a move action.
save bonus, while unattended summoned object simply Seal Slots: 1.
cannot pass. Banish resistance will apply to this effect. Scribe – Fuinjutsu DC 19, 1 minute.
If the seal is moved or destroyed, the seal disinte-
grates, ending the technique.
TEIRYOKU NO IN (ENERGY ANCHOR SEAL)
Fuinjutsu (Requires Fuinjutsu 4 ranks or
Material Focus – One advanced seal.
Knowledge (Ninja Lore) 4 ranks)
SHUNTORI FUIN (INSTANT RETRIEVAL SEAL) Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Fuinjutsu (DC 13); Time: 1 Minute; Components: C, F, H; Range:
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 Touch; Target: One Small or larger object; Duration:
(DC 27); Time: Full-round action; Components: C, M; 1d/2 levels; Cost: *
Range: Touch; Effect: One retrieval seal; Duration: This relatively obscure technique allows you to feed
Permanent; Save: Will negates *; Cost: 20 Chakra into a seal to increase the weight of an object.
You create a retrieval seal, which is bound to one or When performing the technique, you may pour up to 5
more objects that are present when creating it. As an Chakra into the seal. The seal radiates a Chakra Signa-
attack action that provokes attacks of opportunity, any ture based on the amount of Chakra in it, and feels
creature can touch the seal and summon each of its identical to your Signature. Each point of Chakra in the
bound object(s) to an adjacent square. Soulbound ob- seal, increases the object's weight by 5 lbs. You may
jects (such as weapons with a Soulbound enhancement perform this technique again (without having to draw
seal) cannot be summoned unless the one summoning it the seal) to add more Chakra to it, though it may not
is bound to it, or if the creature it is bound to is either hold more than 5 Chakra.
dead or hasn't touched it for at least one year. Sentient As an instant action, you may make a Chakra Control
and held items can make a Will save to resist beind check (DC 10 + 2 per point of Chakra removed) to re-
summoned. duce the Chakra contained within in the seal by up to 1
The seal can be bound to one Huge, two Large, four per 2 levels.
Medium or eight Small or smaller sized objects. Material Focus – One Small or larger object.
Scribe – Fuinjutsu DC 25, 5 minutes. Scribe – Fuinjutsu DC 17, 5 minutes.
TOBIKIRI SAISEI NO JUTSU (GREATER REBIRTH TECHNIQUE)
Fuinjutsu (Requires Iryou Ninjutsu: Hiken –
Katou Saisei (t))
Rank: 14 (SS); Learn DC: 31, 6 successes; Perform: 19
YOUSO FUUIN NO JUTSU (ELEMENTAL SEAL TECHNIQUE)
Fuinjutsu
(DC 39); Time: 1 Hour; Components: C, H; Range: Per-
Rank: 1 (C); Learn DC: 14, 2 successes; Perform: *; Time:
sonal; Duration: 1 Year *; Cost: *
1 Minute; Components: C, F, H; Range: Close; Area: 30ft
This extremely powerful sealing technique draws from
Emanation; Duration: Instant *; Cost: 4
medical knowledge to render you nearly immortal, for
This very basic sealing technique is often used for
a time. Once performed, your Chakra Pool is reduced to
learning purposes, but also has practical uses in gather-
1 and the seal will begin to form. After being per-
ing information. You attempt to seal traces of the last
formed, you do not regain any Chakra. Instead, any
technique used in the area (within the last 10 minutes
Chakra you would recover will charge the seal, until
per level). If successful, all traces of it are sealed (mak-
the seal has absorbed 250 Chakra, at which point the
ing the technique used before it the last technique used
seal completely covers your body and will activate the
for this technique) into a scroll, which is inscribed with
next time your HP reaches -10 or lower.
a seal clearly showing the technique’s name and ele-
1d4+1 Rounds after the seal activates, you are
ment. Creatures Sensing Chakra will be able to sense
brought back from the dead and your HP is set to 1.
the Chakra Signature you had when you performed this
This will not regrow any lost limbs, though bleeding
technique if they focus on the scroll as a full-round
wounds will close.
action.
Seal Slots: 1.
The Perform DC is 13, + 1 per Rank of the technique
Scribe – Fuinjutsu DC 29, 15 minutes.
to be sealed. The Skill Threshold is 2, + 1 per 2 Ranks of
TSUYOME NO IN (STRENGTHENING SEAL) the technique to be sealed. You can only seal the traces
Fuinjutsu (Advanced Seal) of elemental ninjutsu techniques this way (Doton,
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 Fuuton, etc.). If no such technique can be sealed, the
(DC 18); Time: Attack action; Components: F, H; Range: 'blank' kanji appears on the scroll.
Melee Touch; Target: One object of Small or larger size; Material Focus – One blank scroll.
Duration: 1h/level (D); Cost: 6
You apply the seal to an object or surface, which grants
the affected object 5 hardness, 1 HP per level and in-
creases its break DC by 5. If used on a surface, the effect
applies to a 10x10 ft. section. Up to two seals can be
applied per object or surface, and their effects stack.
Material Focus – One advanced seal.
RANK 4
Comp Domori no Jutsu (Speech Impediment Technique) 123
Phant Magen: Anrakushi (Demonic Mirage: Endgame Relief) 127
Magen: Chitaibakushi (Demonic Mirage: Earthbound Death) 127
RANK 7
Comp Magen: Jibaku Satsu (Demonic Mirage: Tree Binding Death) 127
Zokuyuuin no Jutsu (Crowd Enticement Technique) 134
Douj Kyouhaku Warai no Jutsu (Compelled Laughter Technique) 127
Saimin Jutsu: Yoken no Jutsu (Hypnotism Technique: Foresight Technique) 132
Phant Akumu no Jutsu (Nightmare Technique) 122
Boushiyou no Jutsu (Dream Application Technique) 122
Magen: Karasugan no Kyouen (Demonic Mirage: Feast for Crows) 128
Sakura no Yume (Dreams of Cherry Blossoms) 132
RANK 9
Douj Magen: Jagan (Demonic Mirage: Evil Eye) 127
Phant Kangenzou no Jutsu (Perfect Illusion Technique) 126
Shimenuchi (Attack From All Sides) 132
RANK 10
Comp Genzou Jishin no Jutsu (Illusionary Earthquake Technique) 124
RANK 11
Comp Tenkyou no Jutsu (Insanity Technique) 134
RANK 12
Comp Morishouheki no Jutsu (Forest Barrier Technique) 130
AKUMU NO JUTSU (NIGHTMARE TECHNIQUE) have some second-hand knowledge, they gain a +5 bo-
Genjutsu (Phantasm; Requires Genjutsu 12 ranks) nus. If you are intimately familiar with them, they suf-
[Mind-Affecting, Fear] fer a -5 penalty.
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC This technique cannot be dispelled, and cannot be
24); Time: 1 full-round action; Components: H; Range: used on a creature more than once per week.
Medium; Target: One living, sleeping creature; Dura-
tion: Instant; Save: Will negates *; CR: Yes; Cost: 8
BOUSHIYOU NO JUTSU (DREAM APPLICATION TECHNIQUE)
Genjutsu (Phantasm) [Mind-Affecting]
You send powerful and disturbing visions to disturb the
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
target's rest. The subject suffers 1d10 damage and does
(DC 22); Time: full-round action; Components: C, H;
not benefit from a night's rest as they normally would.
Range: Touch; Target: One creature with Int 3+; Dura-
The subject will become fatigued and be unable to nat-
tion: 1h/level; Save: Will negates (Harmless); Cost: 3
urally recover hit points or Chakra for one day.
The next time the target sleeps for at least one hour, it
The target may receive a bonus or penalty to their
will experience a dream communicating a message of
save based on how well you know them. If you know
your choice that it will remember perfectly upon wak-
nothing about the target, they gain a +10 bonus. If you
ing. The message does not respond to any questions or
actions, and if the subject does not speak your language DOMORI NO JUTSU (SPEECH IMPEDIMENT TECHNIQUE)
it will not understand the message. Genjutsu (Compulsion) [Mind-Affecting]
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
BYOURETSU NO JUTSU (VIOLENT SICKNESS TECHNIQUE) (DC 19); Time: Attack action; Components: C, H;
Genjutsu (Compulsion) [Mind-Affecting]
Range: Close; Target: One creature; Duration: 1m/level
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
(D); Save: Will negates; CR: Yes; Cost: 4
(DC 19); Time: Attack action; Components: C, H;
The subject slowly loses the ability to comprehend lan-
Range: Close; Target: One creature; Duration: 1r/3 lev-
guage in any way. They can attempt to speak, read or
els; Save: Will negates; CR: Yes; Cost: 4
write languages they 'forgot', but the result is gibberish
You manipulate the target's brain, causing them to be-
and cannot be understood. This technique progresses in
come violently ill and be nauseated. This effect can be
stages based on the number of rounds since the subject
dispelled.
was targeted.
CHIYOKUBOU NO JUTSU (BLOODLUST TECHNIQUE) First Round: Subject loses the ability to read and
Genjutsu (Compulsion) [Mind-Affecting] write its non-native (not granted by race) lan-
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 guage(s).
(DC 23); Time: Attack action; Components: H; Range: Third Round: Subject loses the ability to speak and
Close; Area: 30 ft. Emanation (S); Duration: 1r/level; sign its non-native language(s).
Fifth Round: Subject loses the ability to read and
Save: Will negates *; CR: Yes; Cost: 10
write its native language(s).
This potent technique encourages the feral instinct of Seventh Round: Subject loses the ability to speak
man and beast alike, requiring them to succeed at a save and sign its native language(s).
or be overcome by bloodlust and attack their nearest
enemy without regard for their own safety. If no ene- DOUTA NO JUTSU (HAND MOTION CONFUSION TECHNIQUE)
mies are nearby, they will attack the nearest creature Genjutsu (Phantasm) [Mind-Affecting]
instead. The subject(s) continue attacking until the ob- Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
ject of their rage is dead or this technique's duration (DC 15); Time: Swift action; Components: C; Range:
expires. Personal; Duration: 1 Round; Cost: 1
Subjects also receive a +2 enhancement bonus to You place a simple illusion over your hands, obfuscat-
Strength and Dexterity, a +2 morale bonus to Will ing your hand seals. Choose blur or confusion.
saves, and become unable to use spells, powers, spell- Blur: You seem to perform hand seals at such an in-
like abilities or techniques, as well as any Charisma-, credible rate that the movements blur, preventing op-
Dexterity- and Intelligence-based skills (except Bal- ponents from identifying the technique you perform.
ance, Escape Artist, Intimidate and Ride), as well as be- Confusion: You seem to perform a different technique
ing unable to use the Chakra Control and Concentra- you are familiar with, as long as it has a perform time
tion skills, or actions requiring patience or concentra- within one step of the technique you actually use. This
tions. Creatures with an Intelligence of 3 or less do not effect only applies if you use hand seals or half seals to
get a save to resist the technique. perform the technique.
This technique can be dispelled and does not provoke
CHOUFUNRAN NO JUTSU (GREAT CONFUSION TECHNIQUE) attacks of opportunity.
Genjutsu (Requires Genjutsu 13 ranks)
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 ESAGASHI NO JUTSU (HIDDEN VERSE TECHNIQUE)
(DC 23); Time: Attack action; Components: C, H; Genjutsu (Phantasm) [Mind-Affecting]
Range: Medium; Target: One creature; Duration: Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
1r/level (D); Save: Will negates *; CR: Yes; Cost: 7 (DC 13); Time: Full-round action, 10m or 20m *; Com-
The subject's sense of balance is completely disrupted, ponents: C, S; Range: Melee touch; Target: One object
and they must make a Concentration check (DC 11) weighing up to 5 lbs.; Duration: 8h/level (D); Cost: 2
each round. If they fail, they suffer a -4 penalty to at- (blank) or 6 (forged).
tack rolls, ability checks and skill checks while the You place an illusion on an object, either removing all
technique lasts. This is a sound-based illusion. text written on it, or forging text by using the Forgery
skill (10 minutes for a simple forgery, 20 minutes for a
moderate forgery). The illusion radiates a faint Chakra
Signature. A creature can spend 1 Chakra and make a
Chakra Control check (DC 15) to dispel the illusion.
ESEFUKASHI NO WAZA (METHOD OF FALSE INVISIBILITY) and possibly some outside but very nearby (GMs dis-
Genjutsu (Compulsion) [Mind-Affecting] cretion).
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 Vertical Earthen Surface (cliff, rock face, etc.): Sub-
(DC 25); Time: Full-round action; Components: C, H; jects see the cliff break up into a landslide, travelling as
Range: Personal; Duration: 10m/level (D); Save: Will far horizontally as the surface's height, along its entire
disbelieves *; CR: Yes; Cost: 10 width. Creatures caught take 8d6 nonlethal damage
An illusionary field surrounds you, making you seem (Reflex DC 15 halves) and are pinned beneath rubble
unimportant and unworthy of attention. Creatures au- (see below).
tomatically avert their gaze from you and subcon- Open Ground: Subjects see fissures open all over the
sciously avoid contact with you. Creatures who are spe- ground, and have a 25% chance to be caught in one
cifically looking for someone with your general appear- (Reflex DC 20 negates). When the technique ends, the
ance or creatures looking for any creature around them fissures snap shut, causing subjects caught in them to be
(such as someone on guard, does not count if in a crushed and suffer 10d6 nonlethal damage.
crowd) suffer a -4 penalty to Spot checks made to de- Pinned Beneath Rubble: A creature that is pinned be-
tect you. neath rubble takes an extra 4d6 nonlethal damage.
Creatures with an Intelligence score of 3 or lower and When used, the technique does not affect you.
Ordinaries of level 10 or lower do not get a save.
HASAMIUCHI (FLANKING STRIKE)
FUNRAN NO JUTSU (CONFUSION TECHNIQUE) Genjutsu (Phantasm) [Mind-Affecting]
Genjutsu Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC 19); Time: Attack action; Components: C, Mob;
(DC 19); Time: 1 Minute; Components: H; Range: Me- Range: Melee attack; Target: One creature with Intelli-
dium; Area: 30 ft. Emanation (S); Duration: 1m/level; gence 3 or more; Duration: Instant; Save: Will negates*;
Save: Will disbelief; CR: Yes; Cost: 6 CR: Yes; Cost: 4
You confuse one of three senses of all creatures in the You create a short-lived shadow image of yourself, dis-
area. This technique can affect the same target multiple tracting the opponent. You make a melee attack with a
times, once for each sense, and must be disbelieved sep- +4 attack bonus, which benefits from Kawarimi De-
arately for each of them. This technique can be dis- fense 1. This technique does not provoke attack of op-
pelled. portunity. The target must both identify and make a
successful save to negate the technique's effects, in
Hearing: The creatures become deaf.
Sight: The creatures suffer a -4 penalty to Spot which case you still make the attack, but do not gain
checks and attack rolls. Blind creatures are unaf- any bonuses.
fected.
Smell: The creatures cannot use the Scent ability. HICHISHI KYOUBU NO JUTSU (NONLETHAL BRUTALITY TECH-
NIQUE)
GENZOU JISHIN NO JUTSU (ILLUSIONARY EARTHQUAKE TECH- Genjutsu [Fear, Mind-Affecting]
NIQUE) Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
Genjutsu (Compulsion) [Mind-Affecting] (DC 25); Time: Attack action; Components: C, H;
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 Range: Close; Target: One creature; Duration: Instant;
(DC 27); Time: Attack action; Components: C, H; Save: Will halves; CR: Yes; Cost: 10
Range: Long; Area: 80 ft. Spread (S); Duration: 1 Round; A powerful illusion causes the creature to believe it has
Save: Will negates; CR: Yes; Cost: 11 sustained serious damage. The subject takes 8d10 non-
You create a powerful illusion that makes subjects be- lethal damage (or 8d6 if using the cumulative nonlethal
lieve an earthquake is happening, causing them to be damage variant).
knocked down and see the surrounding creatures,
structures and ground shake, fall and tear apart, making IKAKU NO JUTSU (INTIMIDATION TECHNIQUE)
them unable to move or attack. Further effects depend Genjutsu (Compulsion) [Mind-Affecting]
on the terrain: Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
Subterranean Area (cave, tunnel, etc.): Subjects see (DC 11); Time: Attack action; Components: C, S; Range:
the roof collapse, causing 8d6 nonlethal damage (Reflex Personal; Duration: 1r/level (D); Save: Will negates *;
DC 15 halves) and pinning it beneath rubble (see be- Cost: 1
low). Affects all creatures inside the subterranean area, You gain a +4 bonus to Intimidation checks, as you
seem bigger and more threatening to other creatures.
Any creature seeing you or interacting with you can as the color of a room or adding/removing a reasonably
make a save to deny you the bonus against them. sized feature like a door or tree. It can also be used to
make objects of Medium size or smaller appear or dis-
ISHIKIKA KASSEIKA NO JUTSU (SUBCONSCIOUS TRIGGER TECH- appear. As with minor changes, such illusions cannot
NIQUE)
affect or harm creatures directly.
Genjutsu (Compulsion; Requires Genjutsu 9 ranks)
[Mind-Affecting] JUKUSUI NO JUTSU (SLEEP TECHNIQUE)
Rank: 5 (A); Learn DC: 20, 4 successes; Perform: 8 Genjutsu [Mind-Affecting, Sleep]
(DC 22); Time: Full-round Action; Components: C, H; Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Range: Touch; Target: One creature; Duration: 1d/level; (DC 16); Time: Attack action; Components: C, H;
Save: Will negates (unwilling); CR: Yes (unwilling); Range: Melee touch; Target: One living creature; Dura-
Cost: 6 tion: 1m/level *; Save: Will negates *; CR: Yes; Cost: 3
You insert a trigger into the target's mind, causing it to This technique attempts to compel the target to go to
perform a specific action when the trigger is met. The sleep. On hit, the subject immediately becomes groggy
target is unaware of this trigger, and the condition must and suffers a -2 penalty to attack and damage rolls, skill
be a simple one (such as someone speaking a certain checks and saves. The next round, this penalty im-
code word or phrase). When the subject's trigger is ac- proves to -4. On the round after that, the target be-
tivated, it will perform a simple action that is not harm- comes unconscious for the duration of the technique.
ful to itself (such as speaking a short phrase), without If, at any time while affected, the subject takes dam-
being aware of it, unless someone later reminds them of age equal to its Constitution score or greater in a single
it. round, it receives an additional save to free itself of the
effect.
JISOKU NO JUTSU (PRETENSE OF SPEED TECHNIQUE) This technique can be dispelled, and creatures with 8
Genjutsu (Phantasm; Requires Genjutsu 8 ranks
or more HD gain a +2 bonus to saves made against it.
and Genjutsu Adept (f)) [Mind-Affecting]
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 JUUKI NO JUTSU (ANIMAL MIND TECHNIQUE)
(DC 18); Time: Attack action; Components: C, S; Range: Genjutsu (Requires Genjutsu and Chakra Control 8
Personal; Duration: 1r/level (D); Save: Will disbelief *; ranks)
Cost: 4 Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
You cast an illusion of shifting light and Chakra upon (DC 15); Time: Full-round action; Components: C;
yourself, making it seem as though you move at great Range: Personal; Duration: 1m/level (D) *; Save: Will
speed. Cannot be used in darkness or at low levels of negates *; Cost: 2
illumination. This technique affects any creature that Your Chakra signature is disguised, making it seem like
can see you while this technique is in effect (naturally, an animal's signature to anyone Sensing Chakra. Crea-
excluding blind creatures or those who do not rely on tures that detect your Signature can make a save to see
sight), and makes them suffer a 30% miss chance on through the illusion. Using any Chakra will cancel the
any attack directed against you. technique's effects.
Creatures who can See Through Chakra ignore this
miss chance, and any other creature can make a save to
JUUSUJI (ANIMAL FURY)
Genjutsu (Compulsion; Requires Mikan Seiha no Jutsu
disbelieve the illusion when it makes an attack against
(t)) [Mind-Affecting]
you, which does not remove the miss chance but does
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
allow the effect to be dispelled from the creature. Once
(DC 18); Time: Full-round action; Components: C, S;
dispelled from a creature, that creature remains unaf-
Range: 30 ft.; Target: One Medium-sized animal; Dura-
fected by this technique until it is used again.
tion: 1r/level (D); Save: Will negates; CR: Yes; Cost: 8
JOUGENZOU NO JUTSU (ADVANCED ILLUSION TECHNIQUE) You make the subject focus on a single target it would
Genjutsu (Phantasm) [Mind-Affecting] normally attack and is within sight range of the subject.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 The subject attacks the creature its focused on to the
(DC 18); Cost: 6 best of its ability until knocked out or killed (or until
This technique is identical to Shougenzou no Jutsu the duration expires), gaining a +1 bonus to attack and
(p134), except as above, and instead you get to make 1 damage rolls while doing so.
minor change per level, or 1 advanced change per 3
levels. An advanced change is a significant detail, such
KAGEKOMU NO JUTSU (SHADOWMELD TECHNIQUE) objects of a Large size or smaller appear or disappear. As
Genjutsu (Phantasm) [Mind-Affecting] with minor changes, such illusions cannot affect or
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 harm creatures directly.
(DC 21); Time: Full-round action; Components: C, H;
Range: Personal; Duration: 1h/level; Save: Will negates
KANKIWAMARU NO JUTSU (OVERWHELMING EMOTIONS TECH-
NIQUE)
*; CR: Yes; Cost: *
Genjutsu (Compulsion) [Mind-Affecting]
You prepare a special pattern to your Chakra, allowing
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
you to activate (and deactivate) a 'non-detection field'
(DC 18); Time: Attack action; Components: C, H;
on your turn, as a free action. Each round this field is
Range: Close; Target: One creature; Duration: 1r/level
active costs 1 Chakra. While the field is active, any
(D); Save: Will negates; CR: Yes; Cost: 4
creature that would detect the user by scent, sound or
If the subject is free thinking or at peace with itself, it
sight must make a save to avoid dismissing you as an
will fall prone and laugh continuously. It is not help-
unimportant detail, allowing you to hide while being
less, but cannot take any actions. A brooding or re-
observed, even without any cover. If you remain sta-
morseful subject will instead be panicked.
tionary, you also gain a +2 bonus to your Hide checks
against creatures who failed their save. Each time you KENSEI NO JUTSU (DIVERSION TECHNIQUE)
are outside of a creature's line of sight for at least 5 Genjutsu (Compulsion) [Mind-Affecting]
rounds, it must make a new save to resist the technique Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(even if it had failed before). (DC 18); Time: Move action; Components: C; Range:
Certain conditions may make the field ineffective, Melee; Target: One creature; Duration: Instant; Cost: 4
such as standing alone in a nearly featureless room, not You make a feint attempt against a creature with which
having enough details to 'blend in' with. you are engaged in melee. This technique does not pro-
This technique cannot be dispelled. voke attacks of opportunity when performed in a
threatened area.
KAIGO NO JUTSU (REMORSE TECHNIQUE)
Genjutsu (Compulsion) [Mind-Affecting] KOURI SAIMIN NO JUTSU (AUTOHYPNOSIS TECHNIQUE)
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 Genjutsu
(DC 23); Time: Attack action; Components: H; Range: Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
Close; Target: One creature; Duration: 5 rounds *; Save: (DC 25); Time: Attack action; Components: C, H;
Will partial *; Cost: 6 Range: Personal; Duration: 1r/level; Cost: 4
You cause the target to relive bad memories from all You hypnotize yourself, becoming convinced you are
those it has killed. If the target has never killed anyone, completely invincible and indestructible, standing up to
it is therefore immune to this technique. The subject any enemy, fearless and confident. You gain a +6 mo-
must save each round to avoid suffering a cumulative -1 rale bonus to Will saves against feat effects, and a +2
morale penalty to attack rolls, skill checks and saves, morale bonus to attack and weapon damage rolls, De-
and a cumulative +1 rage bonus to weapon damage rolls fense and skill checks.
against you.
The morale penalties persist for 1 minute after the KUCHIJOUZU NO JUTSU (DIPLOMACY TECHNIQUE)
technique ends, though the rage bonus ends when the Genjutsu (Doujutsu) [Mind-Affecting]
technique does. Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
(DC 13); Time: Full-round action; Components: C;
KANGENZOU NO JUTSU (PERFECT ILLUSION TECHNIQUE) Range: 10 ft.; Target: One creature; Duration: 3 rounds;
Genjutsu (Phantasm) [Mind-Affecting] Save: Will negates; CR: Yes; Cost: 2
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 You gain a +4 bonus on your next Bluff or Diplomacy
(DC 26); Cost: 9 check against the subject. Using this technique in cer-
This technique is identical to Jougenzou no Jutsu tain kinds of negotiations may be punished if detected.
(p125),
except as above, and instead you get to make 1 minor KYOUGAKU NO JUTSU (FRIGHT TECHNIQUE)
change per level, 1 advanced change per 3 levels, or 1 Genjutsu (Doujutsu) [Fear, Mind-Affecting]
greater change per 5 levels. An greater change is a Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
something of great importance, such as changing an (DC 12); Time: Attack action; Components: C, S; Range:
entire room, concealing a trapdoor or pit, or making Melee touch; Duration: 1r/level (D); Save: Will disbe-
lief; CR: Yes; Cost: 3
The touched subject begins to worry that something is mains affected by this effect until the technique
wrong, though they cannot pinpoint what, and suffer a ends.
-1 penalty to attack rolls and skill checks due to this The illusion is broken if the target suffers a powerful
uncertainty. This technique can be dispelled. emotion or instinctual need (such as fear or the need to
KYOUHAKU WARAI NO JUTSU (COMPELLED LAUGHTER TECH- flee or protect a loved one), and thus ends if the target
NIQUE) is afflicted with panic or cowering effects. The tech-
Genjutsu (Doujutsu) [Fear, Mind-Affecting] nique also immediately ends if the target is attacked,
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 though if they had been affected for three rounds or
(DC 22); Time: Attack action; Components: C, S; Range: more, they will lose their Dexterity bonus to Defense
Close; Target: One creature; Duration: 1d4 rounds *; against the first attack.
Save: Will negates; CR: Yes; Cost: 6 This technique can be dispelled. Creatures with 8 or
You look the target in the eye and attempt to send it more levels/HD gain a +4 bonus to saves to resist this
such horrifying visions that it suffers a short mental technique.
breakdown. The subject falls prone and starts laughing MAGEN: GOUSENJIN (DEMONIC MIRAGE: TORTURE OF A THOU-
in a manic, humorlous manner for 1d4 rounds, unable SAND SWORDS)
to take any action or think about anything. A creature Genjutsu (Compulsion) [Mind-Affecting]
incapable of laughter will simply make random sounds Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
or speak gibberish. (DC 21); Time: Attack action; Components: C, H;
For 2 rounds after this behavior fades, the subject be- Range: Touch; Target: One creature; Duration: 1r/2 lev-
comes shaken. els (D); Save: Will negates; CR: Yes; Cost: 6
MAGEN: ANRAKUSHI (DEMONIC MIRAGE: ENDGAME RELIEF) The subject feels as if its body is being torn apart by
Genjutsu (Phantasm) [Mind-Affecting] numerous sword slashes. It sees its skin being torn open
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 and feels excruciating pain. The subject suffers a -4
(DC 17); Time: Attack action; Components: C, H; penalty to attack rolls, weapon damage rolls, skill
Range: Close; Target: One creature; Duration: 1 round; checks and ability checks.
Save: Will negates; CR: Yes; Cost: 4 This technique can be dispelled, but there is a 50%
The subject is shown an illusion catering to its greatest chance that any dispel attempt will fail.
desire in this moment (reinforcements, death of an en- MAGEN: JAGAN (DEMONIC MIRAGE: EVIL EYE)
emy, etc.), losing their Dexterity bonus to Defense or Genjutsu (Doujutsu) [Mind-Affecting]
losing their next turn (your choice). You are not aware Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
of what illusions they experience. Once the technique (DC 26); Time: Attack action; Components: C; Range:
ends, the illusion falls away, and the subject takes 2d6 Close; Target: One living creature; Duration: 1 Minute;
damage as its hopes are crushed. This damage cannot Save: Will negates; CR: Yes; Cost: 12
reduce their HP below 0. The subject is caught in a strange illusion, and is com-
MAGEN: CHITAIBAKUSHI (DEMONIC MIRAGE: EARTHBOUND pletely unaware of its surroundings (and, thus, is also
DEATH) entirely unresponsive). If the subject is hit by an offen-
Genjutsu (Phantasm) [Mind-Affecting] sive action, the illusion is immediately ended. This
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 technique cannot be used on the same creature more
(DC 17); Time: Attack action; Components: C, H; than once every 24 hours, and can be dispelled.
Range: Close; Target: One creature; Duration: 3 rounds, MAGEN: JIBAKU SATSU (DEMONIC MIRAGE: TREE BINDING
plus 1r/level (D); Save: Will negates; CR: Yes; Cost: 4 DEATH)
The subject is shown the illusion that it's body is slowly Genjutsu (Compulsion) [Mind-Affecting]
being covered in a layer of earth and rock, as though it Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
is being petrified. The subject slowly suffers from pro- (DC 22); Time: Attack action; Components: C, H;
gressive effects over time, which are cumulative: Range: Medium; Target: One creature; Duration:
First round: Subject cannot run or charge. 2r/level *; Save: Will negates; CR: Yes; Cost: 6
Second round: Subject moves at half its speed. You create the illusion that the subject is bound by a
Third round: Subject cannot move or perform ac- tree that grows around it as you vanish from its senses.
tions requiring any sort of movement (even The subject becomes immobilized and cannot detect
speech). They can still breathe. The subject re-
you through smell, sight, taste, hearing or touch. You
are considered as an invisible attacker if you choose to MAGEN: KARASUGAN NO KYOUEN (DEMONIC MIRAGE: FEAST
attack the subject. This technique ends if the subject is FOR CROWS)
attacked or damaged, and blind creatures are not affect- Genjutsu (Phantasm) [Mind-Affecting]
ed. Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(DC 22); Time: Attack action; Components: C, S; Range:
MAGEN: JIGOKU KOUKA NO JUTSU (DEMONIC MIRAGE: HELL'S Medium; Target: Two creatures within 30 ft. of each
DESCENT TECHNIQUE) other; Duration: 1 round *; Save: Will negates; CR: Yes;
Genjutsu (Phantasm) [Mind-Affecting]
Cost: 5
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
The subjects see a murder of crows descend upon them
(DC 21); Time: Attack action; Components: F, H; Range:
and assault them. They suffer a -10 penalty to Spot and
Close; Area: 80 ft. wide, 50 ft. high Cylinder (S); Dura-
Listen checks, must make a Concentration check (DC
tion: 1r/level (D); Save: Will negates *; CR: Yes; Cost: 8
15) to use any action requiring concentration, and lose
Creatures within the area see a gigantic ball of fire de-
their Dexterity bonus to Defense against the first attack
scending from the sky, engulfing their surroundings in
made against them. If attacked, the illusion immediate-
fire and brimstone. Creatures caught in the area who
ly fades.
fail their save take 3d8 damage, and will take 1d6 dam-
A creature cannot be affected by this technique more
age each round they remain within the area as they see
than once per hour.
their surroundings set ablaze. This damage cannot re-
duce creatures below 0 HP, but those brought to 0 HP MAGEN: KUCHIRAKU NO JUTSU (DEMONIC MIRAGE: MOUTH OF
by the technique's damage will be unconscious for HELL TECHNIQUE)
1d4+2 hours or until healed. Genjutsu [Fear, Mind-Affecting]
Creatures immune to fire are unaffected, as are crea- Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
tures that cannot use their sense sight, smell, touch and (DC 23); Time: Attack action; Components: C, H;
hearing. Creatures warned about the technique's effects Range: Medium; Target: One creature; Duration: Up to
will receive a +8 bonus on their save to resist it (identi- 3r (D) *; Save: Will negates *; CR: Yes; Cost: 12
fying it does not grant this bonus). The subject sees the ground beneath their feet crum-
This technique can be dispelled. bling, and feels itself fall into the fiery pits of hell. The
technique progresses in stages, one per round:
MAGEN: JIGOKU TENSHI NO JUTSU (DEMONIC MIRAGE: HELL'S First round: The subject is unable to take action as
ELEMENT TECHNIQUE) they feel themselves begin to fall, suffering 3d6 nonle-
Genjutsu (Requires Genjutsu 7 ranks) [Mind-Affecting]
thal damage.
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
Second round: The subject also becomes unaware of
(DC 15); Time: Attack action; Components: F, H; Range:
its surroundings as it falls deeper into the pit, suffering
Medium; Area: 20 ft. Spread; Duration: Instant; Save:
6d6 nonlethal damage.
Will negates; CR: Yes; Cost: 4
Final round: The subject feels itself swallowed by
You create an illusion of yourself throwing a ball of
dark, malevolent flames as deadly vines tear it apart.
elementally charged Chakra that explodes for 1d4 dam-
Suffering 12d6 nonlethal damage. It is still unable to
age per two levels, up to 5d4, of an elemental type of
act. If the subject is still conscious, it will be overcome
your choice. This damage is not affected by energy re-
by an irrational fear and will be cowering for 1d4
sistances, but creatures immune to the element will be
rounds (Will negates).
unaffected by the technique. The damage cannot bring
Note: If using optional rules for stacking nonlethal
creatures below 0 HP, but those reduced to 0 HP will
damage, the technique deals 2d6, 4d6 and 8d6 damage
remain unconscious for 1d4+2 minutes or until healed.
(in the first, second and third round, respectively) in-
Creatures without use of their sense of sight, smell,
stead.
touch and hearing are immune to this illusion as well,
While under the illusion, the subject is likely to
and creatures warned about its effects gain a +8 bonus
scream and thrash about. If it takes any damage from a
on their save to resist it (identifying does not grant this
source other than this technique, the illusion immedi-
bonus).
ately breaks. Blind creatures are immune to this tech-
nique. This technique can be dispelled.
MAGEN: MUGEN DOUTEI (DEMONIC MIRAGE: ENDLESS JOUR- MAGEN: SHINKEI NIGAI (DEMONIC MIRAGE: NERVOUS CON-
NEY) VULSIONS)
Genjutsu (Phantasm) [Mind-Affecting] Genjutsu (Compulsion; Requires Genjutsu 12 ranks)
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 [Mind-Affecting]
(DC 18); Time: Attack action; Components: C, H; Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
Range: Medium; Target: One creature per 4 levels; Du- (DC 20); Time: Attack action; Components: C, E, H;
ration: 1m/level (D); Save: Will disbelieves; CR: Yes; Range: Close; Target: One creature; Duration: 5r, plus
Cost: 7 per target 1h/level *; Save: Will negates; CR: Yes; Cost: 6
The subject(s) will slowly succumb to an illusion that The subject's brain is overwhelmed by conflicting sig-
causes them to lose any sense of direction, building up nals, turning it against itself and overloading their
as the technique progresses. nervous system. For five rounds, at the start of each of
First round: The subject is unable to make sense of their turns, the subject suffers a cumulative -1 penalty
which direction is north (or south, etc.) without using a to Defense, saves, ability checks and attack rolls. At the
compass or similar effect or device. end of their fifth turn, the subject falls into a coma,
Second round: The subject wanders around, making becoming unconscious for 1 hour per level, during
little progress towards it destination, without realising. which the technique can no longer be dispelled. A co-
Third round: The subject moves with numerous turns matose subject can only be awoken by a character with
and twists and becomes unable to wander more than at least 12 ranks of Treat Injury, using the Iryou Ninjut-
200 ft from the location it started its turn in for the rest su: Iji – Shiketsu technique.
of this technique's duration. For the turns while it is still conscious, each turn the
This technique can be dispelled. subject chooses either let the technique do its work and
take no actions, or it can resist the technique, taking
MAGEN: NARAKUMI NO JUTSU (DEMONIC MIRAGE: LIVING actions as normal but taking 1d8 damage. This damage
HELL TECHNIQUE) cannot reduce the target below -1 HP, and if it is re-
Genjutsu (Compulsion) [Fear, Mind-Affecting]
duced to -1 HP by this damage, the subject remains
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
stable and will immediately fall into a coma, as above.
(DC 16); Time: Attack action; Components: C, H;
If dispelled, any penalties suffered by the subject will
Range: Close; Target: One living creature; Duration:
remain in effect for 1d4 rounds.
Instant *; Save: Will negates *; CR: Yes; Cost: 4
Empower – Spend 6 Chakra to bypass the first five
You describe an illusion to show to the subject, which
rounds and immediately send the subject into the coma.
has an effect based on how the subject would feel about
Can be empowered only once per day.
the illusion (and thus how well you know them):
Indifference: The subject simply doesn't care and re- MAGEN: SHIROMANE NO JUTSU (DEMONIC MIRAGE: CASTLE
mains unaffected. IMITATION TECHNIQUE)
Repulsed: The subject despises or is slightly fright- Genjutsu (Phantasm; Requires Jougenzou no Jutsu (1))
ened, it is shaken for 1d3 rounds. [Mind-Affecting]
Fear (Weak): If the subject is even slightly afraid of Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
the illusion, it is dazed for 1d4 rounds. This is often a (DC 21); Time: Full-round action; Components: C, H;
minor phobia or a source of fear from its childhood. Range: Close; Area: One 10 ft. cube per level (S); Dura-
Fear (Strong): If the subject is very afraid of the illu- tion: 1m/level (D) *; Save: Will disbelieves; CR: Yes;
sion, it is panicked for 1d3 rounds. This could be a tor- Cost: 6 *
mentor or serial killer, for example. You create an illusory setting, changing the appearance
Fear (Overwhelming): If the subject is completely ter- of the environment completely, though you cannot
rified, it suffers a short but serious nervous overload hide creatures, structures and equipment. As usual, the
and becomes unconscious for 1d3 rounds. The illusion illusion is merely aesthetic and provides no actual pro-
would usually involve someone the subject holds dear. tection or cover. If you move more than 1,000 ft. from
If the target succeeds at their save, they are instead the illusion, it automatically fades.
cowering for 1 round.
MAGEN: SHITSUENJOU NO JUTSU (DEMONIC MIRAGE: REALITY ignore all sights and sounds from within the zone, as
REVISION TECHNIQUE) though they were completely unimportant and not
Genjutsu (Phantasm) [Mind-Affecting] worthy of attention. They will avoid entering the zone
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 if possible, or will attempt to leave as soon as possible if
(DC 13); Time: Attack action; Components: C, H; they are forced inside. Each round they spend inside
Range: 10 ft.; Area: 30 ft. Sphere *; Duration: 1 hour *; the zone, they can retry their save against the tech-
Save: Will disbelieves; Cost: 3 nique.
You create a lingering effect within the minds of all Dangerous effects (such as attacks) or extremely ob-
creatures in the area, which has no immediate effect. vious events (like an explosion) coming from within the
For one round per level after using the technique, you zone are not ignored, and allow subjects to make an-
can concentrate for a move action to: change the color other Will save to disbelieve.
of items in a 1 ft. cube, create a small object, or change Cannot be dispelled.
the temperature, flavor or texture of 1 lb. of non-living Mastery – The first, third and fifth steps increase the
material (such as food). Such changes cannot be too radius of the zone by 10 ft.
radical (i.e. changing black to white, making water taste
like a rich stew, etc.). These changes will remain in
MORISHOUHEKI NO JUTSU (FOREST BARRIER TECHNIQUE)
Genjutsu (Compulsion) [Mind-Affecting]
effect until the technique ends.
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16 (DC
These effects are, in fact, illusory, and only change
32); Time: Full-attack action; Components: C, H; Range:
the perception of creatures affected by this technique.
Long; Effect: 80 ft. tall, 100 ft. wide wall; Duration:
It cannot disrupt concentration or deal damage. Items
1r/level (D); Save: Will disbelieves *; CR: Yes; Cost: 10
created look crude and simple, and will immediately
You create an illusory barrier of trees and plant growth,
fade if touched or disturbed. Any creature sensing
which seems completely real in all ways, acting as a
Chakra will sense chakra activity as if this technique
physical barrier that obscures vision. The wall cannot
was being used each time you make a change.
be destroyed, and prevents affected creatures from pass-
This technique can be dispelled.
ing through or attacking a creature beyond the barrier
MEMAI NO JUTSU (VERTIGO TECHNIQUE) intentionally (an area attack that aims to destroy the
Genjutsu (Doujutsu) [Fear, Mind-Affecting] wall may 'accidentally' affect a creature beyond it)
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 Creatures who make their Will save still cannot see
(DC 18); Time: Attack action; Components: C, S; Range: through the barrier, but can move through without any
Close; Target: One creature; Duration: 2 rounds *; Save: issues. This technique can be dispelled.
Will negates *; CR: Yes; Cost: 5
The subject suddenly experiences itself being high up in
MUON JUNAN NO JUTSU (SOUNDLESS AGONY TECHNIQUE)
Genjutsu (Compulsion) [Mind-Affecting]
the air, and suffers a sensation as though it were falling,
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
becoming unable to act for one round, and must make a
(DC 25); Time: Attack action; Components: C, H;
second Will save next round to avoid falling prone and
Range: Medium; Target: One creature per 3 levels; Du-
becoming nauseated for 1 round. This technique cannot
ration: 1r/level; Save: Will negates; CR: Yes; Cost: 8
be dispelled, and cannot be used on the same creature
Subjects believe that they must remain completely si-
more than once per 24 hours.
lent, and will not speak, shout, scream or otherwise try
MIKKAI NO JUTSU (PRIVACY FIELD TECHNIQUE) to make no sound. They can still move their lips (to
Genjutsu (Compulsion) allow for lip reading). Can be dispelled.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(DC 18); Time: Full-round action; Components: C, H,
NEHAN SHOUJA NO JUTSU (TEMPLE OF NIRVANA TECHNIQUE)
Genjutsu (Requires Jukusui no Jutsu (t))
Mas; Area: 20 ft. Sphere, centered on you; Duration:
[Mind-Affecting, Sleep]
Concentration, plus 1m/level (D); Save: Will disbelieves
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 (DC
*; Cost: 4
23); Time: Full-round action; Components: C, H; Range:
You create a zone that affects all ordinary characters,
Medium; Area: 40 ft. Emanation (S); Duration: Instant
creatures without Chakra Reserves and creatures with-
plus 1m/level *; Save: Will negates *; CR: Yes; Cost: 9
out any ranks in the Chakra Control skill. The zone
This technique functions like Jukusui no Jutsu, except it
does not move with you, and you can concentrate on it
affects all creatures in the area, who see the illusion of
only while you remain within it. Subjects automatically
white feathers falling from the sky. Creatures gain a +1
bonus to their save for every 5 HD or levels they have ONPA BUNSHIN NO JUTSU (SOUND WAVE CLONE TECHNIQUE)
over 5 (up to +3 at level 20). This technique can be dis- Genjutsu (Phantasm) [Mind-Affecting, Sonic]
pelled. Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(DC 18); Time: Attack action; Components: C, E, H;
NINPOU: KAGEMUKU GENJUTSU NO WAZA (NINJA ART: DOU- Range: 0 ft.; Area: 30 ft. Burst; Effect: Two illusory
BLE-LAYERED METHOD OF GENJUTSU)
clones; Duration: 10m/level (D); Save: Will disbelieves;
Genjutsu (Phantasm) [Mind-Affecting]
Cost: 4
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
You create two illusory clones, perceivable only by
(DC 23); Time: Attack or instant action*; Components:
those within the area as you use the technique. As long
C, S; Range: Medium; Target: One creature*; Duration:
as a subject remains within line of sight, the clones will
1r/level (D); Save: Will negates; CR: Yes; Cost: 4
persist within its mind, regardless of how far they've
You place a genjutsu effect upon the subject, locking a
moved from the clones' original location. The clones
single genjutsu effect it is already affected by with a
are consistent between all subjects, being perceived as
kagemuku. When a creature or effect tries to dispel the
doing the exact same things by everyone who can see
original effect, it instead dispels a single kagemuku, if
them. Although illusory, they can speak or create
one is present and bound to it. A single effect can have
sounds with your voice.
up to five separate kagemuku affecting it, but each ap-
The clones seem real, creating illusions around them
plication beyond the first costs 2 additional Chakra, and
to make it seem like the environment is affected by
decreases the dispel DC of all kagemuku tied to the
their presence (such as leaving footprints and disturb-
same effect by 1.
ing grass), though these manipulations are short-lived
Once per day, you can use this technique as an in-
after the clone moves. The clones are destroyed on con-
stant action immediately after performing a Genjutsu
tact, and have a Defense equal to your touch Defense -
technique on a creature, targeting the same creature.
5. Deaf creatures are immune to this effect.
Mastery – The second and fourth step allow you to
Empower – Spend 1 Chakra to create an additional
use this technique as an instant action one additional
clone. You cannot control more than 1 clone per level.
time per day.
ONWAKU NO JUTSU (AURAL DELUSION TECHNIQUE)
NINSEI (SEMBLANCE OF PERSONALITY) Genjutsu (Compulsion) [Mind-Affecting]
Genjutsu
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 13); Time: Attack action; Components: C, F; Range:
(DC 20); Time: Full-round action; Components: C, H;
5 ft.; Target: One humanoid or animal creature; Dura-
Range: Personal; Duration: 1 Day (D); Save: Will disbe-
tion: 1 Round; Save: Fortitude negates; CR: Yes; Cost: 2
lieves *; Cost: 5
You manipulate sound waves and send them into the
You create the illusion that you are exhausted, sick or
target's ears, triggering a mechanism in the brain that
suffer from some kind of debilitation or condition, or
leaves the target stunned for 1 round.
one that hides such effects. This illusion affects sight
Material Focus – A worn sound amplifier.
and hearing, cannot be dispelled, and it cannot be seen
through. Anyone interacting with you can identify and SAIMIN JUTSU: KAGE KIAI (HYPNOTISM TECHNIQUE: OTHER-
disbelieve the illusion as normal. WORLDLY SCREAM)
Genjutsu (Doujutsu) [Mind-Affecting]
NOUYA SHOURETSU NO JUTSU (MIND DISRUPTION TECHNIQUE) Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Genjutsu (Doujutsu)
(DC 21); Time: Attack action; Components: C, H;
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Range: Close; Target: One creature; Duration: Instant *;
(DC 21); Time: Attack action; Components: H; Range:
Save: Will negates; CR: Yes; Cost: 5
Close; Target: One creature; Duration: 1r/level (D);
You make the subject hear an extremely loud, high-
Save: Will disbelieves; CR: Yes; Cost: 8
pitched scream, which stuns them for 1d4 rounds.
This technique affects the subject's bond to any crea-
While stunned this way, the subject takes a -20 penalty
tures it controls by will (such as various types of clones,
to Listen checks.
but not puppets or summoned creatures). When the
subject sends mental orders to such creatures, they have
a 50% chance of being ignored, resulting in the clone
either continuing its previous actions or simply taking
no actions instead. This technique can be dispelled.
SAIMIN JUTSU: MUSOU NO JUTSU (HYPNOTISM TECHNIQUE: a dream-like scene, in the shape of a field of cherry
MIND BLANK TECHNIQUE) blossoms. The creature is effectively unable to use sight
Genjutsu (Phantasm) [Mind-Affecting] or hearing (including blindsight or blindsense) to detect
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 what is going on around them. You can speak to sub-
(DC 20); Time: Attack action; Components: C, H; jects freely. In addition, the subjects must succeed at a
Range: Close; Target: One creature; Duration: 1r/level Will save each round to avoid being unable to take any
(D); Save: Fortitude partial; CR: Yes; Cost: 5 action. Even if they can act, subjects cannot leave the
You ensnare the target's senses, making them com- area of effect.
pletely unable to detect you by sight, hearing or smell. This technique can be dispelled, and immediately
You are treated as invisible to the target. This tech- ends for any creature that is moved outside of the area
nique can be dispelled, and the Kaigan technique com- of effect.
pletely nullifies its effects. If you attack or otherwise
harm the target, the technique ends.
SAKURAGENZOU NO JUTSU (MIRAGE OF CHERRY BLOSSOMS
TECHNIQUE)
SAIMIN JUTSU: YOKEN NO JUTSU (HYPNOTISM TECHNIQUE: Genjutsu (Doujutsu; Requires Genjutsu 12 ranks)
FORESIGHT TECHNIQUE) [Mind-Affecting]
Genjutsu (Doujutsu) [Mind-Affecting] Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC 23); Time: Attack action; Components: C, H;
(DC 22); Time: Attack action; Components: S; Range: Range: 30 ft.; Target: One creature; Duration: 1r/level
Close; Target: One creature; Duration: 1r/level (D); (D); Save: Will disbelieves; CR: Yes; Cost: 8
Save: Will disbelieves; CR: Yes; Cost: 6 The subject sees a swirl of cherry blossoms swarm
The subject's mind is forced into a distinct thought pat- around it, briefly obscuring sight before dissipating.
tern, allowing you to more easily anticipate its move- When their vision clears, the appearance of all crea-
ments, granting you a +2 insight bonus to attack rolls, tures it sees is changed into those of other creatures (as
skill checks and Defense against the subject. This tech- you direct), though a creature cannot change to some-
nique can only affect a single target at a time, and can thing or someone of another size category.
be dispelled once it is detected (the subject may be able You may decide to have the subject become unable to
to realize it is subjected to a trick). make sense of any speech in the area, having them hear
it as gibberish. This technique can be dispelled, though
SAIMIN NO JUTSU (HYPNOTISM TECHNIQUE) counts as a Rank 9 technique for the purpose of being
Genjutsu (Doujutsu) [Mind-Affecting]
identified and/or dispelled.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: C; Range: SHIKISOSOU NO JUTSU (DEMOTIVATION TECHNIQUE)
Close; Target: One creature; Duration: Instant *; Save: Genjutsu (Compulsion) [Mind-Affecting]
Will negates; CR: Yes; Cost: 4 Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
You instill an idea into the subject that you are not (DC 14); Time: Attack action; Components: C, H;
threatening to it. You make a Diplomacy check against Range: Long; Target: One creature; Duration: 1m/level;
the target to improve its attitude towards you, and gain Save: Will negates; CR: Yes; Cost: 2
a +15 bonus to Diplomacy checks against the subject to You make the target feel a sudden drop in morale, mak-
do so, and while its attitude is still improved. The im- ing it suffer a penalty to its next attack roll, ability, skill
proved attitude is shaky at best, and will be undone as or initiative check equal to half your level, rounded
soon as you take any action that will obviously affect down.
the subject in a negative manner, provided it has an
Intelligence of 3 or greater.
SHIMENUCHI (ATTACK FROM ALL SIDES)
Genjutsu (Phantasm; Requires Genjutsu 15 ranks and
SAKURA NO YUME (DREAMS OF CHERRY BLOSSOMS) Hasamiuchi (t)) [Mind-Affecting]
Genjutsu (Phantasm) [Mind-Affecting] Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 26) *; Time: Full-Attack action; Components: C, Mob;
(DC 24); Time: Attack action; Components: H; Range: Range: Melee attack; Target: One creature with Int 3+;
Medium; Area: 20 ft. Emanation (S); Duration: 1r/level Duration: Instant; Save: Will disbelieves; CR: Yes; Cost:
(D); Save: Will negates *; CR: Yes; Cost: 7 12 *
You trap the minds of subjects in the area within a This technique allows you to erase your presence from
dream-like illusion, causing them to become trapped in the target's senses and create eight illusory replicas that
attack the target from all sides. Make a melee attack SHINODOKU (POISON OF THE MIND)
against the target. If the subject failed its save, the at- Genjutsu (Compulsion; Requires Genjutsu 10 ranks)
tack gains a +10 bonus to the attack roll, Kawarimi De- [Mind-Affecting]
fense 3, and the subject loses its Dexterity bonus to De- Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
fense against the attack. (DC 20); Time: Attack action; Components: H; Range:
If you can use the Shiden technique (p219), you may Close; Target: One creature; Duration: 1r/level (D);
increase the Chakra Cost by 6 and increase the Perform Save: Will negates; CR: Yes; Cost: 5
Requirements by 4 to allow this technique to be used The subject believes it has been poisoned, and acts as
from 30 ft. away, adding the same conditions and ef- though it has suffered 2d6 ability damage to an ability
fects of Shiden to the attack. score of your choice. The subject gains a +2 bonus to its
This technique counts as a Rank 12 genjutsu tech- save if you choose Constitution. If the subject's HP are
nique for the purpose of identifying it. reduced to 0 or lower due to this effect, it acts accord-
ingly. If the subject takes damage while unconscious
SHINHEKI NO JUTSU (MIND REND TECHNIQUE) because of this effect, it will remain awake for 1 round
Genjutsu (Doujutsu)
before falling unconscious again.
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
There is no secondary damage, and the penalties fade
(DC 15); Time: Attack action; Components: C, S; Range:
immediately when the technique ends. A creature can-
30 ft.; Target: One creature; Duration: Instant; Save:
not be affected by more than one instance of this tech-
Fortitude and Will partial; CR: Yes; Cost: 3
nique at the same time.
You attempt to shock the target's brain, dazing it for
one round (Fortitude negates) and dealing 2d6 nonle- SHINSHIN FUNKYUU NO JUTSU (MIND AND BODY DISORDER
thal damage to them (Will negates). A target cannot be TECHNIQUE)
dazed by this technique more than once per 24 hours. Genjutsu
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
SHINKUJUU NO JUTSU (MENTAL AFFLICTION TECHNIQUE) (DC 19); Time: Full-attack action; Components: C, H;
Genjutsu (Doujutsu) [Fear, Mind-Affecting]
Range: Medium; Target: One creature; Duration:
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
1m/level; Save: Will negates; CR: Yes; Cost: 4
(DC 16); Time: Attack action; Components: C, H;
You place some restraints in the subject's mind, making
Range: Close; Target: One creature with Charisma 3 or
it difficult for them to move normally. The subject suf-
higher; Duration: 10m/level (D); Save: Will negates; CR:
fers a -4 penalty to attack and weapon damage, skill
Yes; Cost: 2
checks and Defense. This technique can be dispelled.
You implant a powerful aversion in the subject's brain,
the effects of which depend on the aversion. SHITSUKENTOU NO JUTSU (DISORIENTATION TECHNIQUE)
Genjutsu [Mind-Affecting]
Creature or Object: The subject prefers not to be
within 30 ft of the creature or object, and will ac- Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
tively try to move away it it comes too close. (DC 12); Time: Attack action; Components: C, H;
Word or Phrase: The subject avoids speaking the Range: 20 ft.; Target: One creature; Duration: 1 Round;
word or phrase. Save: Will negates; CR: Yes; Cost: 2
Action: The subject will not perform the action. The subject's mind drifts between thoughts, leaving the
Event: The subject will not take part in or attend
subject dazed.
the event, if possible.
RANK 11
Doton Deishouha no Jutsu (Crushing Mud Wave Technique) 146
Spacetime Sourei Saiji no Jutsu (Rite of Twin Souls Technique) 191
Suiton Suishouha no Jutsu (Great Water Wave Technique) 193
RANK 12
Elemental Godai Ransatsu: Nidan Jutsu (Elemental Destruction: Rank Two Technique) 152
Doton Doryuuga Sougakari (Focused Earth Dragon Fang) 148
Juuryoku Zanchuu (Gravity Pillar) 168
Fuuton Fuurensetsu no Jutsu (Reaping Winds Technique) 151
Mugen Kuuhazan (Infinite Air Wave Slash) 177
Hyouton Shinhyoukodan no Jutsu (Ultimate Ice Tiger Blast Technique) 187
Shounadare no Jutsu (Avalanche Wave Technique) 189
Katon Karyuuga no Jutsu (Fire Dragon Fang Technique) 170
Medical Iryou Ninjutsu: Chiyu – Yondan Jutsu (Medical Ninjutsu: Healing – Fourth Rank) 161
Iryou Ninjutsu: Hiken – Nikuteki Taisha (Medical Ninjutsu: Secrets – Physical Reconstruction) 162
Raiton Raitsume no Jutsu (Lightning Claw Technique) 183
Spacetime Mugen Ugoku no Jutsu (Infinite Shift Technique) 177
Suiton Bakusuishouha no Jutsu (Bursting Water Wave Technique) 142
Suiryuuga Sougaraki (Focused Water Dragon Fang) 193
BAKURETSU JUNJIRU NO JUTSU (EXPLOSIVE SACRIFICE TECH- Step two – Up to CR 10, but the cost increasses to 4.
NIQUE) Step three – Up to CR 15, but the cost increasses to 6.
Ninjutsu (Katon) [Fire] Step five – Up to CR 20, but the cost increasses to 8.
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
(DC 19); Time: attack action; Components: C, H; Range:
BAKUSUIHOU (EXPLODING WATER CANNONS)
Ninjutsu (Suiton) [Water]
Personal; Area: 30 ft. Burst, centered on you; Duration:
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
Instant; Save: Reflex halves; Cost: 6
(DC 26); Time: full-attack action; Components: H, F, E;
You use your Chakra and your body as fuel, causing an
Range: Medium; Effect: 5ft wide line; Duration: Instant;
explosion dealing 6d8 fire damage, after which you die
Save: Reflex halves; Cost: 6
and leave nothing but a burned corpse.
You send your Chakra into a body of water, firing a jet
BAKURETSU KAWARIMI NO JUTSU (EXPLODING BODY SUBSTI- of water extending in a line up to this technique's range
TUTION TECHNIQUE) (maximum 100 ft.), dealing 5d6 water damage, which
Ninjutsu ignores hardness.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 Empower – Spend 5 Chakra to fire an additional jet of
(DC 17); Time: attack or instant action; Components: H, water (maximum one jet per 5 levels total). Each jet
Mob, F; Range: Personal; Duration: Instant; Save: None; may target a different area.
Cost: 2 Material Focus – At least 30L of water per cannon.
This technique functions the same as Kawarimi no Jut-
su, but you can apply a charged exploding tag, greater
BAKUSUISHOUHA NO JUTSU (BURSTING WATER WAVE TECH-
NIQUE)
exploding tag, trap note or sunburst tag to the substi-
Ninjutsu (Suiton; Requires Issui Suberi no Jutsu (t) and
tuted object, which can be set off as part of performing
Suishouha no Jutsu (t)) [Water]
this technique (though the chakra Control check DC
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16
for doing so increases by 3).
(DC 32); Range: Medium; Duration: Concentration + 1
Material Focus – The tag to be attached.
round (up to 1r/level); Cost: 16.
Mastery – Each step allows you to use this technique
This technique functions the same as Suishouha no Jut-
an additional time per day to avoid an attack, and in-
su. You ride on the wave as it moves, and are not af-
creases the CR against which you can defend.
fected by damage caused by Raiton techniques being
Step one – Can avoid up to CR 5.
used on the wave. While riding the wave, you can CHAKRA NO BAKUDAN (CHAKRA BOMB)
charge any creature within the wave without penalty, Ninjutsu (Katon) [Fire]
and can descend as a move action. Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
Material Focus – At least 10,000L of water nearby. (DC 20); Time: Attack action; Components: C, H, F, E;
Range: Melee Touch; Target: Object of Medium or
BIFUU NO JUTSU (ZEPHYR TECHNIQUE) smaller size; Duration: 1h/level (D); Save: Reflex half *;
Ninjutsu (Fuuton) [Wind]
CR: Yes *; Cost: 3
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
You charge an object with Chakra. If the object is
(DC 14); Time: attack action; Components: H, E; Area:
touched by a Chakra Signature that is different from
10 ft. Burst centered on you; Duration: Instant; Save:
yours, it explodes, destroying and dealing 2d6 fire dam-
Reflex negates; Cost: 2
age in a 10 ft. Burst around it (Reflex halves). When
You expel a sudden burst of air (approx 25 mph), clear-
performing this technique, you may have the object
ing out dust, smoke, mist and fog as well as extinguish-
ignore up to two other Chakra Signatures you are fa-
ing small fires (such as candles). Diminutive or smaller
miliar with.
creatures must make a save to avoid being knocked
Empower – Spend 1 Chakra to increase the damage
back 10 ft.
by 1d6, up to 5d6 total.
Empower – Spend 1 Chakra to increase the radius by
Material Focus – The touched object.
5 ft. (up to 30 ft. total).
CHAKRA SHORI NO WAZA (METHOD OF CHAKRA READING)
BUNSHIN NO JUTSU (DUPLICATION TECHNIQUE) Ninjutsu
Ninjutsu
Rank: 3 (B); Learn DC: 17, 3 successes; Perform: 5
Rank: 1 (E); Learn DC: 12, 1 successes; Perform: 1
(DC 18); Time: 5 Minutes; Components: C, S; Range:
(DC 11); Time: attack action; Components: C, H; Range:
Touch; Target: One or more seals or sealed items; Dura-
Personal; Effect: One or more duplicates of you; Dura-
tion: 12 Rounds (D); Cost: 0
tion: 1m/level; Save: None; Cost: 1 *
Each round, you are able to do two different things.
You create a clone of yourself, which appears by your
Chakra Reading: As a full-round action, you can make
side and cannot move further than 100 ft. from you.
a Ninjutsu check (DC 15 + seal or item level) to gain
The clone is a perfect copy, but cannot speak or physi-
information on enhancement bonuses, powers and/or
cally interact with anything or anyone, though it does
properties of an enhancement seal or sealed item, in-
make noise when moving and carries your scent.
cluding how to activate it (if possible) and how many
Clones have a Defense of 10 + your size modifier + your
charges it has left (if it uses charges).
Dex modifier + half your class bonus. If damaged,
Seal Reading (Requires Kaikken no In technique): You
touched or violently shaken, they disappear in a puff of
touch a Kaikken no In or similar seal, and are able to
smoke. Clones cannot perform actions requiring con-
read the information stored in it.
centration and cannot perform techniques. If an enemy
You discover the types of technique used (genjutsu,
cannot distinguish you from your clones and tries to
ninjutsu, bloodline ability, speed ranks, etc.) in the or-
attack you while you stand among your clones, ran-
der they were used, and can make a Wisdom check (DC
domly determine whether they hit you or a clone.
20) to identify the Chakra Signature of a user if you are
The Cost increases by 1 Chakra for each clone you
familiar with it.
create beyond the first (up to 2 + 2 per level total).
Each round you spend reading the seal, you gain in-
CHAKRA JIRAI NO JUTSU (CHAKRA LANDMINE TECHNIQUE) formation on one hour of recorded events, and any read
Ninjutsu [Fire, Force] information is removed from the seal.
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
CHI HAKAIHA NO JUTSU (EARTH DESTRUCTION WAVE TECH-
(DC 19); Time: Attack action; Components: C, H;
NIQUE)
Range: Close; Target: One 5 ft. square *; Duration:
Ninjutsu (Doton) [Earth]
1m/level (D); Save: Reflex halves *; CR: Yes; Cost: 4
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
You create a charge of Chakra in a specific square,
(DC 26); Time: Attack action; Components: C, H, Mas;
which detonates when a creature with a Chakra Pool of
Range: Close; Area: 10 ft. Burst; Duration: Instant *;
5 or more steps on it. The blast deals 3d6 fire damage
Save: Reflex negates *; Cost: 12
and 1d6 force damage within a 15 ft radius of the mine,
You part the earth and open up a pit that is 10 ft. wide,
and will set fire to flammable materials caught in the
and has a depth of 5 ft. per level (up to 100 ft.). Crea-
blast.
tures must save to avoid falling down the hole and suf- CHIMETSU DAIGEKI (EARTH-SHATTERING BLAST)
fering fall damage. Structures take 10d10 damage. After Ninjutsu (Doton) [Earth]
30 minutes, the earth returns to its previous state, clos- See Godai Ransatsu: Sandan Jutsu (p152).
ing the pit and killing any creature inside (no save).
This technique can only be used on firm or soft earth.
CHIROU NO JUTSU (EARTH PRISON TECHNIQUE)
Ninjutsu (Doton; Requires Ninjutsu 12 ranks) [Earth]
Mastery – Each step allows you to extend the dura-
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
tion of the pit by 3 minutes if you wish, and increases
(DC 21); Time: Attack action; Components: C, H, F;
the damage dealt to structures by 1d10.
Range: Close; Target: One creature of Medium size or
CHI KATAME NO JUTSU (HARDEN EARTH TECHNIQUE) smaller; Duration: 1r/level; Save: Reflex negates; CR:
Ninjutsu (Doton) [Earth] Yes; Cost: 6
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 You slowly encase a subject in earth, rock and/or mud.
(DC 18); Time: Attack action; Components: C, H; If the target fails its save, it will be subject to the first
Range: Close; Effect: Hardens one cubic foot of earth step as described below. Each round, you can concen-
per level each round; Duration: 1 r/level (D); CR: Yes; trate on the subject as an attack action to advance the
Cost: 4 effect by one step. Doing so provokes attacks of oppor-
Your Chakra moves into the earth, hardening one cubic tunity. Once this technique is performed, the earthen
foot of earth or sand per level each round, turning it to prison will remain until it is destroyed or the technique
stone. You direct precisely what area is affected. The ends.
technique has no effect on earth created by techniques, First Step: The target's feet are trapped. They cannot
nor does it affect manufactured objects. You can only move or turn and take a -2 penalty to Defense and Re-
have one instance of this technique active at a time flex saves. They can destroy the prison with a Strength
(including usage by clones). check (DC 27) or by using weapon, unarmed or natural
attacks. The prison has 20 hp.
CHIHOU NO JUTSU (EARTH COMPASS TECHNIQUE) Second Step: The target's legs and waist become en-
Ninjutsu (Doton) [Earth]
cased. They lose their Dexterity bonus to Defense and
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
suffers a -4 penalty to Defense and attack rolls. The
(DC 12); Time: Attack action; Components: C, H;
prison's hp increases by 15.
Range: Personal; Duration: Instant; Cost: 3
Third Step: The target is completely encased. They
You lay your bare hand on the ground and instantly
become immobilized. After five rounds, the target starts
know which way is north.
suffocating. The Strength check DC increases to 30, and
CHIJIMU NO JUTSU (SHRINKING TECHNIQUE) the prison's hp increases by 20.
Ninjutsu Material Focus – At least 100 lbs of earth, sand, mud
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 or rock nearby.
(DC 23); Time: Full-round action; Components: H;
CHITENKYOU NO JUTSU (BRIDGE OF HEAVEN AND EARTH
Range: Close; Target: One creature; Duration: 1m/level
TECHNIQUE)
(D) *; Save: Fortitude negates; CR: Yes; Cost: 10
Ninjutsu (Doton) [Earth]
You shrink a target one size category. Having it gain
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
the appropriate bonuses and penalties (-2 Strength, +2
(DC 23); Time: Full-round action; Components: H, Mas;
Dexterity, -2 Constitution, +1 size penalty to Defense
Range: 0 ft.; Effect: A bridge or stairway of earth and
and attack rolls, -4 to Grapple checks, +4 to Hide
rock; Duration: Concentration (1r/level), plus 3 rounds;
checks and unarmed damage decreases by one step).
Cost: 6
Any worn and equipped items shrink with the target.
You create a stairway or a bridge from rock and dirt,
This technique can be used to counter and dispel the
which begins in your square and covers 5 ft. per level.
effects of Baika no Jutsu and Chou Baika no Jutsu.
It can have a slope up to 45 degrees, either upward or
If used on an unwilling target, the duration is re-
downward. The construction is 15 ft. wide, an a single 5
duced to 1 round per level (D).
ft. square can support a creature of up to 250 lbs.
Mastery – The second and fourth step increase the
width of the construction by 10 ft each.
CHITENRAISOU (THOUSAND HEAVENLY SPEARS) DAI TATSUMAKI NO JUTSU (GREAT TORNADO TECHNIQUE)
Ninjutsu (Raiton) [Electric] Ninjutsu (Fuuton) [Wind]
Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14 (DC Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
30); Time: Full-round action; Components: C, H, E; (DC 22); Time: Attack action; Components: C, H;
Range: Long; Area: 80 ft. high, 40 ft. wide Cylinder; Range: Long; Area: 80 ft. high, 20 ft. radius Cylinder;
Duration: Instant; CR: Yes; Cost: 16 Duration: Instant; Save: Fortitude partial; Cost: 8
You rain spear-shaped bolts of lightning down on the You create a powerful gust of wind resembling a torna-
battlefield, targeting 2d6 creatures and/or structures do, dealing 3d6+3d4 wind damage. Small-size or smaller
within the area. Each target is hit by 1d4+1 spears, each creatures caught are knocked upwards 1d6x5 ft (Forti-
dealing 1d8+1 electricity damage. The technique can tude negates), and will suffer falling damage as normal.
affect each target only once, and structures take double Flying creatures take double damage, and Medium-
damage. In a crowded area with many structures (like a sized flying creatures are must also save against the
town), targets are chosen at random. knock up. Despite having a flight speed, flying crea-
Empower – Spend 2 Chakra to increase the number of tures knocked up by the technique will fall to the
targets by 1d6, up to 5d6 total. ground afterwards.
CHOUMETSU NO JUTSU (PITCH DESTRUCTION TECHNIQUE) DAI TSUCHIRYUU NO JUTSU (GREAT EARTH DRAGON TECH-
Ninjutsu [Sonic] NIQUE)
Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 7 Ninjutsu (Doton; Requires Ninjutsu 15 ranks and
(DC 19); Time: Attack action; Components: S; Range: Chakra Control 15 ranks) [Earth]
Close; Area: 10 ft. Burst; Duration: Instant *; Save: Re- Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
flex halves or Fortitude negates *; Cost: 6 (DC 26); Time: Full-attack action; Components: C, H;
You touch a surface directly connected to the target Range: Long; Area: 15 ft Burst *; Duration: Instant; Save:
area and send a volatile wave of sound towards it, hav- Reflex halves; CR: Yes; Cost: *
ing an effect based on the type of surface in the targeted You create an earthen dragon that dives towards a pri-
area. mary target within the area, then surges toward up to
Hard Ground: The wave sends debris flying in all di- one secondary target per 2 levels within the area, max-
rections; dealing 2d6 bludgeoning and 2d6 slashing imum 10 secondary targets total, dealing half the pri-
damage which can be halved with a Reflex save. A sin- mary damage to each of them. The damage and cost
gle square inside the area is treated as though it had depend on the size of the dragon:
caltrops spread over it until it is repaired (the surface
Small (8 Chakra): 6d6 earth damage.
takes triple damage from this technique). Medium (12 Chakra): 9d6 earth damage.
Soft Ground: A wave of mud or a cloud of sand and/or Large (17 Chakra): 12d6 earth damage.
dirt is sent flying up, blinding all creatures for 1d4 un-
less they succeed at a Fortitude save. Material Focus – 100 (Small), 200 (Medium) or 300
(Large) lbs of earth, sand, mud and/or rock nearby.
DAI KAMAITACHI NO JUTSU (GREAT SICKLING WIND BLAST
TECHNIQUE) DAIBAKUFU NO JUTSU (GREAT WATERFALL TECHNIQUE)
Ninjutsu (Fuuton; Requires Kamaitachi no Jutsu (t)) Ninjutsu (Suiton) [Water]
[Wind] Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC 27); Time: Attack action; Components: H, F; Range:
(DC 26); Range: Medium; Cost: 8 25 ft./level *; Effect: 20 ft. wide sphere traveling for-
This technique is an improved version of Kamaitachi no ward *; Duration: Concentration (up to 1r/level); Save:
Jutsu, and functions like it. The slashing winds deal 6d6 Reflex partial *; Cost: 12
wind damage, and creatures caught must make a Forti- Your Chakra forms a swirling sphere of water that
tude save to avoid being pushed back 1d6x5 ft. The in- moves 75 ft. per round in a straight line until it reaches
crease to Perform Requirements when using a fan or the technique's maximum range. Any Medium-size or
other suitable implement increases to 4. smaller creature struck by the orb must succeed at a
Empower – Spend 1 Chaka to increase the damage by Reflex save or get dragged along, suffering 3d6 Water
1 die, up to 1 die per level or 12d6 (whichever is lower). damage each round, though it is allowed a Reflex save
Every 2 Chakra you spend this way increases the Per- or swim check every round to escape from the sphere
form Requirements by 1. of liquid. Large or larger creatures are merely pushed
back 1d6x5 ft. on a failed Reflex save. Structures hit by DEISHOUHA NO JUTSU (CRUSHING MUD WAVE TECHNIQUE)
the sphere take double damage. Ninjutsu (Doton) [Earth]
An electric technique that hits the sphere charges it Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15 (DC
for d4+1 rounds, letting it deal 1d4 electric damage per 31);
2 ranks of the technique to each creature or structure As Suishouha no Jutsu, except as above and below.
hit by the sphere. The wave consists of mud, earth and rock and deals
If the sphere collides with the effects of another Dai- earth damage. Rather than being empowered by an
bakufu or a Suishouha, Deishouha or Bakusuishouha, Electric technique, it is empowered if hit by a Fire
the effects cancel each other out. technique, and the empowerment deals fire damage in-
Material Focus – At least 1,000 liters of water nearby. stead of electric damage. You must have your hands in
direct contact with the ground while concentrating on
DAIKODAN NO JUTSU (GREAT TIGER PROJECTILE) this technique.
Ninjutsu (Hyouton; Requires Ninjutsu 13 ranks and
Material Focus – At least 300 cubic ft of earth, sand,
Chakra Control 13 ranks) [Cold]
rock or mud nearby.
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
(DC 24); Time: Full-attack action; Components: C, H, F; DENDOUSOKU NO JUTSU (CONDUCTOR SHOCK TECHNIQUE)
Range: Medium; Area: 15 ft. Burst *; Duration: Instant; Ninjutsu (Raiton) [Electric]
Save: Reflex halves *; CR: Yes; Cost: 12 See Godai Ransatsu: Yondan Jutsu technique (p152).
You create a ferocious tiger of ice and snow that lunges
towards a primary target within the area, dealing 8d6
DENGAN NO JUTSU (STUNGUN TECHNIQUE)
Ninjutsu (Raiton; Requires primary affinity (Lightning)
damage (half cold, half slashing) to it. Afterward, it
and Raishuriken no Jutsu (2)) [Electric]
dives toward up to one secondary target per 2 levels
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
within the area, maximum 12 secondary targets total,
(DC 13); Time: Attack action; Components: H; Range:
dealing half the primary damage to each of them. The
10 ft.; Effect: Ray; Duration: Instant; Save: Fortitude
damage can be halved with a Reflex save. Creatures
partial; CR: Yes; Cost: 2
taking damage must make a second Reflex save to avoid
You release a ray of shocking currents. If it hits, the ray
suffering a -1 penalty to attack rolls and skill checks for
deals 1d2 electric damage and forces the target to make
1 minute due to the freezing cold, which is removed if
a save against suffering 2d4 nonlethal damage. This
a target is healed for at least one HP by a medical tech-
counts as a stun effect.
nique.
Material Focus – 400 lbs. of ice and/or snow nearby. DENHA NO JUTSU (STATIC BURST TECHNIQUE)
Ninjutsu (Raiton) [Electric]
DAIRYUUDAN NO JUTSU (GREAT DRAGON PROJECTILE)
See Godai Taigeki: Shodan Jutsu technique (p153).
Ninjutsu (Katon; Requires Ninjutsu 13 ranks and
Chakra Control 13 ranks) [Fire] DENKAI NO JUTSU (ELECTROLYSIS TECHNIQUE)
Components: C, H; Ninjutsu (Raiton) [Electric]
As Daikodan no Jutsu (p146), but you spit out a long, Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
slithering dragon of flames. Instead of saving against (DC 21); Time: Full-round action; Components: C, H;
the secondary penalties of Daikodan no Jutsu, creatures Range: Touch; Target: A body of water; Duration: In-
damaged must make a Reflex save to avoid catching stant; CR: Yes (Object); Cost: 12
fire. You convert your Chakra into a consistent current,
electrolysing up to 1 liter of water per level and turning
DAMASHIUCHI NO JUTSU (SNEAK ATTACK TECHNIQUE)
it into a combustible gas (hydrogen) that ignites with
Ninjutsu
the slightest spark or flame, and will continue to burn
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
for up to an hour. This gas is not poisonous and lingers
(DC 19); Time: Attack action; Components: C, H;
over the source of water used to create it. Cannot be
Range: Personal; Duration: 1r/level; Cost: 4
used on creatures.
You gain Sneak Attack (+1d6), or increase your existing
sneak attack value by 1d6 (See p14 for more infor- DENPO NO JUTSU (STATIC BULLET TECHNIQUE)
mation on sneak attacks). Ninjutsu (Raiton) [Electric]
See Godai Taigeki: Nidan Jutsu technique (p153).
DENSHINDOU NO JUTSU (STATIC SHOCK TECHNIQUE) DORODAN NO JUTSU (MUD BLAST TECHNIQUE)
Ninjutsu (Raiton) [Electric] Ninjutsu (Doton) [Earth]
See Godai Taigeki: Sandan Jutsu technique (p153). See Godai Taigeki: Sandan Jutsu technique (p153).
DOCHUU ENGYOU NO JUTSU (UNDERGROUND DISPLACEMENT DOROGA NO JUTSU (MUD FANG TECHNIQUE)
TECHNIQUE) Ninjutsu (Doton) [Earth]
Ninjutsu (Doton) [Electric] See Godai Taigeki: Nidan Jutsu technique (p153).
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 16); Time: Attack action; Components: C, H, Mas;
DORONAMI NO JUTSU (MUD WAVE TECHNIQUE)
Ninjutsu (Doton) [Earth]
Range: Personal; Duration: 1r/level; Cost: 1
See Godai Taigeki: Shodan Jutsu technique (p153).
You soften the earth around you and become able to
move through it, gaining a burrow speed equal to your DOROKU GAESHI (LAND WALL FLIP)
normal speed. If you are within 5 ft. of the surface, you Ninjutsu (Doton) [Earth]
automatically sense if there is a creature standing above Rank: 7 (B); Learn DC: 21, 3 successes;
you. You cannot run or move through hard ground or Perform: 9 (DC 22); Time: Full-round action;
stone, but sand, dirt and firm earth are susceptible to Components: C, F; Range: 5 ft.; Effect: An earthen
this technique. You leave tunnels while moving under- wall; Duration: 1r/level (D); Cost: 8
ground. You touch your hands to the earth and cause a 10 ft
Mastery – The third step allows you to leave no trace high, 10 ft wide and 6” thick block of earth to rise up,
of your passing (including no tunnels) if you desire. creating useful cover.
The fifth step allows you to burrow through hard The wall has 90 HP and a Hardness of 8, and can be
ground (and rock) as well. destroyed by dealing enough damage or by making a
Strength check (DC 30) against it.
DOKUKIRI NO JUTSU (POISON MIST TECHNIQUE)
Material Focus – At least 300 lbs. of earth or stone di-
Ninjutsu [Poison]
rectly in front of you.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: C, H; DORYOU DANGO (OVERSIZED ROCK DUMPLING)
Range: 10 ft.; Effect: Poisonous cloud; Duration: Instant Ninjutsu (Doton) [Earth]
*; Save: Fortitude negates *; CR: Yes; Cost: 6 Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
You transform the air in your lungs, increasing its vol- 22); Time: Full-attack action; Components: C, H; Range:
ume and turning it poisonous before breathing it out as 50 ft.; Area: *; Duration: Instant; Save: Reflex negates;
a 15ft wide, 10 ft. high Spread of poison gas. The fol- CR: Yes; Cost: *
lowing round, the gas spreads to a 20 x 20 ft. Spread, You reach into the ground and pull out a boulder of a
and the third round it becomes a 30 x 30 ft. Spread. certain size, then throw it to deal earth damage to crea-
After 5 rounds, the gas disperses. A moderate wind (11+ tures caught in the area. Creatures who fail their Reflex
mph) will disperse it in 3 rounds, and a strong wind save fall prone. The Area, Cost and damage depend on
(21+ mph) disperses it in a single round. the size of the boulder (your choice): Medium: 5ft wide
The cloud functions as an inhaled poison with 1d6 Line, 8 Chakra. 3d10 earth damage. Large: 10ft wide
Constitution damage as both its primary and secondary Line, 12 Chakra. 6d10 earth damage. Huge: 20 ft wide
damage, and a save DC equal to this technique's. Line, 18 Chakra. 9d10 earth damage.
DOKUTSUME NO JUTSU (POISON CLAW TECHNIQUE) DORYUU TAIGA NO JUTSU (MUD RIVER TECHNIQUE)
Ninjutsu (Requires Ninjutsu 12 ranks) [Poison] Ninjutsu (Doton) [Earth]
Rank: 6 (A); Learn DC: 21, 4 successes; Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Perform: 9 (DC 23); Time: Attack action; (DC 22); Time: Attack action; Components: H, F; Range:
Components: H; Range: Melee touch; 10 ft./level (up to 150 ft.); Area: 10 ft. wide Line *; Du-
Target: One creature; Duration: Instant *; ration: 1r/level (D) *; Save: Reflex negates *; Cost: 6
Save: Fortitude negates *; CR: Yes; Cost: 12 You create a river of mud that starts in front of you and
You focus a toxic configuration of Chakra into your travels forward 40 ft. per round. A creature hit by the
hand, which the touched creature's body reacts to as if river must make a save each round to avoid being
it were poison. This technique delivers a contact poison caught and getting pushed back 1d4 x 5 ft., and after
with primary and secondary damage of 2d4 Consti- the first round it can make a second Reflex save to
tution, and a save DC equal to this technique's.
break free of the wave if it saves against being pushed DOTON: TOURIKI (EARTH RELEASE: TOWER OF MIGHT)
back. Ninjutsu (Doton; Requires Chakra Pool 70 and
Material Focus – At least 50 liters of mud nearby. Chakra Control 17 ranks) [Earth]
Rank: 14 (S); Learn DC: 30, 5 successes; Perform: 18
DORYUUDAN (MUD DRAGON CANNON) (DC 34); Time: Full-round action; Components: C, H;
Ninjutsu (Doton; Requires Doryuu Taiga no Jutsu (t))
Range: Close; Area: 10 ft. wide, 100 ft. high Cylinder;
[Earth]
Duration: Instant *; Save: Reflex half and partial *; CR:
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
Yes; Cost: 20
(DC 19); Time: Attack action; Components: H; Range:
You dig your hands into an earthen surface beneath
Close *; Duration: 1r/level (D) *; Save: Reflex negates *;
your feet, regardless of how hard it is, and channel im-
CR: Yes; Cost: 6
mense Chakra into it to raise a massive stalagmite in the
You focus Chakra into a mud river you've created with
target area, dealing 5d10 earth damage and 5d10 pierc-
Doryuu Taiga no Jutsu and whose starting point is
ing damage. Non-flying creatures caught in the area
within range. A dragon-shaped head emerges from the
must make a secondary Reflex save to avoid being
mud and starts shooting mud balls at creatures caught
knocked upwards 1d10x5 ft.
inside the mud river. Each round, the dragon fires one
The stalagmite is a stone pillar that remains for 10
mud ball per 3 levels, divided as you choose among
minutes per level, and can be dismissed as a move ac-
creatures caught in the mud river (a creature can be
tion.
targeted more than once). Each mud ball deals 1d6
earth damage, avoided with a Reflex save. DOTON: TSUIGA NO JUTSU (EARTH RELEASE: TRACKING FANG
If you use a Fire technique which affects the dragon TECHNIQUE)
head, its projectiles will deal an additional 1d4 Fire Ninjutsu (Spacetime; Requires Blood Pact (Dog) (f))
damage for 1d4+1 rounds as it burns. [Summoning]
Ends once its duration expires, or if the Doryuu Taiga Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
no Jutsu hosting it expires. (DC 21); Time: Full-attack action; Components: H, X;
Range: Medium; Target: One creature; Duration:
DORYUUGA SOUGAKARI (FOCUSED EARTH DRAGON FANG) 1m/level (D) *; Save: *; Cost: 10
Ninjutsu (Doton) [Earth]
You summon a pack of hounds that bursts from the
See Godai Ransatsu: Nidan Jutsu technique (p152).
ground, ready to track down and immobilize your foe.
DORYUUHEKI (MUDSLIDE BARRIER) The pack has 41 HP, a Defense of 13, a +7 Fortitude
Ninjutsu (Doton) [Earth] save bonus and a movement speed of 50 ft. It has the
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 Scent ability, can track by scent at its full speed, and is
(DC 25); Time: Attack action; Components: C, H, F; immune to mind-affecting effects. Once the pack comes
Range: Close; Effect: Stone wall whose area is up to one within range of the target, it can make 8 melee touch
10 ft. square per level (S) *; Duration: 1h/level (D); Cost: attacks (at a +11 bonus each). If at least three of these
12 attacks his in a single round, the target becomes immo-
You raise a large wall of rock and stone, which can bilized by the pack. It can break free by succeeding at
seamlessly meld into adjacent rocky surfaces. The wall four opposed Strength checks (the pack has a +4
has a thickness of 5” per level, and is composed of a Strength bonus), each taking a full-round action. If the
number of 10 ft. wide by 10 ft. high squares up to your pack is killed, the target is released. If the target tries to
level. You can choose to double the wall's area by halv- take an action requiring Concentration , it must make a
ing its thickness. A section of 10ft by 10 ft. has 8 hard- Concentration check (DC 15) or fail to complete the
ness and 2 HP per inch of thickness, and can be de- technique.
stroyed by reducing it to 0 HP or by making a Strength To use this technique, you must be in direct contact
check (DC 20 + 2 per inch of thickness). with the ground and place the scroll upon it. If the
If the wall touches a building, the building may suffer scroll is destroyed or loses contact with the ground, the
10d12 earth damage (GMs discretion). technique ends.
Material Focus – At least 50 liters of earth, sand, rock Expendable Component – Some of your blood and a
or mud nearby. summoning scroll for the Dog blood pact.
DOUHEKI NO JUTSU (EARTH SPLIT TECHNIQUE) ENKOUDATE NO JUTSU (BLAZING SHIELD TECHNIQUE)
Ninjutsu (Doton) [Earth] Ninjutsu (Katon) [Armor, Fire]
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 15); Time: Attack action; Components: H; Range: (DC 20); Time: Attack action; Components: C, H;
Medium; Area: 10 ft. square (S); Duration: Instant; Save: Range: Personal; Duration: 1r/level; CR: Yes; Cost: 5
Reflex halves; Cost: 5 You shroud yourself with a thick layer of hot air and
You press your hand to the earth and make the ground flames, gaining a +2 deflection bonus to Defense, DR
below the target area explode upward, dealing 2d6 2/- and +4 to all saves against fire effects, and if such
earth damage. Prone targets take 50% extra damage. effects allow for a save to take half damage, you take no
The ground underneath the target area must be firm or damage on a successful save instead. If a creature at-
hard ground, such as densely packed dirt or stone. tacks you with a natural or unarmed melee attack, it
suffers 1d4 fire damage (CR applies).
DOUKA DORODOMU NO JUTSU (VAMPIRE MUD DOME TECH-
NIQUE) ENKOUNEBAI NO JUTSU (STICKY FIRE TECHNIQUE)
Ninjutsu (Doton) [Earth] Ninjutsu (Katon) [Fire]
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
(DC 26); Time: Attack action; Components: C, H; (DC 13); Time: Attack action; Components: H; Range:
Range: Close; Area: 20ft Spread (S); Duration: Concen- Close; Target: One creature caught on fire; Duration:
tration (up to 1r/level); CR: Yes *; Cost: 12 1r/level; Save: Fortitude negates; CR: Yes; Cost: 4
You make a dome of earth rise up from the ground, You send Chakra into the flames surrounding the tar-
trapping targets within. Creatures take 1d3 Chakra get, increasing their potency. The Reflex save required
damage per round while inside the dome, while you for the target to put out the flames is increased by 3,
recover 1 Chakra each round you keep the technique and the damage dealt by the flames each round in-
active. The dome has a hardness of 8, 45 HP and is one creases by 1 per damage die.
foot thick. A Craft (Structural) (DC 15) or Spot (DC 20)
check allows creatures to hit a weak point and deal
ENKOUU NO JUTSU (FIERY RAIN TECHNIQUE)
Ninjutsu (Katon) [Fire]
double damage with their attacks. A Craft (Structural)
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 20) or Spot (DC 25) check allows triple damage.
(DC 20); Time: Attack action; Components: C, H;
This bonus can be shared with allies if it can be com-
Range: Medium; Area: 20 ft. Emanation; Duration: Con-
municated to them. At the end of each round, the dome
centration (up to 1r/level); Save: Reflex negates; CR:
regenerates completely.
Yes; Cost: 6
Chakra Resistance does not prevent a creature from
You channel Chakra into the air, creating a shower of
being trapped in the dome, but can prevent the Chakra
embers that deals 2d4 fire damage each round, which
damage.
damages unattended objects and structures and sets fire
ENBUARASHI NO JUTSU (FIRESTORM TECHNIQUE) to combustible materials.
Ninjutsu (Katon; Requires Ninjutsu 19 ranks)
Rank: 14 (SS); Learn DC: 31, 6 successes; Perform: 19
ENMA IBUKI NO JUTSU (HADES' BREATH TECHNIQUE)
Ninjutsu (Fuuton) [Acid, Fire]
(DC 39); Time: Attack action; Components: H, E; Range:
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Long; Area: Two 5 ft. squares/level; Duration: Instant;
(DC 17); Time: Attack action; Components: H; Range:
Save: Reflex halves; CR: Yes; Cost: 18
30 ft.; Area: Cone; Duration: Instant; Save: Reflex half,
You conjure a storm of firebolts that rains down on an
Fortitude partial; CR: Yes; Cost: 4
area, dealing 16d6 fire damage.
You breathe out a cone of putrid, corrosive gas that
Empower – Spend 1 Chakra to increase the damage
deals 3d6 fire damage and 1d6 acid damage (Reflex
by 1d6, up to 1d6 per level or 24d6, whichever is lower.
halves). Creatures in the area are knocked back 1d4 x
ENGA NO JUTSU (FIRE FANGS TECHNIQUE) 5ft (Fortitude negates). This technique deals damage to
Ninjutsu (Katon) [Fire] unattended objects and sets fire to combustibles.
See Godai Taigeki: Nidan Jutsu technique (p153).
ENTOU NO JUTSU (FLAME SWORD TECHNIQUE) Small creatures can hold one needle, Medium crea-
Ninjutsu (Katon) [Fire] tures can hold three needles, and a Large or larger crea-
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 ture can hold 9 needles. The needles do not interfere
(DC 18); Time: Attack action; Components: S; Range: 0 with other activities, and once the duration expires, the
ft.; Effect: A sword of flame; Duration: 1r/level (D); CR: needles are disintegrated.
Yes; Cost: 8 Material Focus – One or more needles.
You focus Chakra into your hand and mouth, and slow-
ly breathe out a small, solid stream of fire that shapes
FUKUROUGAN (OWL'S EYES)
Ninjutsu
itself into a sword. The weapon counts as a chisa-
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
gatana, and attacks made with it are touch attacks deal-
(DC 12); Time: Full-round action; Components: H;
ing 1d6 fire damage, +1 per two levels (maximum +8).
Range: Personal; Duration: 1m/level; Cost: 1
Since the blade is not material, you cannot add your
You gather Chakra into your eyes and gain low-light
Strength bonus to damage with the blade. The sword
vision.
can be used to ignite combustible materials.
GODAI RANSATSU: SANDAN JUTSU (ELEMENTAL DESTRUCTION: GODAI RANSATSU: YONDAN JUTSU (ELEMENTAL DESTRUCTION:
RANK THREE TECHNIQUE) RANK FOUR TECHNIQUE)
Ninjutsu ( * ) [ * ]
Ninjutsu ( * ) [ * ]
Rank: 14 (S); Learn DC: 30, 5 successes; Perform: 18 (DC
Rank: 14 (S); Learn DC: 30, 5 successes; Perform: 18 (DC
34); Time: Attack action; Components: C, H, E *; Range:
34); Time: Attack action; Components: C, H, E *; Range:
Long; Effect: Ray; Duration: Instant; Save: Fortitude or
Long; Area: 40 ft. Burst; Duration: Instant; Save: Reflex
Reflex partial *; CR: Yes; Cost: 15
halves; CR: Yes; Cost: 14
This technique works like Godai Taigeki: Shodan Jutsu,
This technique works like Godai Taigeki: Shodan Jutsu,
except you fire a ray of concentrated elemental power,
except you fire a devastating elemental attack, dealing
dealing 12d6 damage of the appropriate type if it hits.
10d6 damage of the appropriate type. This technique
This technique has the following variants, each of
has the following variants, each of which requires you
which requires you have learned at least 6 techniques
have learned at least 6 techniques of its subtype.
of its subtype.
Chimetsu Daigeki (Doton) [Earth]: Material Focus –
At least 500 lbs of earth, stone or mud nearby. Dendousoku no Jutsu (Raiton) [Electric]: You gain a
Hyoumetsudan (Hyouton) [Cold]: Material Focus – +2 circumstance bonus to the ray's attack roll.
At least 500 cubic ft of snow or ice nearby. Karyuu Entou no Jutsu (Katon) [Fire]: The target
Kougeki no Jutsu (Raiton) [Electric] catches on fire (Reflex negates).
Kuusetsu no Jutsu (Fuuton) [Wind] Shingen no Jutsu (Doton) [Earth]: Stuns the target
Shinryuudan no Jutsu (Katon) [Fire] for 1 round (Fortitude negates).
Tsunami no Jutsu (Suiton) [Water]: Material Focus – Shippuken (Fuuton) [Wind]: Deafens the target for
At least 500 liters of water nearby. 1 round (Fortitude negates).
Shiroiyari no Jutsu (Hyouton) [Cold]: Staggers the
target for 1 round (Fortitude negates).
Suitoudai no Jutsu (Suiton) [Water]: Dazzles the tar- Gufuudan no Jutsu (Fuuton) [Wind]: Can be em-
get for 1 round (Reflex negates). powered up to 12d6.
Hyourindan no Jutsu (Hyouton) [Cold]: Can be em-
Empower – Spend 1 Chakra to increase the damage powered up to 10d6. Material Focus – At least
by 1d6, up to 1d6 per level or 24d6 (whichever is low- 15 cubic ft of snow or ice nearby.
er). Mizudan no Jutsu (Suiton) [Water]: Can be empow-
ered up to 10d6. Material Focus – At least
GODAI TAIGEKI: NIDAN JUTSU (ELEMENTAL BEATDOWN: RANK 75 litres of water nearby.
TWO TECHNIQUE)
Empower – Spend 1 Chakra to increase the damage
Ninjutsu ( * ) [ * ]
by 1d6, up to 1d6 per level or the maximum indicated
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
per variant (whichever is lower).
(DC 17); Time: Attack action; Components: H, E, Mas *;
Material Focus – Varies (see above).
Range: Medium; Area: 15 ft. Burst *; Duration: Instant;
Save: Reflex halves; CR: Yes; Cost: 3 GODAI TAIGEKI: SHODAN JUTSU (ELEMENTAL BEATDOWN:
This technique works like Godai Taigeki: Shodan Jutsu, RANK ONE TECHNIQUE)
except you launch elemental projectiles, dealing 3d6 Ninjutsu ( * ) [ * ]
damage to up to two separate targets in the area. This Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
technique has the following variants: (DC 16); Time: Attack action; Components: H, E *;
Denpo no Jutsu (Raiton) [Electric]: Can be empow- Range: Close *; Area: Cone; Duration: Instant; Save: Re-
ered up to 11d6. flex halves; CR: Yes; Cost: 2
Doroga no Jutsu (Doton) [Earth]: Can be empow- This technique is actually a collection of techniques,
ered up to 9d6. Material Focus – At least 25 lbs of elemental variants on the same core idea, which vary
earth, stone or mud nearby. only slightly. The six techniques covered by Godai
Enga no Jutsu (Katon) [Fire]: Can be empowered up
Taigeki: Shodan Jutsu are listed below. Each is a sepa-
to 11d6.
Gufuuken no Jutsu (Fuuton) [Wind]: Can be em- rate technique using the statistics above, and has a sub-
powered up to 11d6. type and descriptor as indicated. Each of these tech-
Hyourento (Hyouton) [Cold]: Can be empowered niques deal their damage as the type listed as their de-
up to 9d6. Material Focus – 5 ft3 of snow or ice scriptor (the Denha no Jutsu technique is a Ninjutsu
nearby. (Raiton) [Electric] technique that deals electric damage,
Mizuteppo no Jutsu (Suiton) [Water]: Can be em-
for example).
powered up to 9d6. Material Focus – At least 25 li-
tres of water nearby. This technique cannot be learned or mastered, and
feats or special abilities cannot be applied to it. Instead,
Empower – Spend 1 Chakra to increase the damage such things apply only to the individual techniques
by 1d6, up to 1d6 per level or the maximum indicated presented below, meaning you must learn each of the
per variant (whichever is lower). six variants separately in order to use them all (if your
Material Focus – Varies (see above). elemental affinities allow for it). Below is given the
general effect and the variants available. If you learn
GODAI TAIGEKI: SANDAN JUTSU (ELEMENTAL BEATDOWN:
any of these techniques, list it on your character sheet
RANK THREE TECHNIQUE)
as the name of the variant, not as a Godai Taigeki tech-
Ninjutsu ( * ) [ * ]
nique. Some variants may require a material focus. If
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
they do, the material focus is listed with the variant.
(DC 18); Time: Attack action; Components: H, E *;
You breathe out a cone of energy, dealing 2d6 dam-
Range: Medium; Area: 10 ft. Burst; Duration: Instant;
age. The cone's length cannot exceed 30 ft. This tech-
Save: Reflex halves; CR: Yes; Cost: 4
nique has the following variants:
This technique works like Godai Taigeki: Shodan Jutsu,
except you launch an orb of elemental force, dealing Denha no Jutsu (Raiton) [Electric]: Can be empow-
4d6 damage. This technique has the following variants: ered up to 10d6.
Doronami no Jutsu (Doton) [Earth]: Can be empow-
Denshindou no Jutsu (Raiton) [Electric]: Can be em- ered up to 8d6. Material Focus – At least
powered up to 12d6. 25 lbs of earth, stone or mud nearby.
Dorodan no Jutsu (Doton) [Earth]: Can be empow- Goukakyuu no Jutsu (Katon) [Fire]: Can be empow-
ered up to 10d6. Material Focus – At least ered up to 10d6.
75 lbs of earth, stone or mud nearby. Gufuuran no Jutsu (Fuuton) [Wind]: Can be em-
Gehidama no Jutsu (Katon) [Fire]: Can be empow- powered up to 10d6.
ered up to 12d6.
Hyoukaimen no Jutsu (Hyouton) [Cold]: Can be em- You raise a spire of lava to incinerate your enemies,
powered up to 8d6. Material Focus – At least making a touch attack against all targets in the area at a
5 cubic ft of snow or ice nearby.
+25 bonus. On hit, the attack deals 4d10 fire damage
Mizurappa (Suiton) [Water]: Can be empowered up
to 8d6. Material Focus – At least 25 liters of water and causes targets to catch on fire unless they make a
nearby. successful save.
Material Focus – At least 20 liters of lava nearby.
Empower – Spend 1 Chakra to increase the damage
by 1d6, up to 1d6 per level or the maximum indicated GOUKA NO JUTSU (HELLFIRE TECHNIQUE)
per variant (whichever is lower). Ninjutsu (Katon) [Fire]
Material Focus – Varies (see above). Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: H, E; Area:
GOKAN RANCHOU NO JUTSU (SENSES CONFUSION TECHNIQUE) 30 ft. Burst centered on you; Duration: Instant; Save:
Ninjutsu Reflex half; CR: Yes; Cost: 8
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 You expel Chakra from your body, turning it into a
(DC 23); Time: Attack action; Components: H; Range: wave of searing flames dealing 6d6+6 fire damage.
Close; Area: 20 ft. Emanation (S); Duration: Concentra- Empower – Spend 2 Chakra to increase the damage
tion, plus 1 round; Cost: 4 by 1d6+1, up to1d6+1 per level or 10d6+10 total.
You send Chakra into the area around you, forming a
concealing barrier. Any creature outside the area trying GUFUUDAN NO JUTSU (TORNADO BLAST TECHNIQUE)
to See (Through) Chakra or Sense Chakra against any- Ninjutsu (Fuuton) [Wind]
thing inside the area is unable to detect anything with See Godai Taigeki: Sandan Jutsu (p153).
those senses.
GUFUUKEN NO JUTSU (TORNADO SLASH TECHNIQUE)
Original author's note: Taken directly from the fanfic-
Ninjutsu (Fuuton) [Wind]
tion Foxhound, though its name was changed from Hi-
See Godai Taigeki: Nidan Jutsu (p153).
kenshutsu Ryouiki.
GUFUURAN NO JUTSU (TORNADO SLICER TECHNIQUE)
GOSHOKUZAME (FIVE HUNGRY SHARKS) Ninjutsu (Fuuton) [Wind]
Ninjutsu (Suiton; Requires Blood Pact Shark)(f))[Water]
See Godai Taigeki: Shodan Jutsu (p153).
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
25); Time: Attack action; Components: H; Range: 80 ft.; GUGENJUU NO JUTSU (BEASTLY MANIFESTATION TECHNIQUE)
Target: One creature; Duration: Instant; CR: Yes; Cost: Ninjutsu (Requires Henge no Jutsu (5) and
15 Chakra Control 5 ranks)
You must be in direct contact with water to use this Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14 (DC
technique, which allows you to send your Chakra into 30); Time: Full-round action; Components: C, H; Range:
the water and create five large sharks of water that Personal; Duration: 1m/level (D); Cost: 10
swim to the target, which must be (partially) sub- A more advanced form of Henge no Jutsu commonly
merged in the same body of water, and attack. Each used by beastmasters. You transform to take the shape
shark has a single bite attack with an attack modifier of of any Humanoid, Monstrous Humanoid, Magical
+15, and deals 2d6+5 water damage on hit. Each shark Beast, Animal or Outsider that you have seen or stud-
that hits also drags the target down 5 ft. if it was al- ied, as long as it does not have more than 10 HD and is
ready fully submerged. within one size category of your own. While trans-
The sharks cannot be harmed or destroyed, and dis- formed, you:
appear once they have made their attack.
Lose all Extraordinary, Supernatural and Spell-like
GOUKAKYUU NO JUTSU (GRAND FIREBALL TECHNIQUE) abilities, as well as any Templates you have (except
Moujuu Aishou).
Ninjutsu (Katon) [Fire]
Assume the new form's shape, including all ap-
See Godai Taigeki: Shodan Jutsu (p153). pendages, and gaining its natural weapons, though
you still cannot use more than two limbs to attack.
GOUKA KASUI NO JUTSU (HELLFIRE SPIKE TECHNIQUE) Gain the Strength, Dexterity and Constitution
Ninjutsu (Katon) [Fire] scores of the new form, but retain your Wisdom,
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 Intelligence and Charisma scores.
(DC 26); Time: Attack action; Components: H, F; Range: Gain the new form's Extraordinary abilities, as well
Medium; Area: 10 ft. Burst; Duration: Instant; Save: as any special properties (such as resistance to cold
Reflex partial; CR: Yes; Cost: 9
weather), natural armor bonuses and species modi- while a strong wind (21+ mph) causes it to disperse in 1
fiers to skills. round.
Gain any natural feats the new form would have.
Gain the new form's mundane movement types and HAKISUITOGE NO JUTSU (SPITTING WATER SPINES TECHNIQUE)
speeds (burrow, flight, swim speed etc. granted by Ninjutsu (Suiton) [Water]
natural appendages such as wings)
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Retain all other stats (levels, HP, saves, etc.), modi-
fied by your new ability scores and new size if nec- (DC 17); Time: Attack action; Components: E, F, S;
essary. Range: Close; Target: One creature; Duration: Instant;
CR: Yes; Cost: 2
You can perform techniques if you have the required You raise some water into the air and turn it into
body parts, and are capable of speech if the new form is countless needles to attack the target. The technique
capable of it. Unlike with Henge no Jutsu, your new creates one needle, which is used to make a ranged at-
form cannot be distinguished from the real thing, and tack at your highest attack bonus. If it hits, it deals 1d4
your Chakra Signature and scent change to imitate one water damage. These attacks have Kawarimi Defense 1.
appropriate for your new form. If you are (partially) submerged in water, you can in-
Mastery – The first step allows you to retain your Ex- crease the Perform Requirements by 5 to perform the
traordinary abilities while transforms. The second and technique without Half Seals.
third steps do the same for your Supernatural and Spell- Empower – Spend 1 Chakra to create an additional
like abilities, respectively. needle (up to 1 per level total), for which you may
GYOUKOU (GOOD FORTUNE) choose a new target. Creatures can be targeted by more
Ninjutsu than one needle.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 Material Focus – At least 50 mL of water or non-haz-
(DC 12); Time: Full-round action; Components: C; ardous, non-poisonous liquid nearby per needle.
Range: Personal; Duration: 7 rounds; Cost: 4 HARYUU MUUKOU (DEVASTATING ICE TIGER)
You infuse yourself with the essence of luck, or so it Ninjutsu (Hyouton) [Cold]
seems. You gain a +1 luck bonus to saves, Gamble Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
checks and attack rolls. This technique can be used (DC 26); Time: Attack action; Components: M, H;
once per day. Range: Long; Area: 15 ft. square; Duration: Instant;
HAISEKISHOU (BURNING ASH CLOUD) Save: Reflex halves; CR: Yes; Cost: 12
Ninjutsu (Katon) [Fire] When used, this Snow Country technique creates a
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 massive tiger of ice and snow, which dives upon the
(DC 18); Time: Attack action; Components: H; Range: 5 area and deals 4d10 cold and 3d8 slashing damage.
ft.; Effect: 15 ft. wide cloud *; Duration: Instant *; Save: Expendable Components – At least 1003 ft of ice or
Fortitude partial; CR: Yes; Cost: 8 snow nearby.
You inhale deeply before breathing out a cloud of thick HEKIDEN NO JUTSU (ELECTRICAL SPLIT TECHNIQUE)
ashes and embers which grants 20% concealment and Ninjutsu (Raiton) [Electric]
spreads to 20 ft. width next round. Each round a crea- Rank: 1 (E); Learn DC: 12, 1 success; Perform: 11
ture is inside the cloud (standing in it, moving through (DC 11); Time: Attack action; Components: C, H;
it, etc.), it must save to avoid being blinded for 1d4 Range: Melee touch; Target: One living creature; Dura-
rounds and must make a Constitution check (DC 10, +1 tion: Instant; Save: Fortitude negates; CR: Yes; Cost: 2
per consecutive check) to avoid spending the round You touch the target and temporarily shortcircuit it's
coughing uncontrollably, unable to take any actions. optic nerve, causing it to be blinded for 1 round.
Each consecutive round spent coughing after the first
inflicts 1d6 damage. A gas mask or similar device grants HENGE NO JUTSU (TRANSFORMATION TECHNIQUE)
a +2 bonus to the check. Ninjutsu
In addition, the cloud deals 2d6 fire damage to crea- Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
tures inside it the first round it exists, reduced to 1d6 (DC 11) *; Time: Attack action; Components: E, Mas, S;
the second round and no damage the third round. After Range: Personal *; Duration: 10 Minutes; Cost: 1
three rounds, the cloud disperses. A moderate wind This basic technique is taught at the academy to anyone
(11+ mph) causes the smoke to disperse in 2 rounds, capable of using Ninjutsu, and is one of the three most
basic techniques. You assume the form of a Tiny or
larger creature whose size category does not exceed damage which damages unattended objects and sets fire
yours, and can freely designate its specific appearance to combustibles.
(hair, weight, skin tone, etc.). The form does not grant Empower – Spend 2 Chakra to increase the damage
any benefits other than size modifiers (if any) and natu- by 1d6 fire or sonic damage, up to 12d6 fire and 7d6
ral weapons, and you cannot use any actions or special sonic or 1d6 per level total.
abilities that rely on a body part that your new form
does not possess. You retain the ability speak even if
HIJOU KAWARIMI NO JUTSU (HEARTLESS BODY SUBSTITUTION
the new form does not have vocal chords, but cannot
TECHNIQUE)
Ninjutsu
change your voice. You retain your own type and sub-
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
type(s).
(DC 22); Time: Attack or instant action *; Components:
You can include equipment as part of the transforma-
H, Mob; Range: Melee touch *; Target: One creature *;
tion, which functions as it normally would, but the
Duration: Instant; Save: *; Cost: 6
transformation on them is undone as soon as they leave
This technique is identical to Kawarimi no Jutsu, except
your grasp, and you cannot create complex objects or
as above, and instead of changing place with a lifeless
Chakra-based items.
object, you attempt to swap places with a creature.
When using the form as a disguise, you gain a +1 bo-
To succeed, you must start a grapple as normal. If you
nus to Disguise checks per level (up to +15), but the
succeed in both the touch attack and the grapple check,
disguise is easily distinguishable from those who know
you move up to your movement speed or 30 feet
the creature you imitate well, and you cannot imitate
(whichever is shorter, as per Kawarimi no Jutsu), and
their fingerprints, DNA, blood type and similar things
the target is now in your previous square. When used
well enough to fool a detector or scientific test.
to avoid an attack, you must succeed at this substitution
The technique can also be used to transform into an
in addition to the normal Perform check to properly
object no smaller than Tiny size, in which case the Per-
avoid the attack. If successful, the substituted creature
form DC is 10 + its Purchase DC. This cannot be used to
is now targeted by the attack (the attack roll must still
transform into complex weaponry, mastercraft quality
beat the creature's Defense in order to hit).
items or Chakra-based items.
Mastery – Each step allows for an additional use per
If a creature transformed via Henge no Jutsu takes
day (up to 5/day). Some steps allow you to increase the
damage, it must make a Concentration check (DC 10 +
Cost when avoiding an attack to defend against a CR up
damage dealt) to avoid losing the transformation. If a
to your level or a certain number (whichever is lower).
creature carefully observes or interacts with a trans-
The first step: Cost 8, CR 10.
formed creature, it can make a spot check (DC 25 or
The third step: Cost 10, CR 15
opposed by a Disguise check made when performing
The fifth step: Cost 12, CR 20.
this technique) to recognize it as a fake appearance.
Creatures that can See (Through) Chakra can make a HIKIRO RENKEN (FLYING DEMON STRIKE)
Spot check (DC 10) to notice a Chakra pattern around Ninjutsu
the user, after which a Ninjutsu check (DC 16) can Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
identify the effect as originating from this technique. (DC 15); Time: Attack action; Components: C, Mob;
Empower – Spend 1 Chakra to increase the duration Range: Close; Duration: Instant; CR: Yes; Cost: 2
by 10 minutes, up to 10m/level total. Spend 1 Chakra You treat an object up to one size category larger than
per clone within 20 ft you wish to transform along with you as a thrown weapon, and can make a thrown attack
you, which increases the Perform Requirements by 3. against a creature within range at your highest attack
Mastery – Each step grants a +1 bonus to Concentra- bonus. At the start of your next turn, if you moved less
tion checks made to avoid losing the transformation. than 30 ft. away from the location you used this tech-
nique from, the object safely returns to your hand.
HIDAMA NO JUTSU (FIREBALL TECHNIQUE)
Mastery – The third step allows you to ignore the size
Ninjutsu (Katon) [Fire]
limit when throwing a Fullblade or oversized weapon.
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(DC 22); Time: Attack action; Components: E, H; Range:
Medium; Area: 30 ft. Burst; Duration: Instant;
Save: Reflex halves; CR: Yes; Cost: 10
You fire a large ball of blazing flames, which detonates
with a loud explosion, dealing 6d6 fire and 1d6 sonic
HIRYUU (SOARING DRAGON) HITO NINGYOUGEKI NO JUTSU (LIVING HUMAN PUPPETRY
Ninjutsu (Fuuton) [Wind] TECHNIQUE)
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Ninjutsu (Requires Ninpou: Chakra no Ito (5) and
(DC 21); Time: Attack action; Components: E, H; Range: Puppetry (a))
Medium; Duration: Instant; Save: Fortitude partial *; Rank: 13 (S); Learn DC: 29, 5 successes; Perform: 17
CR: Yes; Cost: 7 (DC 33); Time: Attack action; Components: C, Mob;
You gently blow out smoke, which forms into a ser- Range: Close; Target: One creature *; Duration: *; CR:
pentine dragon that flies towards the target and passes Yes; Cost: *
through it as though incorporeal before dissipating. At You use your Puppetry ability on the target, which
the start of your next turn, the target takes 3d6 wind must be willing or helpless and the same type as you. If
damage and must make a save to avoid becoming dazed the target is not willing, you must succeed at a ranged
for 1 round and suffering 1d3 temporary Constitution touch attack first. If the target has more HD than the
damage. Puppetry ability would allow you to control, the tech-
Empower – Spend 7 Chakra to create an additional nique fails. The target cannot take any actions except
dragon (maximum 1 dragon per 6 levels total). Each speech, but you can make it act as though it were a
dragon must target a different creature. puppet, using the target's own statistics, with two ex-
ceptions: It uses your base Reflex save instead of its
HISAJI NO MAI (DANCE OF THE FLYING SPOONS) own, and it uses your normal puppet Defense bonuses
Ninjutsu (Requires Ninpou: Chakra no Ito (3))
rather than it's own class bonuses to Defense. The tar-
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
get has the same number of attacks it would normally
19); Time: Attack action; Components: C; Range: Close;
have, but cannot be made to use any techniques. It does
Target: *; Duration: Concentration (up to 1r/level); CR:
not gain a new or different HP score. Creatures that can
Yes (objects); Cost: 4
deal Chakra damage may choose to apply the damage to
In order to use this technique, you must have Chakra
the Chakra threads in order to sever them, freeing the
threads active. You create up to one Chakra thread per
subject.
two levels (up to 10), each of which can be used to
On the subject's turn, if it would normally be able to
move an inanimate object weighing up to 10 lbs. by up
move, it can make an Escape Artist check (DC 15 +
to 40 ft. per round. Doing so requires you have one
your puppeteer levels) to escape and end the technique.
hand free, or two if you created more than five Chakra
If it escapes, it acts as though it already used a full-
threads.
round action that turn.
Objects cannot be moved outside of the technique's
This technique shares the cost, duration and re-
range, but can otherwise be moved freely. You can
strictions of your Puppetry ability.
move objects heavier than 10 lbs by attaching multiple
threads, combining their weight capacity (i.e. an object HOUDEN NO JUTSU (ELECTRICAL DISCHARGE TECHNIQUE)
weighing 25 lbs could be manipulated by attaching Ninjutsu (Raiton) [Electric]
three or more threads). Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
You can attach and detach the threads to change (DC 17); Time: Attack action; Components: C, E, H;
which objects you are manipulating as a free action. Range: 0 ft.; Area: 25 ft. Burst; Duration: Instant; Save:
This technique cannot be used to manipulate held Reflex halves; CR: Yes; Cost: 5
items unless their holder allows for it. You focus your Chakra and convert it to a crackling
energy, dealing 3d6 electric damage. If used on water,
HISEN NO JUTSU (RAY OF FIRE TECHNIQUE) the area increases to up to twice the size. This increase
Ninjutsu (Katon) [Fire]
will not reach beyond the edge of the body of water.
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
Empower – Spend 2 Chakra to increase the damage
(DC 15); Time: Attack action; Components: H; Range:
by 1d6, up to 1d6 per level or 10d6.
Medium; Effect: Ray; Duration: Instant; Save: Reflex
partial; CR: Yes; Cost: 3 HOUSEKI BAKUDAN (GEM BOMB)
You fire a thin ray of flame at your target. If it hits, it Ninjutsu [Force, varies]
deals 2d6 fire damage and makes the target catch on Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
fire unless it succeeds at a save. (DC 17); Time: Attack action; Components: C, M;
Range: 50 ft. *; Area: 15 ft. Burst; Duration: Instant;
Save: Reflex halves *; CR: Yes; Cost: 4
You focus Chakra into a Chakra Storing Gem to start an Material Focus – At least 100 liters of water, snow or
overload, then throw it like a grenade with a 10 ft ice nearby.
range increment (D20 Modern, p148), dealing 3d6 force
damage (Reflex halves), and has an additional effect
HYOUKAIMEN NO JUTSU (ICE CRUSHER TECHNIQUE)
Ninjutsu (Hyouton) [Cold]
based on your primary elemental affinity:
See Godai Taigeki: Shodan Jutsu (p153).
Earth: 1d6 earth damage, targets make a Fortitude
save against being stunned 1 round.
HYOUKI NO JUTSU (ICE AGE TECHNIQUE)
Ninjutsu (Hyouton) [Cold]
Fire: 3d6 fire damage, damages unattended objects
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
and sets fire to combustible materials.
(DC 26); Time: Attack action; Components: F, H; Range:
Ice: 1d6 cold damage, targets make a Fortitude save
Close; Target: One living creature; Duration: Instant;
against being unable to run or charge for 2 rounds.
Save: Fortitude halves *; CR: Yes; Cost: 12
Lightning: 1d6 electric damage, targets make a For-
You draw on natural cold and amplify it with your
titude save against being deafened 1d6 rounds.
Chakra, freezing the target's bodily fluids and dealing
Water: 2d6 water damage, douses small fires, dam-
5d8 cold damage (Fortitude halves). In addition, if the
ages paper and fragile fabrics, creates 10 liters of
target took any amount of damage from this technique,
water.
it must make a save against massive damage. Anyone
Wind: 2d6 wind damage, snuffs out small fires.
within 15 ft. of the target can feel the temperature drop
Expendable Components – One Chakra Storing Gem. significantly for a few seconds.
Material Focus – At least 20 liters of near-freezing
HOUSENKA NO JUTSU (MYTHICAL PHOENIX FIRE TECHNIQUE) water nearby.
Ninjutsu (Katon) [Fire]
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 HYOUKODAN (ICE TIGER MISSILE)
(DC 19); Time: Attack action; Components: C, E, H; Ninjutsu (Hyouton) [Cold]
Range: Medium; Target: One creature or square; Dura- Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
tion: Instant; Save: Reflex negates *; CR: Yes; Cost: 3 (DC 21); Time: Attack action; Components: C, F, H;
You rapidly spit out a small fireball, which deals 2d6 Range: Close; Area: 10 ft. wide Line; Duration: Instant;
fire damage (Reflex negates). If a creature is hit for at Save: Reflex halves; CR: Yes; Cost: 8
least 15 fire damage by a single use of this technique, it You send forth a tiger of ice and snow to rend your
must make a second Reflex save to avoid catching on targets apart, dealing 4d10 damage (half cold, half slash-
fire. ing).
Empower – Spend 2 Chakra to create an additional Material Focus – At least 200 lbs of snow or ice near-
fireball (up to 1 per 2 levels total), which may target the by.
same creature or square, or a different one. Spend 1
Chakra per fireball to increase the damage by 1d6.
HYOUKORETSU NO JUTSU (VIOLENT ICE TIGER TECHNIQUE)
Ninjutsu (Hyouton; Requires Ninjutsu 12 ranks and
You must empower all fireballs equally, and any sin-
Chakra Control 12 ranks) [Cold]
gle creature cannot be targeted by more than 1d6 per
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 (DC
level worth of fireballs.
23); Cost: 15
HYOUHEKI NO JUTSU (ICE WALL TECHNIQUE) This technique is similar to Daikodan no Jutsu (p146),
Ninjutsu (Hyouton) [Cold] except as above, but you sends out a smaller ice tiger
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 dealing 6d6 cold damage to the primary target, and half
(DC 22); Time: Full-round action; Components: F, H; as much to the secondary targets (maximum 10). Unlike
Range: Medium; Effect: A wall of ice; Duration: 1r/level Daikodan no Jutsu, creatures hit suffer no secondary
(D); Cost: 8 effects.
You raise up a solid barrier of ice and/or snow, which is Material Focus – At least 300 lbs of snow or ice near-
up to 1 ft. wide and 1 ft. tall per level (rounded up or by.
down to the nearest 5 ft. increment), and has a thick-
ness of 1 inch per level. Each 5 ft. square of the wall has
HYOUMETSUDAN (ICE RUIN BURST)
Ninjutsu (Hyouton) [Cold]
3 HP per inch of thickness, and can be destroyed by
See Godai Ransatsu: Shodan Jutsu (p152).
reducing it to 0 hp or with a Strength check (DC 15 +
level).
HYOUNOMI NO JUTSU (SWALLOWING ICE TECHNIQUE) You form a tight prison of crystal clear ice, which has
Ninjutsu (Hyouton) [Cold] an effect depending on the target's size category. A Me-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 dium-size creature is immobilized and starts suffocating
(DC 17); Time: Attack action; Components: C, H; on its next round. A Small-size creature starts suffocat-
Range: Medium; Target: One creature; Duration: In- ing after 1d4+1 rounds, and although it counts as im-
stant; Save: Reflex negates *; CR: Yes; Cost: * mobilized, it can still attack with unarmed attacks or
This technique costs 1.5 Chakra if the target is of Tiny held weapons to destroy the prison.
size, and 1.5 Chakra extra for each size category it is The prison has 35 HP and can be attacked from the
larger than Tiny (round down the final number). Fur- outside, though a creature trapped inside takes half
thermore, for the technique to work, a certain amount damage from any outside attack that destroys the pris-
of the surface beneath the target must be com-posed of on. Trapped creatures can make a Strength check (DC
ice and/or snow, depending on the target's size catego- 30) to break free of the prison.
ry: Tiny (2 ft.), Small/Medium (5 ft.), Large (10 ft.), Material Focus – At least 200 lbs. of snow or ice near-
Huge (20 ft.), Gargantuan (30 ft.) or Colossal (50 ft.). by.
The ground beneath the target opens up and buries it
up to its neck (Reflex negates), immobilizing it. It can-
HYOUSEIDAN NO JUTSU (ICE NOVA TECHNIQUE)
Ninjutsu (Hyouton) [Cold]
not take any actions other than free actions, and suffers
See Godai Ransatsu: Shodan Jutsu (p152).
1 cold damage per round (Fortitude DC 12 negates),
which counts as cold weather. HYOUSOU NO JUTSU (ICE CLAWS TECHNIQUE)
A buried creature can free itself by succeeding at three Ninjutsu (Hyouton) [Cold]
Escape Artist or Dexterity checks (DC 18) in a row, Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
each of which takes one round. (DC 13); Time: Attack action; Components: H; Range:
Personal; Duration: 1r/level (D); Cost: 3
HYOURAN NO JUTSU (HAILSTORM TECHNIQUE)
You cover your hands in crystalline ice, creating two
Ninjutsu (Hyouton) [Cold]
wicked claws that allow your unarmed attacks to deal
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
slashing damage. In addition, unarmed attacks deal 1
(DC 21); Time: Attack action; Components: H; Range:
additional cold damage, and your critical threat range
Close; Area: 20 ft. wide, 40 ft. high Cylinder; Duration:
for unarmed attacks increases by 1. You must have both
1 round; Save: Fortitude partial; CR: Yes; Cost: 12
hands free to perform this technique. While it lasts, you
Hailstones rain down upon the area, dealing 3d6 blud-
cannot perform hand seals, hold objects or use any ac-
geoning damage and requiring a save to avoid taking an
tion or ability that requires the use of your hands.
additional 2d6 cold damage. Creatures within the area
have their fly speed halved (if they have one) and suffer HYOUTAN NO JUTSU (ICE POINT TECHNIQUE)
a -4 penalty to Listen checks. Ninjutsu (Hyouton) [Cold]
Material Focus – At least 100 lbs. of snow or ice near- Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
by. (DC 15); Time: Attack action; Components: C, F, E, H;
Range: Close; Target: One creature; Duration: Instant;
HYOURENTO (FIERCE ICE DAGGERS)
CR: Yes; Cost: 2
Ninjutsu (Hyouton) [Cold]
You fire a dart of ice and make a ranged attack roll at
See Godai Taigeki: Nidan Jutsu (p153).
your highest attack bonus. If it hits, the ice dart deals
HYOURINDAN NO JUTSU (ICE RING BLAST TECHNIQUE) 1d4+1 cold damage.
Ninjutsu (Hyouton) [Cold] Empower – Spend 1 Chakra to create one additional
See Godai Taigeki: Sandan Jutsu (p153). dart, which can be fired at the same or a different ene-
my. Each dart requires an attack roll to hit. (Maximum
HYOUROU NO JUTSU (ICE PRISON TECHNIQUE) 1 dart per 2 levels total).
Ninjutsu (Hyouton) [Cold]
Material Focus – One pound of snow or ice nearby
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
per dart.
(DC 24); Time: Attack action; Components: H, M;
Range: Close; Target: One creature of up to Medium
size; Duration: 1r/level; Save: Reflex negates; CR: Yes;
Cost: 6
ICHIJIN NO JUTSU (GUST OF WIND TECHNIQUE) IKKETSU NO JUTSU (HEMORRHAGE TECHNIQUE)
Ninjutsu (Fuuton) [Wind] Ninjutsu
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
(DC 17); Time: Attack action; Components: H; Range: (DC 17); Time: Attack action; Components: E, S; Range:
60 ft.; Area: Cone; Duration: 1 round; Save: Reflex ne- Melee touch; Target: One living creature *; Duration:
gates; Cost: 3 Instant; Save: Fortitude halves; CR: Yes; Cost: 4
You create a powerful gust of air (some 50 mph) that You touch a target that has taken piercing damage in
has an effect on creatures caught in it, based on their the last hour and aggravate their wounds, dealing 2d6
size: damage. If the damage would bring the target below -1
HP, it is instead reduced to -1 HP, and there is a 20%
Tiny or smaller: Knocked prone and sent rolling
back for 1d6 x 15 ft, taking 1d4 nonlethal damage chance each round for it to be denied a check to stabi-
per 10 ft. lize, until they become stable.
Small: Knocked prone and blown back 1d6 x 10 Empower – Spend 2 Chakra to increase the damage
ft. by 1d6, up to 1d6 per level or 8d6 (whichever is lower).
Medium: Blown back 1d6 x 5 ft.
Large or larger: No effect. IRYOU NINJUTSU: CHIYU – NIDAN JUTSU (MEDICAL NINJUTSU:
HEALING – SECOND RANK)
The technique cannot blow creatures back further
Ninjutsu (Medical; Requires Chakra Control 9 ranks)
than the edge of its area. Medium and smaller creatures
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
are unable to move against the direction of the wind,
(DC 20); Cost: 5
and creatures inside the area take a -4 penalty to Listen
As Iryou Ninjutsu: Chiyu – Shodan Jutsu. The healing is
checks and ranged attack rolls. The gust of wind does
increased to 1d6+2 HP per minute. Discharging the
anything a powerful wind would be expected to do,
technique can be done only by a character with Medi-
such as blow out open fires (or fan larger ones), blow-
cal Specialist level 4 or higher, and heals 3d6 HP, +1 per
ing away gases, etc. and has a 50% chance to blow out
level (maximum +10).
protected flames (such as those in lanterns).
IRYOU NINJUTSU: CHIYU – SANDAN JUTSU (MEDICAL NINJUTSU:
IKAKU HAKUGEI NO JUTSU (ONE-HORNED SNOW WHALE TECH- HEALING – THIRD RANK)
NIQUE)
Ninjutsu (Medical; Requires Chakra Control 12 ranks)
Ninjutsu (Hyouton) [Cold]
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
Rank: 14 (SS); Learn DC: 31, 6 successes; Perform: 19
(DC 25); Cost: 7
(DC 39); Time: Full-round action; Components: F, H;
As Iryou Ninjutsu: Chiyu – Shodan Jutsu. The healing is
Range: Close; Area: 40ft wide, 100ft high Cylinder, then
increased to 1d8+3 HP per minute. Discharging the
40 ft. wide, 100 ft long Line *. Duration: Instant; Save:
technique can be done only by a character with Medi-
Reflex halves *; CR: Yes; Cost: 18
cal Specialist level 4 or higher, and heals 4d8 HP, +1 per
A gigantic narwhal of ice and snow emerges from the
level (maximum +15).
ground, impaling creatures in the cylinder with its horn
to deal 8d6 damage (half piercing, half cold, Relex IRYOU NINJUTSU: CHIYU – SHODAN JUTSU (MEDICAL NINJUTSU:
halves). Any creature taking damage is thrown upwards HEALING – FIRST RANK)
2d6 x 5 ft. Any creature this technique was not specifi- Ninjutsu (Medical; Requires Chakra Control 7 ranks)
cally aimed at has a 20% chance to avoid being hit by Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
this first half of the technique. (DC 16); Time: Attack action; Components: C, H, Mas;
Afterward, you direct the narwhal to fall in any di- Range: Melee touch; Target: One living creature *; Du-
rection as it dissolves, causing any creature caught in ration: Concentration (up to 1m/level); Save: Fortitude
the Line area (starting from the cylinder's center point) halves (harmless); CR: Yes (harmless); Cost: 2
to suffer 8d6 cold damage (Reflex halves). This basic healing technique slowly heals yourself or
Material Focus – At least 5,000cubic ft of snow or ice the target as long as you remain concentrated and in
nearby. contact with them, but cannot be used on a target be-
low 0 HP. If you concentrate on using this technique
on a target other than yourself in a given round, you
cannot move that round.
The target is healed for 1d4+1 HP per minute. If the
target is healed more than three times per use of this
technique, it suffers from Chakra Overload for 20 min- level from the target per 5 minutes. You must keep
utes, causing the next Iryou Ninjutsu: Chiyu technique physical contact with the target while you concentrate
used on them to cause the same amount of negative on maintaining the technique.
energy damage instead of healing their HP. Expendable Components – Some of the target's hair.
A Medical Specialist of level 2 or higher can dis-
charge the technique as a free action on their turn,
IRYOU NINJUTSU: HIKEN – KATAWA JUUSHOU (MEDICAL
healing the target for 2d4 HP, +1 per level (maximum
NINJUTSU: SECRETS – CRIPPLING INJURY)
Ninjutsu (Medical;
+5) but ending the technique. If a target receives heal-
Requires Chakra Scalpel Expertise (a))
ing from a discharged Chiyu technique three times per
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
encounter, it suffers from Chakra Overload, as above.
(DC 21); Time: Attack action; Components: C, E, Mob;
You can sense if a target suffers from Chakra Over-
Range: Personal; Duration: 1r/level; Save: Fortitude par-
load when you touch them, before you start healing.
tial *; CR: Yes *; Cost: 3
Mastery – The fifth step allows you to use this tech-
You imbue your Chakra Scalpel with a charge which
nique at a distance of 5 ft from the target, and turning it
enhances its next successful hit. The technique ends
into a 'ranged touch' technique. Doing so increases the
when all charges are used. Chakra Scalpel attacks deal
Perform Requirements by 10.
1d6 additional damage, and when you hit you can ex-
IRYOU NINJUTSU: CHIYU – YONDAN JUTSU (MEDICAL NINJUT- pend a charge to try and damage a specific limb, which
SU: HEALING – FOURTH RANK) can be saved against. The following effects last 8 hours
Ninjutsu (Medical; Requires Chakra Control 17 ranks) and can be applied twice (except head/neck):
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16
Arm: Target suffers a -1 penalty to attack and
(DC 32); Cost: 10 damage rolls.
As Iryou Ninjutsu: Chiyu – Shodan Jutsu. The healing is Leg: Target suffers a -1 penalty to Defense and
increased to 1d10+4 HP per minute. Discharging the Reflex saves, and its land movement speed is re-
technique can be done only by a character with Medi- duced by 5 ft.
cal Specialist level 8 or higher, and heals 5d10 HP, +1 Torso: Target suffers a -2 penalty to Constitution
checks and a -1 penalty to Fortitude saves.
per level (maximum +20).
Head/Neck: Target is blinded for 1d3 hours.
IRYOU NINJUTSU: HIKEN – FUJIMI (MEDICAL NINJUTSU: SE- The arm and leg debuffs can be healed as though they
CRETS – PAIN NUMBING)
were 1 point of ability damage per debuff 'charge' (they
Ninjutsu (Medical; Requires Chakra Control 9 ranks)
count as the same type of ability damage). The torso
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9
damage counts as an exhaustion effect, which can only
(DC 23); Time: Full-round action; Components: C;
be removed by any ability that completely removes
Range: Melee touch; Target: One creature; Duration:
exhaustion (and not by any which merely turn it into
1m/level; Save: Fortitude negates (unwilling); CR: Yes
fatigue).
(unwilling); Cost: 7
You numb the target's sensations of pain, allowing it to IRYOU NINJUTSU: HIKEN – KATOU SAISEI (MEDICAL NINJUTSU:
make one move or attack action per round when re- SECRETS – MINOR REBIRTH)
duced below 0 HP and dying. In addition, the target Ninjutsu (Medical; Requires Chakra Control 15 ranks)
becomes incapable of judging how much damage it has Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12
taken, and suffers a -2 penalty to its Dexterity scores (DC 28); Time: Full-round action; Components: C, H;
and to initiative checks. Range: Melee touch; Target: One living creature; Dura-
tion: Concentration (up to 1m/level); Save: Fortitude
IRYOU NINJUTSU: HIKEN – IDENSHI TAISHA NO JUTSU (MEDICAL negates (harmless); CR: Yes (harmless); Cost: 12
NINJUTSU: SECRET – GENETIC RECONSTRUCTION) This technique functions as Iryou Ninjutsu: Chiyu –
Ninjutsu (Medical; Requires Chakra Control 18 ranks)
Shodan Jutsu, and can be used on targets below 0 HP, as
Rank: 13 (SS); Learn DC: 30, 6 successes; Perform: 18
long as they are stable. The target is healed for 2 HP
(DC 38); Time: 1 Hour; Components: C, M; Range: Me-
when this technique is performed, and another 2 HP
lee touch; Target: One creature; Duration: Concentra-
per minute. This technique cannot be discharged.
tion (up to 5m/5 levels); Save: Fortitude negates (harm-
less); CR: Yes (harmless); Cost: 18
This advanced healing technique regenerates cells at an
incredible rate. The technique removes one negative
IRYOU NINJUTSU: HIKEN – KYOUI SAISEI (MEDICAL NINJUTSU: correctly as it heals, causing the target to suffer a -4
SECRETS – MIRACLE REBIRTH) penalty to attack and damage rolls, as well as to skill
Ninjutsu (Medical; Requires Treat Injury 18 ranks, and ability checks.
Iryou Ninjutsu: Hiken – Nikuteki Taisha (t), and In addition, they suffer a -4 penalty to their skill
at least 4 other Iryou Ninjutsu techniques) threshold and perform checks for any technique requir-
Rank: 14 (SS); Learn DC: 31, 6 successes; Perform: 19 ing hand seals or half seals. Furthermore, the target
(DC 39); Time: 1 Hour; Components: C, H, M, XP; cannot run or charge if the reattached limb was a leg,
Range: 5 ft; Target: One living creature *; Duration: In- and any encumbrance penalties it may suffer from are
stant; Save: Fortitude negates (harmless); CR: Yes doubled if the reattached limb was an arm.
(harmless); Cost: 200 *
This technique is nearly impossible to perform alone:
IRYOU NINJUTSU: IJI – MASHUJUTSU (MEDICAL NINJUTSU:
You may have up to four characters of level 10 or high-
PRACTICE – MYSTICAL SURGERY)
Ninjutsu (Medical; Requires Chakra Control 6 ranks
er with at least 1 level of Medical Specialist aid you,
and Chakra Scalpel (a))
each granting you a +2 bonus to the Perform check.
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
The aides do not need to know the technique and must
(DC 13); Time: Attack action; Components: H; Range:
concentrate on the technique just as you do. The Cost is
Personal; Duration: *; Cost: 2
shared equally between you and all assistants. If anyone
If you start surgery on a creature within the next 3
is unable to pay that Cost, the technique fails.
rounds, you may do so as though you had a surgery kit.
This technique can be used on a living creature, or a
creature that has died no more than 1 round ago (or has IRYOU NINJUTSU: IJI – SHIKETSU (MEDICAL NINJUTSU: PRAC-
been preserved in stasis since then). While the tech- TICE – HEMOSTASIS)
nique is being performed, the target is held in stasis, Ninjutsu (Medical; Requires Chakra Control 8 ranks)
causing it to be unaffected by the passage of time (and Rank: 5 (A); Learn DC: 20, 4 successes; Perform: 8
thus, negating periodic effects such as poison, fast heal- (DC 22); Time: Full-round action; Components: C, H;
ing or having to make saves while dying). When com- Range: Melee touch; Target: One dying creature; Dura-
pleted, the target is healed of all negative levels, poi- tion: Instant; Save: Fortitude negates (harmless); CR:
sons, diseases, ability damage, ability drain, paralysis, Yes (harmless); Cost: 4
nausea, insanity effects, blindness, deafness, fatigue, The target immediately stabilizes.
exhaustion, tenketsu damage and Chakra coils damage.
If the target was dying, it immediately stabilized. If it IRYOU NINJUTSU: IJI – SHINRYOU JUTSU (MEDICAL NINJUTSU:
was dead, it is restored to -9 HP and becomes stable. PRACTICE – DIAGNOSIS TECHNIQUE)
Any limb that was severed from the target less than 5 Ninjutsu (Medical; Requires Chakra Control 5 ranks)
days ago can be physically reattached without penalty, Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
though this does not affect a severed head, and the limb (DC 15); Time: Full-round action; Components: C, S;
is unusable for a week as the nerves reconnect. The Range: Melee touch; Target: One creature; Duration:
target's natural HP recovery rate during bed rest is Instant; Save: Will negates (harmless); CR: Yes (harm-
doubled for the next 1d4 days. less); Cost: 1
XP Cost – 1,000 XP, paid only by you. You analyze the touched creature, and will immediate-
ly know if it is suffering from blindness, dazed, deaf-
IRYOU NINJUTSU: HIKEN – NIKUTEKI TAISHA (MEDICAL ness, exhaustion, fatigue, nausea, paralysis and/or stun.
NINJUTSU: SECRETS – PHYSICAL RECONSTRUCTION) In addition, you know if the target is suffering from
Ninjutsu (Medical; Requires Chakra Control 20 ranks) Chakra Overload (due to Iryou Ninjutsu: Chiyu tech-
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16 niques), poisons or diseases and whether any of the
(DC 32); Time: 30 Minutes; Components: C, F, H; conditions detected are temporary or permanent.
Range: Melee touch; Target: One creature; Duration: You also detect the target's current HP and Chakra
Instant; Save: Fortitude negates (harmless); CR: Yes compared to its maximum, rounded to quarter units
(harmless); Cost: 12 (for example, it may have ½ HP left).
You hold a severed limb where it should be, reattach-
ing it to its original owner as long as it was severed no
more than a day ago. For 30 days, -1 per level of the
target and -1 per level of Medical Specialist and Exarch
you have (minimum 1 day), the limb will not function
IRYOU NINJUTSU: IJI – SHOUSEN JUTSU (MEDICAL NINJUTSU: The target becomes immune to the next disease or poi-
PRACTICE – MYSTICAL PALM TECHNIQUE) son that tries to affect it.
Ninjutsu (Medical; Requires Chakra Control 6 ranks Empower – Spend 3 Chakra to make the target im-
and Treat Injury 6 ranks) mune to another disease or poison, up to 1 every 5 lev-
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 els or 5 total (whichever is lower).
(DC 13); Time: Attack action; Components: C, S; Range:
Touch; Target: One living creature; Duration: Instant *;
IRYOU NINJUTSU: RYOJI – JUUKI (MEDICAL NINJUTSU: TREAT-
MENT – PARALYSIS)
Save: Fortitude negates (harmless); CR: Yes (harmless);
Ninjutsu (Medical)
Cost: 3
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
A commonly used technique in shinobi hospitals, this
(DC 16); Time: Attack action; Components: H, Mas;
minor but practical skill boosts a patient's narutal re-
Range: Melee touch; Target: One creature; Duration:
covery. If the target starts complete bed rest within 1
Instant; Save: Fortitude negates (harmless); CR: Yes
hour of this technique's use, their HP recovery doubles
(harmless); Cost: 4
during the rest period, and it is healed of 1 temporary
If the subject is affected by a paralysis effect that did
Chakra coils damage. If it does not start resting, it re-
not stem from a mind-affecting ability or technique, it
covers twice the amount of nonlethal damage in the
can save to end it, gaining a +4 bonus to the check. The
hour after use of this technique. If it tries to rest but
DC is the same as the one from the original effect that
cannot sleep restfully (for example, because it has con-
caused the paralysis.
sumed a soldier pill recently), it can still recover half its
Mastery – The first, third and fifth step increase the
level worth of HP if it performs no strenuous activities
bonus granted by +1 each. The fifth step allows you to
for six to eight hours.
use this technique on yourself once per day, even while
Alternatively, this technique can be used as a Treat
paralyzed.
Injury check to restore HP or revive a dazed, stunned
or unconscious character without the need for a first IRYOU NINJUTSU: RYOJI – KEKKI (MEDICAL NINJUTSU: TREAT-
aid kit. This technique cannot be used more than once MENT – VIGOR)
per 24 hours on the same target. Ninjutsu (Medical)
Rank: 1 (C); Learn DC: 14, 2 successes; Perform: 2
IRYOU NINJUTSU: RYOJI – DOKUKESHI (MEDICAL NINJUTSU:
(DC 14); Time: Attack action; Components: C, S; Range:
TREATMENT – POISON PURGE)
Melee touch; Target: One living creature *; Duration:
Ninjutsu (Medical; Requires Chakra Control 8 ranks)
1m/level; Save: Fortitude negates (harmless); CR: Yes
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
(harmless); Cost: 2
(DC 19) *; Time: Full-round action; Components: C, H;
The target becomes unaffected by any fatigue it is suf-
Range: Melee touch; Target: One living creature; Dura-
fering from. This does not heal the fatigue, but merely
tion: Instant; Save: Fortitude negates (harmless) *; CR:
suppresses its effects.
Yes (harmless); Cost: 6
You concentrate Chakra into your hand and touch a IRYOU NINJUTSU: RYOJI – KENTAI (MEDICAL NINJUTSU:
creature, forcing the Chakra into its body. At the start TREATMENT – FATIGUE)
of your next turn, one poison effect on the target is Ninjutsu (Medical; Requires Chakra Control 6 ranks
cured, and it will not suffer any secondary damage from and Iryou Ninjutsu: Ryoji – Kekki (t))
it, if it hasn't already. If you have 9 or more ranks in Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Craft (Pharmaceutical) and Knowledge (Earth and Life (DC 16); Time: Attack action; Components: C, H;
Sciences), you can extract a dose of poison that can only Range: Melee touch; Target: One living creature; Dura-
be used to craft an antidote from. The dose must be tion: Instant; Save: Fortitude negates (harmless); CR:
used within 1 hour, or it becomes unusable. Yes (harmless); Cost: 5
The target is healed of fatigue, and if it is suffering from
IRYOU NINJUTSU: RYOJI – DOKUYOKE (MEDICAL NINJUTSU:
exhaustion, it becomes fatigued instead. In addition, the
TREATMENT – POISON WARD)
target is healed of 1d4 temporary ability damage to a
Ninjutsu (Medical; Requires Chakra Control 15 ranks)
single ability score. Using this technique on the same
Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12
target more than once per day increases the Cost by 2
(DC 28); Time: Attack action; Components: C, E, H;
each time.
Range: Melee touch; Target: One creature; Duration:
1m/level (D) *; CR: Yes (harmless); Cost: 4
IRYOU NINJUTSU: RYOJI – MANNOUYAKU (MEDICAL NINJUTSU: You choose precisely what area is softened. If the target
TREATMENT – PANACEA) area contains rock belonging to a manufactured object
Ninjutsu (Medical; Requires Chakra Control 13 ranks) or structure, it can make a Fortitude save at a +4 bonus
Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14 to resist the transformation. Structures so transformed
(DC 30); Time: 1 Minute; Components: C, H; Range: take 1d10 damage per round this technique remains
Melee touch; Target: One creature; Duration: Instant; active on its area. You can only have one instance of
Save: Fortitude negates (harmless); CR: Yes (harmless); this technique active at a time (including usage by
Cost: 12 clones).
You touch the target, curing it of all blindness, daze,
deafness, disease, exhaustion, fatigue, nausea, paralysis,
ISHI SHURIKEN NO JUTSU (STONE SHURIKEN TECHNIQUE)
Ninjutsu (Doton) [Earth]
poison and stun effects. In addition, they are cured of
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
all ability damage to a single ability score, as well as 1d4
(DC 15); Time: Attack action; Components: C, E, F, H;
temporary ability damage or ability drain to the same
Range: Close; Target: One creature; Duration: Instant;
ability score. Furthermore, the target is healed for
CR: Yes; Cost: 2
2d4+1 temporary HP.
You hurl a small stone object (a stone or a tile), making
If you are under any of the conditions listed above,
a ranged attack against the target at your highest attack
you suffer a -10 penalty to your skill threshold and per-
bonus, which deals 1d6 earth damage and cannot score
form checks to perform this technique.
a critical hit.
IRYOU NINJUTSU: RYOJI – NANROUME (MEDICAL NINJUTSU: Empower – Spend 1 Chakra to fire an additional shu-
TREATMENT – EYE AND EAR DISORDER) riken (maximum 1 per 2 levels), which can target the
Ninjutsu (Medical; Requires Chakra Control 13 ranks) same or a different target. You make an attack roll at
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 your highest attack bonus for each shuriken.
(DC 18); Time: Attack action; Components: C, H; Material Focus – A small earthen or stone object per
Range: Melee touch; Target: One creature; Duration: shuriken.
Instant; Save: Fortitude negates (harmless); CR: Yes
(harmless); Cost: 5
ISSUI SUBERI NO JUTSU (CURRENTS SLIDING TECHNIQUE)
Ninjutsu (Suiton; Requires Tadayou (t)) [Water]
You cure the target of temporary blindness or deafness
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
(choose one). Once per day, you can use this technique
(DC 14); Time: Swift action; Components: Mob; Range:
to reduce a target's penalties to attack rolls, saves and
Personal; Duration: 1 round; Cost: 1
skill checks suffered by mangekyou blindness by 2.
This technique can only be used while under the effects
IRYOU NINJUTSU: RYOJI – RYOUKUDOU (MEDICAL NINJUTSU: of Tadayou. You can skate and slide over the water,
TREATMENT – CHAKRA PATHWAYS) allowing you to move twice your normal speed over
Ninjutsu (Medical) water. You can still stop and turn as you wish, and are
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 still capable of performing any normal movement ac-
(DC 18); Time: Attack action; Components: C, H; tions (running, charging, tumbling, etc).
Range: Melee touch; Target: One living creature; Dura-
tion: Instant; Save: Fortitude negates (harmless); CR:
IWA BAKUHA NO JUTSU (ROCK EXPLOSION TECHNIQUE)
Ninjutsu (Doton) [Earth]
Yes (harmless); Cost: 4
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
You heal the target of 2d6 tenketsu damage, 1d2 points
(DC 18); Time: Attack action; Components: H; Range:
of temporary Chakra coils damage or 1 point of Chakra
Medium; Target: One or more rocks *; Duration: In-
coils damage. This technique cannot be used more than
stant; Save: *; Cost: *
once per day on the same creature.
You send your Chakra through the ground to cause up
ISHI NANKA NO JUTSU (SOFTEN STONE TECHNIQUE) to one rock per 3 levels within range to explode. The
Ninjutsu (Doton) [Earth] Cost and effects of this technique depend on the size of
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 the rocks targeted. You must may the Cost for each
(DC 18); Time: 1 Minute; Components: C, H; Range: rock or boulder you target.
Close; Effect: Softens stone to sand; Duration: 1r/level
Small (2 Chakra): 5 ft Burst, 1d6 earth damage.
(D); Save: *; CR: Yes (object); Cost: 4 Medium (4 Chakra): 10 ft Burst, 2d8 earth dam-
This technique is the opposite of Chi Katame no Jutsu, age.
and will turn 1 cubic ft of stone to sand each round. Large (6 Chakra): 20 ft Burst, 3d10 earth damage.
Huge (8 Chakra): 30 ft Burst, 4d12 earth damage. IWAYADO KUZUSHI (CAVE-IN CRUSHER)
Ninjutsu (Doton) [Earth]
The area is centered on the targeted rock(s), and crea-
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
tures within the area(s) can make a Reflex save to halve
(DC 23); Time: Attack action; Components: C, H;
the damage. You can target a stone object you created
Range: Medium; Area: 40 ft Spread (S); Duration: In-
with Shouchite or Kaigeki Chite no Jutsu. Such objects
stant; Save: *; Cost: 10
count as Large boulders, and are destroyed after explod-
You must be in contact with the surface you wish to
ing.
affect, or one directly connected to it. You send your
IWA NI FUBATSU (STEADY AS A ROCK) Chakra into the roof of a cave or tunnel or the side of a
Ninjutsu (Doton) [Earth] cliff and cause it to collapse. Creatures caught by the
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 collapsing earth take 5d8 earth damage and must make
(DC 17); Time: Attack action; Components: H; Range: a Reflex save to avoid becoming pinned beneath the
Personal; Duration: 1r/level; Cost: 4 rubble.
You firmly plant your feet into the ground, gaining a A creature that is pinned beneath rubble takes 1d6
+12 bonus to checks made to resist bull rush, grapple, nonlethal damage every minute, increasing by 1d6 eve-
overrun and trip checks. If your feet leave the ground ry time (2d6 the second minute, etc). If they fall uncon-
(you move or are bull rushed, tripped, etc), the tech- scious, they must make a Constitution check (DC 15)
nique immediately ends. each round to avoid taking 1d4 damage.
If the area does not have a cliff face or roof, the tech-
IWA NO SHO (ROCKBITE) nique only produces a brief earthquake, causing crea-
Ninjutsu (Doton) [Earth]
tures to fall prone unless they succeed at a Reflex save
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(DC 15).
(DC 18); Time: Attack action; Components: H; Range:
Medium; Area: 5 ft Burst; Duration: Instant; Save: Re- JAKUDEN (MINOR ELECTRIC CURRENT)
flex halves; Cost: 6 Ninjutsu (Raiton) [Electric]
This technique can only be used if the target area con- Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
tains a hard or rocky surface and is not underwater. (DC 15); Time: Attack action; Components: H; Range:
You touch the ground or a surface directly connected Personal; Duration: 1r/level; Cost: 6
to it and send a shock wave through the ground, caus- You create a minor electric current in your Chakra
ing the target area to erupt in a spray of earth and rock, pathways which can be focused, adding 1d4 electric
dealing 5d6 earth damage. damage to unarmed attacks or attacks with melee
weapons, as long as there is a direct path of metal from
IWAGAKURE NO JUTSU (ROCK CONCEALMENT TECHNIQUE) where you touch the weapon to its striking surface (a
Ninjutsu (Doton; Requires Kakureimino no Jutsu (t))
sword, for example, would generally not be affected
[Earth]
since you only hold it by its wood or leather grip).
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
You can also make unarmed touch attacks that deal
(DC 18); Time: Attack action; Components: C, H;
1d4 electric damage (not modified by Strength), but
Range: Personal; Duration: 10m/level; Cost: 6
cannot score a critical hit. The technique remains ac-
You camouflage yourself near an amount of dirt, rock
tive until you've made one attack per 2 levels (maxi-
or stone that can cover your size, gaining a +10 bonus
mum 8 attacks). While active, you also receive a +1
to Hide checks and becoming able to Hide while being
bonus to Fortitude and Reflex saves against electric ef-
observed for as long as you remain immobile. Creatures
fects and techniques.
who can See (Through) Chakra gain a +5 bonus to Spot
checks against you while you hide like this. JIGEN UGOKU NO JUTSU (DIMENSIONAL SHIFT TECHNIQUE)
You can partially merge with any rock or stone for- Ninjutsu (Spacetime; Requires Chakra Control and
mation that can physically contain your body to gain Ninjutsu 10 ranks, Retrieval Expert (f)) [Teleportation]
DR 5/-. You must maintain direct contact to the surface Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
you use to hide in and/or merge with. If you lose direct (DC 22); Time: Full-attack action; Components: C, H,
contact, the technique ends. Mob; Range: 60 ft/level; Duration: Instant; Save: Will
negates (unwilling); CR: Yes; Cost: 5
You teleport to a location you can see or have been to
previously, bringing up to a single creature carrying up
to their maximum load. You can teleport through up to You touch an object and cause space to warp around it.
3 ft of concrete (or similar materials) per level. If you If the object provided any cover except total cover, it
reach that limit before reaching the location, you ap- will provide no cover while the technique lasts.
pear outside the obstacle preventing you from moving
further. You must grasp or hold the creature you bring
JIKUUKAN SHOUSATSU (SPACETIME OBSERVATION)
Ninjutsu (Spacetime)
along firmly: merely touching it is insufficient.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
If the location is already occupied (by a creature, ob-
(DC 21); Time: Attack action; Components: C, H;
ject or structure), you appear adjacent to it and suffer
Range: Medium; Area: 15 ft wide Line; Duration: 1
1d6 damage. If all adjacent spaces are also occupied, you
round; Cost: 4
are moved 2d6 x 10 ft in a random direction and suffer
You can see around or through any object in the area,
6d8 damage. Any creature you carry also suffers any
unless that object provides total cover.
damage taken this way.
JIGENSUU NO JUTSU (DIMENSIONAL DOOR TECHNIQUE) JIMON NO JUTSU (TIME GATE TECHNIQUE)
Ninjutsu (Spacetime; Requires Chakra Control 21 ranks,
Ninjutsu (Spacetime; Requires Chakra Control 12 ranks,
Ninjutsu 21 ranks, Retrieval Expert (f), Mugen Ugoku
Ninjutsu 12 ranks, Retrieval Expert (f), Jigen Ugoku no
no Jutsu (t) and 8 other Spacetime techniques)
Jutsu (t) and 3 other Spacetime techniques)
[Teleportation]
[Teleportation]
Rank: 14 (SS); Learn DC: 31, 6 successes; Perform: 19
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
(DC 39); Time: 1 Minute; Components: C, E, H, Mob;
(DC 25); Time: Full-round action; Components: C, H,
Range: 200ft/level; Effect: One invisible teleportation
Mob; Range: Touch *; Target: One creature; Duration:
gate; Duration: Concentration (up to 1r/5 levels), plus 1
Instant; Save: Will negates (unwilling) CR: Yes; Cost: 10
round; Cost: 20 *
The target is teleported anywhere within Medium
You form an invisible tear in spacetime within 10 ft of
range, following the same limitations as Jigen Ugoku no
you, which links to a location within range. The first
Jutsu regarding moving through obstacles and poten-
creature of Medium size or smaller that passes through
tially taking damage (above). The subject cannot be
is teleported immediately to the linked location (fol-
teleported underground if there is no space for it to
lowing the same rules as Mugen Ugoku no Jutsu).
appear.
Once the technique ends, you become fatigued and
JIKUUKAN ROKEN (SPACETIME DETECTION) must make a Fortitude save (DC 25) to avoid becoming
Ninjutsu (Spacetime; Requires Sense Chakra (a)) exhausted instead.
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 Empower – Spend 6 Chakra to increase the number of
(DC 23); Time: Attack action; Components: C, Mas; creatures that can pass through the gate by 1 (maxi-
Range: 0 ft; Area: 30 ft Spread; Duration: Concentration mum 1, +1 per 10 levels total)
(up to 1r/level), plus 3 rounds (D); Cost: 2
You detect the use of any Spacetime Ninjutsu with the
JINRAI NO JUTSU (THUNDERCLAP TECHNIQUE)
Ninjutsu (Raiton) [Electric]
Teleportation descriptor within range, even if you do
Rank: 4 (D); Learn DC: 16, 1 success; Perform: 4
not have direct line of sight or line of effect. You also
(DC 15); Time: Attack action; Components: C, H;
detect any creatures teleporting into the area. You can
Range: Personal *; Duration: 1 Minute; Cost: 6
detect an effect's direction, but not the exact distance,
You focus Chakra into your hands, generating one
nor what technique was used.
charge per 10 levels (minimum 1).
Mastery – The second and fourth steps increase the
As an attack action that does not provoke attacks of
radius of the Spread by 10 ft each.
opportunity, you can release a charge by clapping your
The third step allows you to detect the use of tech-
hands together, creating a loud shockwave that deafens
niques with the Summoning descriptor as well.
all creatures in a 30 ft Cone-shaped Spread for 1d4+1
JIKUUKAN ROSHUTSUSHOU (SPACETIME DISCLOSURE) minutes (Fortitude negates, CR applies).
Ninjutsu (Spacetime) If you wear a sound amplifier, the range of the Cone
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 increases to 40 ft, and the duration of the deafening
(DC 25); Time: Attack action; Components: C, H; effect increases by 1 minute.
Range: Touch; Target: One unattended object; Duration:
3 Rounds; Cost: 4
JISATSU NO JUTSU (SUICIDE TECHNIQUE) you can make a Listen check (DC 25) to identify exactly
Ninjutsu what is being done (the text being written, hand sign
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 0 (DC 0); performed, etc).
Time: Attack action; Components: H; Range: Personal;
Duration: Instant; Cost: 3
JOU RAKUMUGAI NO JUTSU (GREATER HARMLESS FALL TECH-
NIQUE)
Used as a last resort to avoid the risk of leaking infor-
Ninjutsu (Requires Shou Rakumugai no Jutsu (t))
mation once captured by your enemies, this technique
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
reduces your HP to -10, killing you instantly.
(DC 16); Cost: 3
JISHIN NO JUTSU (EARTHQUAKE TECHNIQUE) This technique is identical to Shou Rakumugai
Ninjutsu (Doton) [Earth] no Jutsu, except as above, and the fall height is reduced
Rank: 13 (A); Learn DC: 28, 4 successes; Perform: 16 by 30 ft instead.
(DC 30); Time: Attack action; Components: C, H;
Range: Long; Area: 80 ft Spread (S); Duration: 1 round;
JOUSHOU HYOUKOUKEN (RISING ICE GUARDIANS)
Ninjutsu (Hyouton) [Cold]
Save: *; Cost: 16
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
You must be in contact with the surface you wish to
(DC 21); Time: Attack action; Components: E, H; Range:
affect, or one directly connected to it. You send your
Long; Area: One 5 ft square; Duration: Instant; Save:
Chakra into the area, causing violent tremors. The ef-
Reflex halves; CR: Yes; Cost: 3
fects are identical to those of Genzou Jishin, except sub-
You send your Chakra through the ground, forcing
jects cannot make a Will save to disbelieve, and the
ground water upward and freezing it, making a large
damage is earth damage rather than nonlethal.
spike of ice erupt from the ground to deal 2d8 damage
Creatures in the area cannot concentrate (as the Con-
(half cold, half piercing) to creatures in the area.
centration skill, extraordinarily violent motion). The
Empower – Spend 2 Chakra to target another square,
technique's other effects depend on the surface each
causing an ice spike to erupt there as well (maximum 1
creature is standing on, near or under, as Genzou Jishin
target square per 2 levels).
no Jutsu (p124), with the following exceptions:
Open Ground: When the fissures grind shut, instead JOUSHOU OOTORI NO JUTSU (RISING PHOENIX BLAST TECH-
of dealing nonlethal damage, any creature caught inside NIQUE)
of them dies. Ninjutsu (Katon) [Fire]
Structure: Any structure caught within the area takes Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
100 damage. (Generally enough to collapse a wooden or (DC 23); Time: Attack action; Components: C, E, H;
masonry building, but not a stone or reinforced mason- Range: Long; Area: 5 ft wide, 20 ft tall Cylinder; Dura-
ry building) tion: Instant; Save: Reflex halves; CR: Yes; Cost: 8
River, Lake or Marsh: Fissures open underneath the You place your hand on the ground and send your
water, draining the water away. Marshlands become Chakra forth, causing a devastating column of fire to
quicksand, sucking down creatures and structures. explode upward, dealing 8d6 fire damage to creatures
Creatures receive a Reflex save (DC 15) to avoid being caught inside the blast.
sucked down. When the technique ends, the waters Empower – Spend 2 Chakra to increase the damage
rush back in, potentially drowning those caught. by 1d6, up to 1d6 per level or 15d6.
JITOUSHA NO JUTSU (EAR PROJECTION TECHNIQUE) JUNKAZE NO JUTSU (SHIELDING WINDS TECHNIQUE)
Ninjutsu Ninjutsu (Fuuton) [Armor, Wind]
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 21); Time: Full-round action; Components: C; (DC 20); Time: Attack action; Components: C, H;
Range: Personal; Duration: Concentration (up to Range: Personal; Duration: 1r/level; CR: Yes; Cost: 5
1r/level); Cost: 4 Protective winds swirl around you, granting a +2 de-
You refine your hearing, gaining a +10 bonus to Listen flection bonus to Defense, wind resistance 5, and a +4
checks and gaining the Blindsight ability with a range bonus to saves against Wind effects or attacks. If such
of 10 ft, but suffering a -4 penalty to saves against Sonic an effect or attack allows for a Reflex save for half dam-
effects. If a complicated pattern of movement is per- age, you take no damage on a successful save instead.
formed within the range of the Blindsight (such as
writing or someone making hand signs or hand seals),
A creature making an attack against you with an un- your feet, become prone or leave the ground, the tech-
armed strike or natural weapon suffers 1d4 wind dam- nique immediately ends.
age, regardless of whether it hits (CR applies).
JUURYOKU ZANCHUU (GRAVITY PILLAR)
JUURYOKU GACHAN (GRAVITY SLAM) Ninjutsu (Doton) [Earth]
Ninjutsu (Doton) [Earth] Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16 (DC
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 32); Time: Attack action; Components: H; Range: Close
(DC 25); Time: Full-round action; Components: H; *; Area: 10 ft Square; Duration: Instant; Save: Fortitude
Range: Close; Target: One creature; Duration: Concen- negates *; CR: Yes; Cost: 10
tration (up to 1r/level) plus 1r (D); Save: Fortitude ne- This powerful gravity manipulation throws subjects
gates; CR: Yes; Cost: 8 straight up into the air 10 ft per level, then slams them
You greatly increase the effects of gravity upon the back into the ground, suffering fall damage at an in-
subject, making it count as though it were carrying an creased die size (in d8 rather than d6). A Reflex save
extra 15 lbs per level of extra gear. If the subject's heavy can (DC 15 + 1 per 10 ft of the fall) halve the damage.
load is exceeded by this effect, it is staggered while the
technique lasts, and suffers 1d6 damage for every 20 lbs
KAEN HOUDAN NO JUTSU (BLAZING CANNONBALL TECHNIQUE)
Ninjutsu (Katon) [Fire]
its heavy load is exceeded each round (up to 10d6 per
See Godai Ransatsu: Shodan Jutsu (p152).
round). A creature that cannot lift its new weight is
immobilized. KAEN SHURIKEN (BLAZING SHURIKEN)
If the ground beneath the subject cannot support its Ninjutsu (Katon) [Fire]
new weight, it may collapse and have it fall through. It Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
cannot use the tumble skill to lessen the fall damage in (DC 12); Time: Attack action; Components: E, F, S;
this case. Range: Close; Target: One creature; Duration: Instant;
Save: Reflex halves; CR: Yes; Cost: 1
JUURYOKU KIHAN (GRAVITY SHACKLES)
You focus flames into a single shuriken and send it fly-
Ninjutsu (Doton) [Earth]
ing at the target, dealing 1d6 fire damage.
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Empower – Spend 1 Chakra to increase the damage
(DC 22); Time: Attack action; Components: C, H; Area:
by 1 (maximum +5).
30 ft Emanation, centered on you; Duration: Concen-
Material Focus – One shuriken.
tration (up to 1r/level) plus 3r (D); Save: Fortitude ne-
gates; CR: Yes; Cost: 8 KAENGIRI (BLAZING SLASH)
You inhibit the movement of creatures within the area, Ninjutsu (Katon; Requires Homura Dama (t)) [Fire]
causing them to be unable to run or charge and suffer a Rank: 4 (C); Learn DC: 17, 2 success; Perform: 5
-2 penalty to attack and weapon damage rolls, as the (DC 17); Time: Attack action; Components: C, Mas,
weight of all affected creatures and any items they car- Mob; Range: Medium; Effect: Ray; Duration: Instant;
ry increases by 50%. Subjects also take a -2 penalty to CR: Yes; Cost: 2
Speed Ranks, which is reduced by 1 for each Strength You fire a ray of flames at your target, dealing 1d6 fire
Rank they have active. damage. If you hold a weapon with a Homura Dama
The area moves with you, and any creature who saves effect active on it, you can instead discharge the effect
against it becomes immune to its effects even if it exits to deal damage equal to the Homura Dama's. The effect
and re-enters the area of effect. is discharged even if the attack misses.
Mastery – The third step increases the range to Long.
JUURYOKU MYAKU (GRAVITY PULSE)
Ninjutsu (Doton; Requires Kinobori (t) and KAGE BUNSHIN NO TATE (SHADOW REPLICATION SHIELD)
Yukigutsu (t)) [Earth] Ninjutsu (Requires Kage Bunshin no Jutsu (t))
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
(DC 22); Time: Attack action; Components: H, Mob; (DC 19); Time: Instant action *; Components: H; Range:
Range: Personal; Duration: 1r/level; Cost: 6 10 ft *; Duration: Instant; Cost: 2
You lessen the effects of gravity on you, improving You quickly call on one of your (Tajuu) Kage Bunshin
your speed. You gain the Speed Rank 1 extraordinary to step in and block an attack. Can only be used if such
ability. a clone is within 10 ft of you (for a melee attack) or
This technique only functions while you maintain within 10 ft of the path of a ranged attack.
contact with solid, rocky ground. If you are knocked off
Defensive Maneuver (1/day): Minimum DC 19. If suc- This technique's effect is identical to Kaihoudan, except
cessful, a (Tajuu) Kage Bunshin within range steps in, it originates from a puppet controlled by you, using it's
taking the damage instead of you. If the damage does attack bonus modified by your Intelligence modifier.
not destroy the clone, it immediately returns to its pre- The puppet in question must be animated with 4 HD
vious location. or more, and be equipped with an Elemental Cannon
Mastery – Each step allows this technique to be used loaded with a Water Scroll. The attack consumes 2
an additional time per day. The fifth step allows you to charges from the scroll. The technique consumes 2 of
create a (Tajuu) Kage Bunshin as part of using this the puppet's Chakra, and you can have the puppet pay
technique, negating the need for a nearby clone. Doing up to 3 of the technique's cost.
so will cause you to take 1d4 damage.
KAIRAI ENGEKI: SENKEN NO MAI (PUPPET THEATER: DANCE OF
KAIGEKI CHITE NO JUTSU (LARGE CRUSHING EARTH HAND A THOUSAND BLADES)
TECHNIQUE) Ninjutsu (Requires Ninpou: Chakra no Ito (4)
Ninjutsu (Doton; Requires Shouchite no Jutsu (t)) and Puppetry (a))
[Earth] Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Rank: 13 (A); Learn DC: 28, 4 successes; Perform: 16 (DC 17); Time: Attack action; Components: E, H; Range:
(DC 30); Time: Attack action; Components: F, H; Range: Close *; Effect: Ray; Duration: Instant; Save: Fortitude
Close; Target: 5 ft square; Duration: 1r/level (D); CR: partial; Cost: 4
Yes; Cost: 12 You must control 2 puppets with the Wire components,
As Shouchite no Jutsu, but the hand is Large, has a and all squares adjacent to the target must be unoccu-
Strength score of 35 and a base attack bonus equal to pied in order for you to use this technique. Each puppet
half your level, and can reach out to grapple an adja- will draw the other's Wire, running it between them
cent enemy once per round. While successfully grap- and move around the target in a flurry of razor-sharp
pling, a successful grapple check deals 2d6+12 damage attacks. Both puppets will make an attack using the
to the grappled creature as the hand crushes it. The Wire as a weapon, including a bonus for flanking. Each
hand has a Defense of 20 (10, -1 size, +11 natural) and attack deals 3d6 slashing damage and has a critical of
has 2 HP per level. 20, x2. The target must save or be dazed for 1 round,
Material Focus – At least 300 lbs of earth, rock, mud even if both attacks miss.
or sand nearby. The puppets will end up in two squares adjacent to
the target, so that they are flanking them.
KAIHOUDAN (PRESSURE CANNON)
Ninjutsu (Suiton) [Water] KAIRAI ENGEKI: SHICHIHENGE (PUPPET THEATER: COSTUME
Rank: 3 (B); Learn DC: 17, 3 successes; Perform: 5 CHANGE)
(DC 18); Time: Attack action; Components: E, H; Range: Ninjutsu (Requires Henge no Jutsu (1),
Close; Effect: Ray; Duration: Instant; Save: Fortitude Ninpou: Chakra no Ito (t) and Puppetry (a))
partial; CR: Yes; Cost: 4 Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
You gather Chakra in your mouth and spit out a jet of (DC 16); Time: Attack action; Components: C, Mas, S;
water at great force dealing 2d6 water damage and hav- Range: 10 ft; Target: One controlled puppet; Duration:
ing the target make a save to avoid being knocked back 10m/level; Cost: 3
1d3 x 5 ft and falling prone. You change the appearance of the puppet into that of a
Empower – Spend 2 Chakra to increase the damage humanoid or animal of the same size category. The
by 1d6 and the knockback distance by 1 die size (up to transformation cannot add or remove limbs, equipment
5d6 water damage and 1d8 x 5 ft knockback). or clothing, but can change their appearance to some-
thing with the same rough shape. This technique func-
KAIRAI ENGEKI: KAMIDETERU (PUPPET THEATER: EXIT STAGE tions like Henge no Jutsu in the sense that it is purely
LEFT) cosmetic, must be maintained and can be seen through.
Ninjutsu (Requires Ninpou: Chakra no Ito (4) and
Mastery – Each step grants a +1 bonus to the Concen-
Puppetry (a)) [Water]
tration check made to prevent the transformation end-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
ing when the puppet takes damage.
(DC 17); Time: Attack action; Components: E, H; Range:
Close *; Effect: Ray; Duration: Instant; Save: Fortitude
partial; CR: Yes; Cost: 5
KAISOKU NO JUTSU (NIMBLE-FOOTED TECHNIQUE) You breathe a cone of deadly flame, which deals 5d6
Ninjutsu fire damage.
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 Empower – Spend 1 Chakra to increase the damage
(DC 13); Time: Attack action; Components: H; Range: by 1d6, up to 1d6 per level or 14d6.
Personal; Duration: 1m/level; Cost: 1 Mastery – The third step allows you to add the
You suffer no penalty to Balance checks for moving at Shapeable (S) effect to the technique's area.
your normal speed on a difficult or narrow surface (D20
Modern Rulebook, p49).
KARYUU ENTOU NO JUTSU (BLAZING VENGEANCE TECHNIQUE)
Ninjutsu (Katon) [Fire]
KAKUREIMINO NO JUTSU (MYTHICAL INVISIBILITY CLOAKING See Godai Ransatsu: Yondan Jutsu (p152).
TECHNIQUE)
Ninjutsu
KARYUUDAN (FIRE DRAGON PROJECTILE)
Ninjutsu (Katon) [Fire]
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 11); Time: Full-round action; Components: F;
(DC 21); Time: Attack action; Components: C, H;
Range: Personal; Duration: Instant; Cost: 1
Range: Medium; Area: 5 ft wide Line (S);Duration: In-
You use a camouflage to conceal yourself. As long as
stant;
you are not observed and have at least one-quarter cov-
Save: Reflex halves; CR: Yes; Cost: 8
er, you make a Hide check and gain a +4 bonus to the
You shoot a stream of searing flames from your mouth,
check. You will remain hidden until you take an action
taking shape as a nimble, fiery dragon that deals 4d10
requiring exaggerated or vigorous movement.
fire damage. The range cannot exceed 60 ft.
Material Focus – Camouflaging clothing or a cloak,
apporpriate for your current environment. KARYUUGA NO JUTSU (FIRE DRAGON FANG TECHNIQUE)
Ninjutsu (Katon) [Fire]
KAMAITACHI (SICKLING WIND BLAST)
See Godai Ransatsu: Nidan Jutsu (p152).
Ninjutsu (Fuuton) [Wind]
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 KASUMI ENBU NO JUTSU (BLAZING MIST TECHNIQUE)
(DC 18); Time: Attack action; Components: C, E, H; Ninjutsu (Katon) [Fire]
Range: 30 ft; Area: Cone; Duration: Instant; Save: Reflex Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
halves, Fortitude partial; CR: Yes; Cost: 6 (DC 18); Time: Attack action; Components: H; Area: 30
You release a blast of cutting wind, causing 4d6 wind ft wide, 10 ft high Burst, centered on you *; Duration:
damage (Reflex halves), and any creature caught in the Instant; Save: Reflex halves *; CR: No; Cost: 6
area is pushed back 1d4 x 5 ft (Fortitude negates). You You expel a wave of Chakra that causes flames within
can ignore the Hand Seals component by swinging with the area to flare up. The technique has each source of
tessen, war fan or a Huge or larger weapon. Doing so fire within the area emit a Burst, its damage and radius
increases the Perform Requirements by 3. based on the size of the flame. Any creature caught in
Empower – Spend 1 Chakra to increase the damage such an area can make a Reflex save (DC 15) for half
by 1d6, up to 1d6 per level or 12d6. damage.
KAN RAKUMUGAI NO JUTSU (PERFECT HARMLESS FALL TECH- Small (candle, torch): 5 ft radius, 2d6 fire damage.
NIQUE) Medium (campfire, grill): 10 ft radius, 3d6 fire dam-
Ninjutsu (Requires Jou Rakumugai no Jutsu (t)) age.
Large (burning tree): 15 ft radius, 5d6 fire damage.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
Huge (burning house): 20 ft radius, 8d6 fire damage.
(DC 18); Cost: 5
This technique is identical to Shou Rakumugai no Jutsu, KATAWA HAIJIN NO JUTSU (CRIPPLING FROSTBITE TECHNIQUE)
except as above, and the fall height is reduced by 50 ft Ninjutsu (Hyouton) [Cold]
instead. Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: H; Range:
KARYUU ENDAN (FIRE DRAGON BLAST) Close;
Ninjutsu (Katon) [Fire]
Target: One living creature; Duration: 1r/level; Save:
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
Fortitude negates; CR: Yes; Cost: 6
(DC 26); Time: Attack action; Components: E, H; Range:
The temperature around the target must be below
50 ft; Area: Cone; Duration: Instant; Save: Reflex halves;
freezing point (0° C/32° F), the coldness of which you
CR: Yes; Cost: 8
then concentrate around one of the target's limbs, caus- The construct can be identified as a fake with a Spot
ing instant frostbite. Choose arm or leg. check (DC 10), will dissappear when it comes into con-
Arm: A frostbitten arm incurs a -2 penalty to tact with a physical object, and will not trigger traps
Strength and Dexterity as the limb becomes unable to unless the object used to create it could do so. A crea-
wield weapons and objects. In addition, the subject suf- ture that can See (Through) Chakra can make a Spot
fers a -2 penalty to skill checks and grapple checks, as check (DC 10) followed by a Ninjutsu (DC 16) check
well as becoming incapable of using techniques that while doing so to identify it as a replacement construct.
require hand seals (unless they can perform them with- The construct is completely non-responsive, and will
out). If both arms are affected (through multiple uses of not take any action other than its given command, in-
this technique), these penalties stack, and the subject cluding not dodging, evading or blocking incoming
becomes incapable of using techniques requiring hand attacks. Anyone interacting with it will almost immedi-
or half seals (unless they can perform them without ately notice that it is not a real person.
both). Avoiding an Attack (1/day): Minimum DC 15. If you
Legs: The subject's movement speed is halved. If both succeed, you may move as per the Diversion part of the
legs are affected (through mutliple uses of the tech- technique, and replace yourself with a construct that is
nique), its speed is reduced to 25% and it will fall immediately destroyed.
prone, and remain so while thusly afflicted. If a crea- When performed as an instant action, you can take a
ture has more than 2 legs, any legs in excess of 2 must -5 penalty to the Perform check to replace the Hand
be removed, disabled or targeted by this technique be- Seals component with the Half Seals component, or
fore the technique can have it's normal effects. take a -15 penalty to the Perform check to ignore the
Hand Seals component. You can use this technique to
KATSUTAI NO JUTSU (SLIPPERY BODY TECHNIQUE) avoid an attack against a source with a CR of up to 1.
Ninjutsu (Suiton) [Water]
Mastery – Each step allows you to use the technique
Rank: 1(D); Learn DC: 13, 1 success; Perform: 1
to avoid an attack an additional time per day. Each step
(DC 12); Time: Move action; Components: S; Range:
also increases the CR which you can avoid, up to your
Personal; Duration: 1 Round; Cost: 2
level or a specific CR (whichever is lower), at an in-
You coat your body with a thin layer of bodily fluids,
creased Chakra cost.
making you slippery to the touch and gaining a +4 bo-
The first step: CR 5.
nus to Escape Artist and Dexterity checks to escape
The second step: Cost 2, CR 10.
bindings, as well as a +4 bonus to grapple checks to re-
The third step: Cost 3, CR 15.
sist or break free of being grappled.
The fourth step Cost 4, CR 20.
KAWARIMI NO JUTSU (BODY SUBSTITUTION TECHNIQUE) The fifth step: Cost 5, CR 25.
Ninjutsu
KAZE NO KOGOE (WHISPERING WIND)
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
Ninjutsu (Fuuton) [Wind]
(DC 12) *; Time: Attack or instant action; Components:
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
H, Mob, Mas; Range: Personal; Duration: 3r (D) or in-
(DC 21); Time: Full-round action; Components: C, H;
stant *; Cost: 1
Range: 20 ft/level; Area: 10 ft Spread; Duration:
This quintessential technique is taught to academy stu-
1m/level; Cost: 6
dents and widely used by ninja of all skill levels, since it
Used mainly by scouts and messengers, this technique
allows you to quickly replace yourself with a simple
allows you to send a spoken message of no more than
Chakra construct while you dash away, evading attacks
twenty five words or sounds, spoken by anyone within
or creating a diversion.
15 ft as it is performed, or the wind can simply send a
Diversion: You move up to 30 ft or your base land
faint sensation of stirring air. The message is carried
speed (whichever is lower), leaving behind a simple
upon the winds, traveling anywhere between 20 ft per
Chakra construct that looks like you. When you do,
round to 1 ft per minute, and the spoken message or
you may make a Hide check if you move out of line of
sensation is delivered if it reaches its destination before
sight, unless you are being closely observed. The con-
the duration ends. If you lose consciousness, have your
struct can follow a single command from among the
Chakra Pool reduced to 0 or die before the wind reach-
following, which it will follow for 3 rounds: Stay still,
es its destination, the message is lost.
run, walk, eat, sleep, swim or jump.
KAZE NO YAIBA (BLADE OF THE WIND) KINFUKU NO JUTSU (METAL MENDING TECHNIQUE)
Ninjutsu (Fuuton) [Wind] Ninjutsu (Doton; Requires Craft (Mechanical) 8 ranks))
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 13 [Earth]
(DC 29); Time: Full-round action; Components: C, H; Rank: 5 (D); Learn DC: 17, 1 success; Perform: 5
Effect: One blade of wind; Duration: 1r/level (D); CR: (DC 16); Time: Full-round action; Components: C, H;
Yes; Cost: 14 Range: Melee touch; Target: One object *; Duration:
You solidify air, forming a sword of air in your hand. Concentration (up to 1m/level); Cost: 6
The blade cannot be sundered or disarmed, and crea- You attempt to repair a simple Large or smaller object,
tures lose their Dexterity bonus to Defense against it which is simple or moderate in complexity and pri-
unless they can See (Through) Chakra. The blade is marily made of metal or rock. Make a Craft (Mechani-
wielded as a chisa-gatana and deals 1d6 wind damage, cal) check equal to the craft DC of the item. If you suc-
+1 per 4 levels (up to 1d6+5), with a critical of (18-20, ceed, the item recovers 1 HP each minute. If you do not
x2). You do not apply your Strength modifier to dam- have the Mastercraft feat, there is a 10% chance any
age with the air blade. mastercraft quality is lost.
NINPOU: KUNAI WANA (NINJA ART: KUNAI TRAP) NINSHOUKAN NO JUTSU (EMPATHY BOND SUMMON TECH-
Ninjutsu (Requires Knowledge (Ninja Lore) or NIQUE)
Craft (Mechanical) 6 Ranks and Ninpou: Kunai Ninjutsu (Spacetime; Requires Chakra Control and
Shouwana (t)) Ninjutsu 12 ranks and Kuchiyose no Jutsu (t))
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 [Summoning, Teleportation]
(DC 16); Time: 4 Minutes *; Components: M, Mob; Rank: 6 (S); Learn DC: 22, 5 successes; Perform: 10
Range: 5 ft; Area: One 5ft square; Duration: Permanent; (DC 26); Time: Full-round action; Components: C, H,
Cost: 0 M; Range: Long; Target: One bonded creature *; Dura-
You set a Kunai Shower trap (see p392) in the target tion: Instant; Save: Will negates (unwilling); CR: Yes;
square, as long as there is something nearby to anchor Cost: 18
the trap to. The perform time is reduced by 1 minute This technique summons the target, which must be
for every 3 points by which you beat the Perform Re- bonded to you by the Fuinjutsu: Ninjou Kan technique.
quirements (minimum 1 minute). If the target is grappled, pinned or otherwise physically
If you fail to meet the Perform Requirements, you restrained in a way that makes them unable to move
will install the trap, but the trap will not function (you normally (thus, being paralyzed does not prevent them
won't notice that the trap is faulty). from being summoned, as it is not physically restrain-
Expendable Components – 5 Kunai and a trap kit ing them).
(consumes 1 use). The target appears in a square adjacent to you, and
must then make a Fortitude save (DC 13) to avoid be-
NINPOU: MAKIBISHI NO JUTSU (NINJA ART: EARTH CALTROPS coming dazed for 1 round.
TECHNIQUE) Expendable Components – Some of your blood.
Ninjutsu (Doton) [Earth]
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 ONMYOU HYOUKA TENCHI (PRINCIPLES OF DUALITY)
(DC 16); Time: Full-round action; Components: H; Ninjutsu (Requires Amatsu no Karada (5)) [Cold, Fire, *]
Range: Long; Target: One 5ft square/level; Duration: Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
1r/level (D); Cost: 1 per 2 squares (DC 18); Time: Attack action; Components: C, F; Range:
The target square(s) must be composed of rock or dirt, Close; Effect: Ray; Duration: Instant; Save: *; CR: Yes;
which immediately shapes into small but sharp spikes Cost: 6
and counts as though it had caltrops scattered over it You form opposite elemental energies in both your
(see p57). A square of makibishi has Defense 11, 3 HP hands and fire them in a ray, dealing 2d6 cold and 2d6
and 8 hardness. When you dismiss this technique, you fire damage, and having a random additional effect (roll
may choose to either dismiss all makibishi, or only a a d6):
select number, leaving the rest (which could be dis-
1 (Electric Release): The target is paralyzed for 1
missed at a later time). round (Fortitude negates)
2 (Violent Explosion): The effect becomes a 5 ft
NINPOU: NOUSEI KOUYOU (NINJA ART: MEMORY ENHANCER) Burst (it is no longer a ray), and allows a Reflex
Ninjutsu save for half damage.
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 3 (Cold Snap): Frost creeps up the target’s legs, en-
(DC 19); Time: Full-round action; Components: C, S; tangling it for 1d4 rounds.
Range: Personal; Duration: 10 Minutes; Save: *; Cost: 4 4 (Wind Shock): The target falls prone (Reflex ne-
You increase your brain activity, stimulating your gates).
5 (Bright Flash): The target becomes blinded for 1d3
memory and allowing you to explore your memory
rounds (Fortitude negates).
thoroughly. You gain a +4 insight bonus to all saves and 6 (Dark Matter): The ray deals 1d6 bonus force
checks that relate to events you have experienced in damage.
the past (for example, to help gather clues or form a
conclusion based on reviewing memories of the inves- Mastery – The fifth step allows you to reroll the ran-
tigation) (GM's discretion). dom effect once per use of the technique.
RAIDATE NO JUTSU (LIGHTNING SHIELD TECHNIQUE) If a creature that carries a large amount of metal or
Ninjutsu (Raiton) [Armor, Electric] one that is soaking wet is hit by the blade, it is stunned
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 for 1 round (Fortitude DC 13 negates).
(DC 20); Time: Attack action; Components: C, H;
Range: Personal; Duration: 1r/level; CR: Yes *; Cost: 7
RAIKOUDAN NO JUTSU (LIGHTNING PROJECTILES TECHNIQUE)
Ninjutsu (Raiton) [Electric]
You sheathe yourself with thunder and lightning, let-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
ting it form a protective shield over your body. You
(DC 17); Time: Attack action; Components: C, H;
gain a +2 deflection bonus to Defense, and electricity
Range: Personal *; Duration: 1r/level (D) *; CR: Yes;
resistance 5. If a creature hits you with an unarmed or
Cost: 3 *
melee attack, it takes 1d4 electric damage (CR applies).
You create a small orb of lightning. By increasing the
In addition, you gain a +4 bonus to saves against Elec-
Chakra cost by 2, you can create additional orbs (up to
tric effects, and if such an effect allows a Reflex save for
1 orb per 2 levels total). When performed, you can im-
half damage, you take no damage on a successful save
mediately fire any number of orbs you've created. The
instead.
orbs have a Close range, and each orb can attack the
RAIDOU NO JUTSU (LIGHTNING DISPLACEMENT TECHNIQUE) same or a different creature, as you direct. An orb is a
Ninjutsu (Raiton) [Electric, Teleportation] ranged attack that deals 1d6 electric damage.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 If any orbs remain, they will circle you. As an attack
(DC 18); Time: Move action; Components: S; Range: action, you can fire any number of remaining orbs (as
Close; Duration: Instant; Save: Reflex halves; CR: Yes; above). Alternatively, whenever you are hit by a natu-
Cost: 6 ral weapon, unarmed attack or metal melee weapon,
You disappear in a flash of lightning, and reappear at you can choose to have an orb meet the attack, shock-
any location in range, as though you moved there with ing the attacker for 1d6 electric damage (this damage
a flight speed with perfect maneuverability. Creatures does not stack with that of Raidate no Jutsu).
adjacent to the square you arrive in take 4d6 electric Once used to attack or respond to an attack, an orb
damage. dissipates.
SENSATSU SUISHOU NO JUTSU (FLYING WATER NEEDLES TECH- SHINJUU ZANSHU NO JUTSU (INNER DECAPITATION TECHNIQUE)
NIQUE) Ninjutsu (Doton) [Earth]
Ninjutsu (Hyouton) [Cold] Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC 15); Time: Attack action; Components: C, H;
(DC 24); Time: Attack action; Components: E, F, H; Range: Melee; Target: One creature; Duration: Instant;
Range: Close; Area: 5 ft Square *; Duration: Instant; Save: Reflex negates; Cost: 4
Save: Reflex halves; CR: Yes; Cost: 2 You must be moving underground with a burrow speed
You create needles of ice that surround the target in order to use this technique. You grab the subject and
square and fly towards it, dealing 2d4 damage to crea- pull it down into the earth, burying it up to its neck.
tures within the area (half cold, half piercing). Alterna- The subject is immobilized until it can succeed three
tively, you may target a 10 ft square, but the damage Escape Artist checks (DC 15) in a row, each requiring a
will be halved. move action.
Empower – Spend 1 Chakra to increase the damage As a result of this technique, you will be halfway out
by 1d4, up to 1d4 per level of 10d4. of the ground.
Material Focus – At least 10 mL of water nearby per
die of damage. SHINKUUDAN NO JUTSU (AIR VOID BURST TECHNIQUE)
Ninjutsu (Fuuton) [Wind]
SHIGARASUGAN (DEATH IN THE EYE OF A CROW) See the Godai Ransatsu: Shodan Jutsu technique (p152)
Ninjutsu (Spacetime); Requires Blood Pact (Raven) (a))
[Summoning] SHINOBI HIKEN: KAMIKAKUSHI (SHINOBI SECRET: SPIRITED
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 AWAY)
(DC 27); Time: Full-attack action; Components: E, H, Ninjutsu
M; Range: Medium; Area: 10 ft Spread; Duration: In- Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
stant; Save: Fortitude partial; Cost: 10 (DC 21); Time: Attack action; Components: S; Range:
You summon a murder of crows to swarm the area, Personal; Duration: 3 Rounds; Cost: 4
without any regard for the allegiance of creatures with- You set up a process that converts your body's energy
in. The crows deal 5d4+5 slashing damage with their into Chakra upon death. If you die within the duration,
talons (Fortitude halves). A creature taking damage is your body vanishes over the course of 5 rounds, turning
nauseated for 1 round (Fortitude DC 20 negates). into Chakra and dispersing. This process cannot be re-
Empower – Spend 2 Chakra to increase the damage versed in any way once it begins, and does not affect
by 1d4+1, up to 1d4+1 per level or 15d4+15 total. your equipment.
Material Focus – A greater summoning scroll for the If performing defensively, you gain a +8 bonus to the
raven blood pact. Concentration check to do so.
Expendable Components – Some of your blood.
SHINOBI NO JUTSU (INFILTRATION TECHNIQUE) SHOUCHIHOU NO JUTSU (FLYING EARTH SPIKES TECHNIQUE)
Ninjutsu Ninjutsu (Doton) [Earth]
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 13); Time: Attack action; Components: H, Mas; (DC 21); Time: Attack action; Components: E, H; Range:
Range: Personal; Duration: 1m/level; Cost: 2 Long; Area: One 5 ft square; Duration: Instant; Save:
You gain a +1 competence bonus to Hide and Move Reflex halves; CR: Yes; Cost: 3
Silently checks. You must be touching the ground with your hands, and
Mastery – The third step requires ECL 8 and increases the target area must be an earthen surface (earth, dirt,
the bonus to +2. The fifth step requires ECL 12 and in- rock or sand). A sharp spike of earth rises up, skewering
creases the bonus to +3. creatures in the area for 2d8 damage (half earth, half
piercing).
SHINRYUUDAN NO JUTSU (ULTIMATE DRAGON BLAST TECH- Empower – Spend one Chakra to create an additional
NIQUE)
spike, up to one per level. Each spike must target a dif-
Ninjutsu (Katon) [Fire]
ferent 5 ft square.
See the Godai Ransatsu: Sandan Jutsu technique (p152)
SHOUCHITE NO JUTSU (RISING EARTH HAND TECHNIQUE)
SHISHIKU NO JUTSU (LION'S ROAR TECHNIQUE) Ninjutsu (Doton) [Earth]
Ninjutsu [Sonic]
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
(DC 22); Time: Attack action; Components: F, H, Mas;
(DC 24); Time: Full-attack action; Components: E, H;
Range: Close; Effect: Earthen hand; Duration: 1r/level
Range: 60 ft; Area: Cone; Duration: Instant; Save: Forti-
(D); Cost: 7
tude halves and partial *; CR: Yes; Cost: 8
You must be in direct contact with the ground to use
You release a blast of sound, dealing 1d6 sonic damage
this technique, which makes a large, earthen hand rise
per 2 levels (maximum 6d6, Fortitude halves)). Crea-
from the ground. The hand is 10 ft tall and 5 ft wide
tures in the area are also thrown back 1d8 x 5 ft (Forti-
and cannot move. It has a Defense of 0, has 2 HP per
tude negates). If you wear a sound amplifier or a similar
level and is immune to earth damage. A creature
device that can amplify your voice, you can increase
weighing at least 2,000 lbs can destroy the hand simply
the Chakra cost to 12 to improve the damage dice to d8.
by moving through it.
Empower – Spend 1 Chakra to increase the damage
A creature moving towards the hand at high speed
by 1d6, up to 1d6 per level or 14d6.
may make a Reflex save to avoid it, or suffer impact
SHIPPUKEN (HURRICANE SWORD) damage as though struck by a falling object of one size
Ninjutsu (Fuuton) [Wind] category larger than the impacting creature or object,
See the Godai Ransatsu: Yondan Jutsu technique (p152) with no save to avoid the damage. In this case, the hand
suffers double the impact damage itself.
SHIROIYARI NO JUTSU (WHITE ICE SPEAR TECHNIQUE) Mastery – You can spend 5 Chakra and double the
Ninjutsu (Hyouton) [Cold] material focus to create a second hand.
See the Godai Ransatsu: Yondan Jutsu technique (p152) Material Focus – At least 300 lbs of earth, dirt, sand,
SHOU RAKUMUGAI NO JUTSU (MINOR HARMLESS FALL TECH- rock or mud nearby.
NIQUE) SHOUKAKYUU NO JUTSU (MINOR FIREBALL TECHNIQUE)
Ninjutsu Ninjutsu (Katon) [Fire]
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1 Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
(DC 11); Time: Swift action; Components: Mob; Range: (DC 13); Time: Attack action; Components: C, E, H;
Personal; Duration: Instant; Cost: 1 Range: 5 ft/2 levels; Area: 5 ft wide Line; Duration: In-
This technique allows for a clever use of Chakra and stant; Save: Reflex halves; CR: Yes; Cost: 2
positioning to absorb the energy of a fall. You reduce You spit out a ball of flame, dealing 2d4 fire damage.
your effective falling height (for the purpose of calcu- The range cannot exceed 20 ft.
lating how much fall damage you take, if any) by 10 ft. Empower – Spend 1 Chakra to increase the damage
This stacks with the effects of the Tumble and Jump by 1d4, up to 1d4 per level or 5d4.
skills, does not apply to any fall caused by a technique
(such as being knocked up by one), and the technique
cannot be used if you are denied your Dexterity bonus
to Defense.
SHOUNADARE NO JUTSU (AVALANCHE WAVE TECHNIQUE) as long as you know the exact square the target is occu-
Ninjutsu (Hyouton) [Cold] pying.
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15
(DC 29); Time: 1 attack action; Components: F, H;
SHUNKOKU MEIHOUJIN: BUSHI (MOMENTANEOUS ALLY FOR-
MATION: SOLDIER)
Range: Long; Area: 30 ft wide, 80 ft long Line; Duration:
Ninjutsu (Spacetime; Requires Kuchiyose no Jutsu (t))
Instant *; Save: Reflex negates *; Cost: 12
[Summoning]
You unleash an avalanche that pushes back creatures
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
by 1d4 x 5 ft and knocks them prone. The wave leaves a
(DC 13); Time: Attack action; Components: H, M, Mas;
thick layer of snow, effectively burying any creature
Effect: Summoned creature; Duration: 1 Round (D);
still within the area under a 1d6 x 5 ft layer of snow.
Cost: 0 *
Structures caught in the area take 2d4 x 10 damage.
You summon a creature of Soldier rank, which appears
Any creature buried in the snow will start suffocating,
in a square adjacent to you and can act immediately,
and will suffer 3d6 cold damage per minute while bur-
though it disappears on your next turn. The summoned
ied. A successful Strength check (DC 20) allows a bur-
creature cannot be a special summon (paragon, elite or
ied creature to move 5 ft in any direction.
unique), and you are still limited by the normal re-
The layer of snow makes it impossible for creatures to
strictions of summoning. The technique's cost is in-
move through or fight within the area, unless they can
creased by 1 per Level of the summon.
walk on snow. The snow will melt and fade after 10
Mastery – Each step increases the range at which you
minutes.
can make the summoned creature appear (up to 30 ft at
Material Focus – At least 50003 ft of snow or ice near-
the fifth step).
by.
SHUKKETSUSHI NO JUTSU (PROFUSE BLEEDING TECHNIQUE) SHUNKOKU MEIHOUJIN: HOGOSHA (MOMENTANEOUS ALLY
Ninjutsu (Medical; Requires Chakra Control 12 ranks)
FORMATION: PROTECTOR)
Ninjutsu (Spacetime; Requires Kuchiyose no Jutsu (2)
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
and Shunkoku Meihoujin: Bushi (t)) [Summoning]
(DC 25); Time: 1 attack action; Components: C, H;
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Range: Melee Touch; Target: One living creature; Dura-
(DC 17); Cost: 2 *
tion: 2r/level (D); Save: Fortitude negates; CR: Yes; Cost:
This technique functions as Shunkoku Meihoujin: Bu-
8
shi, but instead summons a Protector rank summon.
The target must have suffered damage from a piercing
or slashing weapon before it can be affected by this SHUNKOKU MEIHOUJIN: SEIHEI (MOMENTANEOUS ALLY FOR-
technique, which makes the wound bleed, causing the MATION: NOBLE)
subject to suffer 1 damage every round, which ignores Ninjutsu (Spacetime; Requires Kuchiyose no Jutsu (4)
all damage reductions. A creature can only be affected and Shunkoku Meihoujin: Shugorei (t)) [Summoning]
by a single use of this technique at a time. Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
Each time the subject receives healing from a spell, (DC 25); Cost: 4 *
item, technique or the like, there is a cumulative 5% This technique functions as Shunkoku Meihoujin: Bu-
chance that the technique ends. shi, but instead summons a Noble rank summon.
SHUNDA (BLINK ATTACK) SHUNKOKU MEIHOUJIN: SHINGEN (MOMENTANEOUS ALLY
Ninjutsu (Spacetime; Requires Retrieval Expert (f), FORMATION: CHAMPION)
Chakra Control and Ninjutsu 10 ranks) [Teleportation] Ninjutsu (Spacetime; Requires Kuchiyose no Jutsu (5)
Rank: 7 (S); Learn DC: 23, 5 successes; Perform: 11 and Shunkoku Meihoujin: Seihei (t)) [Summoning]
(DC 27); Time: Full-attack action; Components: Mob, S; Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14
Range: Medium; Target: One creature; Duration: In- (DC 30); Cost: 5 *
stant; Cost: 6 This technique functions as Shunkoku Meihoujin: Bu-
You can make a melee or thrown weapon attack against shi, but instead summons a Champion rank summon,
the target without having to move. The target must and the cost increases by 2 per Level of the summon. A
make a Spot check (DC equal to the attack roll) or be Champion summoned in this manner will not require
denied its Dexterity bonus to Defense. A thrown weap- or demand payment or compensation.
on attack ignores all range penalties, and bypasses any
obstacles (including cover) between you and the target,
SHUNKOKU MEIHOUJIN: SHUGOREI (MOMENTANEOUS ALLY SHUNZEKI (BLINK GATE)
FORMATION: GUARDIAN) Ninjutsu (Spacetime; Requires Chakra Control and
Ninjutsu (Spacetime; Requires Kuchiyose no Jutsu (3) Ninjutsu 14 ranks, Retrieval Expert (f) and at least
and Shunkoku Meihoujin: Hogosha (t)) [Summoning] 4 other Spacetime techniques) [Teleportation]
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 14
(DC 21); Cost: 3 * (DC 30); Time: Swift or instant action; Components: C,
This technique functions as Shunkoku Meihoujin: Bu- Mob, S; Range: Long; Duration: Instant; Cost: 3
shi, but instead summons a Guardian rank summon. You instantly relocate to a location within range, using
the same rules as Mugen Ugoku no Jutsu (p177). You
SHUNSHIN NO JUTSU (BODY FLICKER TECHNIQUE) may, at your choice, leave an afterimage that remains
Ninjutsu
completely still, which disappears on your next turn. If
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
you arrive at a square adjacent to another creature, but
(DC 14); Time: Move action; Components: Mas, Mob, S;
outside of its line of sight, you can make a Hide check
Range: Close; Duration: Instant; Cost: 2
even without cover, which will not hide you from crea-
This basic teleportation-like technique allows you to
tures that have an unobscured line of sight to you.
move to a location within range, as though moving
Avoiding an Attack (1/day): Minimum DC 31. This
with a flight speed with perfect maneuverability. The
technique may also be used to avoid a technique that
technique comes with audiovisual cues, like a pop and a
allows a Reflex save for half or no damage. Using the
puff of smoke, which does not allow you to hide while
technique this way increases the Cost to 9. If you suc-
moving, and you cannot use it while heavily encum-
ceed, you may use the technique as normal, though its
bered.
range is halved.
Mastery – The fifth step requires ECL 9 or higher, and
The effective Kawarimi Defense of an attack is low-
allows you to perform this technique without the half-
ered by 1 when determining if you can use Shunzeki to
seal component by increasing the Perform Require-
avoid an attack. There is no maximum CR.
ments by 5.
Mastery – Each step allows you to use the technique
SHUNTEN KAIHOU (INSTANT RELEASE) to avoid an attack an additional time per day.
Ninjutsu (Spacetime; Requires Ninjutsu 9 ranks)
SHURIKENJUTSU: REPPURENSHOU (SHURIKEN SKILL: FIERCE
[Summoning]
GALE CRUSHER)
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
Ninjutsu (Fuuton; Requires BaB +3, Reppushou (2) and
(DC 19); Time: Swift action; Components: C, F, S;
Shurikenjutsu – Nageriki (1))
Range: Touch; Target: A storage scroll *; Duration: In-
[Armor, Wind, Combination]
stant; Cost: 2
Rank: 4 (C); Learn DC: 22, 1 success; Perform: 5
You can unseal objects from a storage scroll, which you
(DC 17); Time: Full-attack action; Components: F, Mob;
may have appear in hand, ready to use.
Range: Thrown weapon; Target: One creature; Dura-
Material Focus – A scroll storing objects by use of the
tion: Instant; Cost: 4
Gesouin or Chuuzouin technique.
You throw a weapon at the target, immediately fol-
SHUNTOU NO JUTSU (INSTANT ESCAPE TECHNIQUE) lowed by a Reppushou to enhance its effectiveness,
Ninjutsu (Spacetime; Requires Retrieval Expert (f)) granting the attack 2d6 bonus damage (not multiplied
[Teleportation] on critical hits), as well as a +1 damage bonus, and its
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 range increment increases by 50% (stacks with the Far
(DC 24); Time: Attack action; Components: C; Range: Shot feat).
Personal; Duration: Instant; Cost: 6 Material Focus – One throwing weapon.
You flicker in and out of existence, allowing you to
SHURIKENJUTSU: SHIPPURENSHOU (SHURIKEN SKILL: HURRI-
make an Escape Artist attempt to free yourself from
CANE CRUSHER)
bonds or confinements, to which you gain a +20 bonus.
Ninjutsu (Fuuton; Requires BaB +6, Reppushou (5) and
Shurikenjutsu: Reppurenshou (5))
[Wind, Combination]
Rank: 6 (B); Learn DC: 25, 3 successes; Perform: 8
(DC 21); Cost: 6
This technique functions as Shurikenjutsu: Rep- as an attack action once per round, up to one bolt per
purenshou, except as above, and you make a second level total.
thrown weapon attack at a -5 penalty, which benefits This technique cannot be used underwater.
from the same bonuses.
Material Focus – Two throwing weapons.
SOUKOU NO JUTSU (FROST ARMOR TECHNIQUE)
Ninjutsu (Hyouton) [Cold]
SHUSEN: CHIBOUNUSHI (DEFENSIVE TECHNIQUE: RISING MUD Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
GUARDIAN) (DC 21); Time: Attack action; Components: H, M;
Ninjutsu (Doton) [Earth] Range: Personal; Target: You; Duration: 1r/level (D);
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 CR: Yes; Cost: 10
(DC 16) *; Time: Attack or instant action; Components: You cover yourself with an armor of ice, which is a
C, H, Mas; Range: Close; Effect: *; Duration: 1r/level or medium armor granting a +5 armor bonus to Defense
instant; Cost: 2 * (+2 non-proficient), has a maximum Dexterity bonus of
You must be standing directly on rocky ground, earth +2, an armor penalty of -3, does not affect your speed,
or asphalt to use this technique, which creates a thin and weighs 20 lbs. While worn, the armor grants you
wall of mud or earth in a square in range. Any creature cold and water resistance 5, and any attacker striking
directly behind it can use it to be granted one-half cov- you with an unarmed or natural melee weapon takes
er (if the creature is Medium sized) or three-fourths 1d4 cold damage for each attack.
cover (if the creature is Small or smaller). If you take more than 20 fire damage while the armor
Once a single attack or area of effect has been made is active, it melts and the technique ends.
against a target that is granted cover against it by the Expendable Components – 20 lbs of ice nearby.
wall, the wall crumbles, even if it did not negate any
damage.
SOUREI SAIJI NO JUTSU (RITE OF TWIN SOULS TECHNIQUE)
Ninjutsu (Spacetime; Requires Blood Pact (f) and
Defensive Maneuver (1/day): Minimum DC 16. Can
Kuchiyose no Jutsu (t)) [Summoning]
be used against techniques allowing for a save. Using
Rank: 11 (A); Learn DC: 26, 4 successes; Perform: 14
the technique this way costs 4 Chakra.
(DC 28); Time: Attack action; Components: E, H; Range:
Success creates the barrier to defend against the at-
Close; Effect: Two summoned creatures; Duration:
tack or effect, as above. Failure by less than 10 allows
10m/level (D); Cost: *
you to create the barrier, but at one-half again the cost.
You summon two creatures of the same blood pact,
Failure by more than 10 means the Chakra is wasted
neither of which can be of a higher rank than Protec-
and the technique is not performed.
tor. There is no chance to summon Elite or Paragon
You can only use this technique as a defensive ma-
creatures when using this technique, though you can
neuver against effects whose source are up to CR 1.
call on such creatures if you already know how to
Mastery – Each step increases the number of times
summon them. The Cost is equal to 5, plus the normal
per day you can use this technique as a defensive ma-
cost of both summoned creatures.
neuver by 1.
Material Focus – A greater summoning scroll for the
The first step allows you to defend against sources of
blood pact used.
a CR up to 5. Each additional step increases the CR by
Expendable Components – A small bit of your blood.
5.
RANK 1
Stance Hiken Dachi: Shouja (Secret Stance: Small Serpent) 207
Hiken Dachi: Yasei Kuma (Secret Stance: Wild Bear) 207
Zettai Bougyo (Total Defense) 225
Strike Gouken (Iron Fist) 205
Jiku-uchi (Opportunity Strike) 208
Keikai-uchi (Nimble Strike) 210
Kenjutsu: Agari-uchi (Sword Art: Upward Cut) 211
Kenjutsu: Kudari-uchi (Sword Art: Downward Cut) 213
Kenjutsu: Shamen-uchi (Sword Art: Diagonal Cut) 214
Kenjutsu: Urashamen-uchi (Sword Art: Reversed Diagonal Cut) 214
Shurikenjutsu: Nageriki (Shuriken Skill: Power Throw) 221
Todome (Finishing Blow) 224
RANK 2
Stance Hiken Dachi: Bankyou Hebi (Secret Stance: Coiled Serpent) 206
Kakutou Waza (Grappling Style) 210
Strike Gouken: Konoha Reppuu (Iron Fist: Leaf's Violent Wind) 206
Iwakuzu Taigeki (Rock-Shattering Strike) 208
Kenjutsu: Iaido (Sword Art: Iaido) 212
Kenjutsu: Iainuki (Sword Art: Iainuki) 212
Kyujutsu: Kisshi (Bow Art: Basic Shot) 216
Ryuutsuki (Dragon Thrust) 219
Sangeki Hissatsu Waza: Igeki (Three-Hit Kill Technique: First Strike) 219
Shurikenjutsu: Renken (Shuriken Skill: Barrage) 221
Soujutsu: Juugeki (Spear Art: Heavy Strike) 221
Taijutsu: Shotei Uchi (Hand-to-Hand: Palm Heel Strike) 223
RANK 3
Stance Kenjutsu: Dachi – Jigen Ryu (Sword Art: Stance – Jigen Ryu) 211
Kousen Ryu (Iron Wire Style) 215
Suiken Dachi (Drunken Fist Stance) 222
Tourouken (Praying Mantis Style) 224
Strike Butsukari (Charge Breaker) 204
Gouken: Konoha Senpuu (Iron Fist: Leaf's Spinning Wind) 206
Gouken: Taihouken (Iron Fist: Fist Rocket) 206
Hokojutsu: Daibutsu (Armed Technique: Powerful Blow) 207
Kage Buyou (Shadow Dance) 210
Kenjutsu: Gekisai (Sword Art: Blade Rush) 211
Kenjutsu: Kiritsuki (Sword Art: Cut and Thrust) 213
Kenjutsu: Tsuki (Sword Art: Thrust) 214
Kyujutsu: Sasshi (Bow Art: Piercing Shot) 216
Nagewaza: Dorinage (Throw Technique: Disarming Throw) 217
Nagewaza: Tobinage (Throw Technique: Flying Throw) 218
Niten Ichiryu: Suihazan (Two Heavens Style: Flowing Water Strike) 218
Shurikenjutsu: Kage Shuriken (Shuriken Skill: Shadow Shuriken) 220
RANK 3
Strike Soujutsu: Retsugeki (Spear Art: Relentless Assault) 222
Taijutsu: Yama-uchi (Hand-to-Hand: Mountain Blow) 223
Taijutsu Ougi: Rendan Kidouki (Taijutsu Secret Skill: Combo Starter) 224
Tsuijutsu: Tokuretsu (Hammer Art: Skullsplitter) 225
RANK 4
Mobility Shundou (Instant Displacement) 220
Stance Amatsu no Karada (Heavenly Body) 204
Hiken Dachi: Hachidori no Yari (Secret Stance: Lance of the Hummingbird) 206
Hiken Dachi: Torageki (Secret Stance: Striking Tiger) 207
Hokojutsu: Kabuto-Kakushi Dachi (Armed Technique: Helm Splitter Stance) 207
Taijutsu: Souketsu Dachi (Hand-to-Hand: Serene Fist Stance) 223
Strike Gatotsu: Isshiki (Piercing Fang: First Form) 204
Juuryu Nage: Nodowa Otoshi (Ten-Ton Style Throw: Choke Slam) 209
Kenjutsu: Kodachi Nittouryu – Gouku Juuji (Sword Art: Dual Kodachi Style – Blazing Cross) 213
Kensei no Waza (Method of Diversion) 214
Kensoku: Iaiken (Swift Fists: Undodgeable Fist) 214
Kyujutsu: Gousen (Bow Art: Power Shot) 216
Renzuki (Flurry of Blows) 218
Shime (Choke Hold) 219
Taijutsu: Yamageri Rendan (Hand-to-Hand: Mountain Kick Combo) 224
Uzukaze Rengeki (Swirling Wind Strikes) 225
RANK 5
Enh Shissou (Dash) 219
Stance Tourou Mane no Jutsu (Praying Mantis Imitation Technique) 224
Strike Bougyowaru (Defense Breaker) 204
Gatotsu: Nishiki (Piercing Fang: Second Form) 205
Gatotsugyaku (Piercing Fang Reversal) 205
Gouken: Konoha Daisenpuu (Iron Fist: Leaf's Great Spinning Wind) 205
Juuryu: Risai Butsu (Ten-Ton Style: Lariat) 209
Kenjutsu: Ougi – Zankenteki (Sword Art: Secret Skill – Hand Cutter) 214
Nagewaza: Osaenage (Throw Technique: Pinning Throw) 217
Soujutsu: Kaenzakura (Spear Art: Blazing Blossoms) 221
Taijutsu: Juuroku Rendan (Hand-to-Hand: Sixteen Hit Combo) 222
RANK 6
Stance Kirikaesu no Waza (Method of Counter Attack) 215
Niten Ichiryu: Shinmai Dachi (Two Heavens Style: Beginner Stance) 218
Strike Gatotsu: Sanshiki (Piercing Fang: Third Form) 205
Gouken: Konoha Shoufuu (Iron Fist: Leaf's Rising Gust) 206
Juuryu Nage: Ganso Bakudan (Ten-Ton Style Throw: Powerbomb) 209
Kenjutsu: Getsusai (Sword Art: Moon Slash) 211
Kenjutsu: Nagetsuki (Sword Art: Thrust and Throw) 213
Kyujutsu: Rasensha (Bow Art: Spiral Shot) 216
Kyujutsu: Tsukeme (Bow Art: Aimed Shot) 217
Sangeki Hissatsu Waza: Nigeki (Three-Hit Kill Technique: Second Strike) 219
Soujutsu: Daijuugeki (Spear Art: Super Heavy Strike) 221
Soujutsu: Hassun (Spear Art: Hassun) 221
Soujutsu: Shunsou (Spear Art: Blurring Spear) 222
Taijutsu: Tetsuhaji (Hand-to-Hand: Iron Grasp) 223
Tsuijutsu: Yamatoukai (Hammer Art: Mountain Crusher) 225
RANK 7 Bunkai Sabaki no Jutsu (Movement Analysis Technique) 204
Stance Kensoku: Iaisouken (Swift Fists: Twin Undodgeable Fists) 215
Strike Gouken: Konoha Gouriki Senpuu (Iron Fist: Leaf's Herculean Spinning Wind) 205
Gouken: Shin Taihouken (Iron Fist: True Fist Rocket) 206
Hokojutsu: Horokutsu (Armed Technique: Bone Shatter) 207
Hokojutsu: Shin Daibutsu (Armed Technique: Awesome Blow) 207
Iaijutsu: Tsukizuki (Quick Draw Technique: Moon Cleaver) 208
Juuryu Nage: Tsuriotoshi (Ten-Ton Style Throw: Body Slam) 210
Kenjutsu: Ougi – Shiryuuga (Sword Art: Secret Skill – Piercing Dragon Fang) 213
Shiden (Sword Flicker) 219
Taijutsu: Shou Ryu Ken (Hand-to-Hand: Dragon Wave Fist) 223
RANK 8
Stance Shisui Dachi (Still Water Stance) 219
Strike Kenjutsu: Kessen Ougi – Senmeiken (Sword Art: Absolute Fighting Skill – Blurred Sword) 212
Kenjutsu: Ougi – Maken (Sword Art: Secret Skill – Demonic Sword) 213
Kenjutsu: Souhazan (Sword Art: Double Slash) 214
Reikatsu (Soul Breaker) 218
Ryuusei Masai (Meteor Demon Slash) 218
Shurikenjutsu: Tarenken (Shuriken Skill: Greater Barrage) 221
Taijutsu: Retsugeki Rendan (Hand-to-Hand: Furious Combo) 223
RANK 9
Mob Bakuhatsuryoku (Explosive Speed) 204
Stance Kenjutsu: Dachi – Battoujutsu (Sword Art: Stance – Art of Quickdraw) 211
Kenjutsu: Dachi – Tenken (Sword Art: Stance – Heavenly Blade) 211
Shunpo (Flash Step) 220
Strike Gouken: Konoha Kaiganshou (Iron Fist: Leaf's Boulder Buster) 205
Hokojutsu: Kinmetsu (Armed Technique: Muscle Destroyer) 207
Kenjutsu: Kessen Ougi – Hiryuusai (Sword Art: Absolute Fighting Skill – Flying Dragon Slash) 212
Kensoku: Ougi – Shunshin Rendan (Swift Fists: Secret Skill – Body Flicker Combo) 215
Kousen Ryu: Tetsuryuuha (Iron Wire Style: Steel Dragon Blast) 215
Kyujutsu: Kessen Ougi – Sougeki (Bow Art: Absolute Fighting Skill – Sniping Shot) 216
Kyujutsu: Tsukeme Hakai (Bow Art: Obliterating Shot) 217
Mikazuki no Mai (Dance of the Crescent Moon) 217
Sangeki Hissatsu Waza: Sangeki (Three-Hit Kill Technique: Third Strike) 219
Soujutsu: Kessen Ougi – Tenshou Ranka (Spear Art: Absolute Fighting Skill – Divine Storm) 222
Taijutsu: Yuumai Garyuu (Hand-to-Hand: Courageous Dragon Fang) 224
Tsuijutsu: Kessen Ougi – Metsugeki (Hammer Art: Absolute Fighting Skill – Doomhammer) 224
RANK 10
Stance Hokojutsu Hiken: Yabuki Dachi (Armed Secret Technique: Spiritual Destroyer Stance) 208
Taijutsu Hiken: Taimetsu Dachi (Hand-to-Hand Secret: Visceral Destroyer Stance) 224
RANK 11
Strike Issen no Shiden (Thousand Sword Flickerings) 208
Juuryu Nage: Gokushou Tsuriotoshi (Ten-Ton Style Throw: Supreme Body Slam) 209
Juuryu Nage: Kubiwari Otoshi (Ten-Ton Style Throw: Super Choke Slam) 209
Soujutsu: Ougi – Ura Hassun (Spear Art: Secret Skill – Reverse Hassun) 222
Taijutsu: Kijin Rendan (Hand-to-Hand: Fierce God Combo) 223
RANK 12
Strike Juuryu: Rairi Nettou (Ten-Ton Style: Lightning Plow Cleaver) 208
Kenjutsu: Ougi – Shinken (Sword Art: Secret Skill – Divine Sword) 213
RANK 12
Strike Rensatsu Zanshin (Reaping Strike) 218
RANK 14
Strike Hokojutsu: Shinsatsu Ougi – Owari Butsu (Armed Technique: Godslayer Secret Skill – Ultimate Strike) 208
Juuryu Nage: Raiga Bakudan (Ten-Ton Style Throw: Lightning Crash Super Bomb) 210
Juuryugyaku: Raiga Hangeki (Ten-Ton Style Counter: Thunder Plow Counter) 210
AMATSU NO KARADA (HEAVENLY BODY) Make a melee attack that deals normal damage and
Taijutsu (Stance; Requires Ninjutsu 8 ranks) [Varies] cannot score a critical hit. If the target is hit, it will lose
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 any benefit from having used the Total Defense action
(DC 17); Time: attack action; Components: C, H, Mas; (if it was benefiting from it), and must make a Fortitude
Cost: 6 save or be unable to use the action until your next turn.
Choose an element: cold, earth, electricity, fire, water
or wind. Your body glows with a faint hue with a color
BUNKAI SABAKI NO JUTSU (MOVEMENT ANALYSIS TECHNIQUE)
Taijutsu
according to your element, and your hands are covered
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
by elemental energy, allowing you to make touch at-
(DC 22); Time: full-round action; Components: C;
tacks that deal 2d6 damage of the chosen energy type,
Range: 10 ft; Target: One creature *; Duration: Instant *;
which benefits from damage bonuses to unarmed at-
Save: None; Cost: 4
tacks or elemental damage you may have (though at-
You study the target, which must be using a Stance
tack bonuses to unarmed attacks do not apply). While
technique. As long as the opponent remains in the same
in this stance, you apply your Dexterity bonus to attack
stance, you gain a +2 insight bonus to attack and dam-
rolls instead of your Strength modifier.
age rolls against them.
Entering this stance in melee provokes attacks of op-
portunity, and you suffer 1d4 damage each round while BUTSUKARI (CHARGE BREAKER)
the stance is active. Taijutsu (Strike)
Mastery – The second step allows you to ignore tak- Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
ing damage from this stance each round. (DC 16); Time: Attack action; Components: Mob;
The fifth step allows you to deal 1d6 of two chosen Range: Melee Attack; Target: One creature; Duration:
elements instead of 2d6 of a single element. Instant; Cost: 2
This technique must be used within 1 round of the tar-
BAKUHATSURYOKU (EXPLOSIVE SPEED)
get having missed a charge attack against you. Make a
Taijutsu (Mobility; Requires Shunpo (t))
melee attack against the target that deals normal dam-
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
age, and allows you to make a free trip attempt against
(DC 26); Time: attack action; Components: Mob; Range:
the target without provoking an attack of opportunity.
*; Area: *; Duration: Instant; Save: Reflex negates; Cost:
10 GATOTSU: ISSHIKI (PIERCING FANG: FIRST FORM)
You must be in the Shunpo stance to use this tech- Taijutsu (Strike) [Armed]
nique. You take a number of Shunpo leaps equal to a Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
move action in a straight line, and each creature stand- (DC 17); Time: Full-attack action; Components: F, Mob,
ing adjacent to a square you pass through suffers 3d6 Mas; Range: Charge; Target: One creature; Duration:
damage and is pushed back 5 feet. Unlike normal Shun- Instant; Cost: 6
po movement, you can be easily spotted while moving. You make a charge attack with your weapon. If it hits,
You can make fewer leaps if you wish, though you the attack deals double damage, and all damage be-
must make at least 2 leaps. comes piercing damage. Any damage that would not be
multiplied on critical hits is not doubled. This tech-
BOUGYOWARU (DEFENSE BREAKER)
nique can be used once per encounter.
Taijutsu (Strike)
Mastery – The first, third and fifth step increase the
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
number of uses per encounter by one each.
(DC 18); Time: Attack action; Components: Mob;
Material Focus – A held piercing or slashing weapon.
Range: Melee Attack; Target: One creature; Duration:
Instant, plus 1 round; Save: Fortitude partial; Cost: 3
GATOTSU: NISHIKI (PIERCING FANG: SECOND FORM) The most basic of iron fist strikes, this technique allows
Taijutsu (Strike; Requires Gatotsu: Isshiki (t)) [Armed] you to make a single unarmed attack, gaining a +1 bo-
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 nus to the damage roll on hit.
(DC 20); Target: One creature *; Save: Fortitude partial;
Cost: 7
GOUKEN: KONOHA DAISENPUU (IRON FIST: LEAF'S GREAT
This technique functions the same as Gatotsu: Isshiki
SPINNING WIND)
Taijutsu (Strike) [Kick]
except as above, and if the attack hits, the target must
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
make a save to avoid falling prone and taking 1d6 addi-
(DC 18); Time: Full-attack action; Components: Mob;
tional damage. This technique can be used once per
Range: Melee Attack; Target: One creature; Duration:
encounter, and cannot be used on creatures that are not
Instant; Cost: 6
flying, swimming or moving underground.
Make a full-attack against the target. Each attack deals
Mastery – The first, third and fifth step increase the
normal damage (unless otherwise specified) and gains
number of uses per encounter by one each.
the following benefits:
Material Focus – A held piercing or slashing weapon.
1st Attack gains a +1 bonus to attack and damage
GATOTSU: SANSHIKI (PIERCING FANG: THIRD FORM) rolls.
Taijutsu (Strike; Requires Gatotsu: Isshiki (3) and 2nd Attack knocks back the target 5 ft once all at-
Gatotsu: Nishiki (t)) [Armed] tacks have been made.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 3rd Attack deals damage as though you were one
(DC 21); Time: Attack action; Components: F, Mob; size category larger.
4th Attack knocks the target prone (Reflex negates).
Range: Melee attack; Target: One flying or falling crea-
The target may choose to make a Tumble check
ture; Duration: Instant; Save: Fortitude partial; Cost: 6 opposed by your attack roll instead of making a
You make a melee attack with your held weapon, save.
which deals an additional 2d6 damage (not multiplied 5th Attack and higher will stun the target for 1
on critical hits). If hit, the target must make a save to round (Fortitude negates), the duration is cumula-
avoid losing its Dexterity bonus to Defense for 1 round. tive.
Damage dealt by this technique is piercing damage. This technique does not grant you more attacks than
If the target was falling (uncontrollably), it takes ad- normal, but you may use the Renzuki technique at the
ditional d6 damage. same time to gain its effects (you must still meet the
Material Focus – A held piercing or slashing weapon. Perform Requirements and pay its Cost). You suffer a -4
GATOTSUGYAKU (PIERCING FANG REVERSAL) penalty to Learn checks when learning this technique if
Taijutsu (Strike; Requires Gatotsu: Isshiki (2) and you do not have the Gouken feat.
Gatotsu: Nishiki (2)) [Armed] GOUKEN: KONOHA GOURIKI SENPUU (IRON FIST: LEAF'S HER-
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 CULEAN SPINNING WIND)
(DC 20); Time: Swift action; Components: F, Mob; Taijutsu (Strike) [Kick]
Range: Melee Attack; Target: One creature; Duration: Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Instant; Cost: 4 (DC 22); Cost: 4
Only usable after you miss with a charge attack made This technique functions as Gouken: Konoha Senpuu,
for Gatotsu: Isshiki or Gatotsu: Nishiki, you salvage the except as above. Your reach increases by 5 ft for these
situation and make a normal melee attack with your attacks, you count as one size category larger when de-
weapon at your highest attack bonus -5. This technique termining your damage die, and creatures hit are
can be used once per encounter. knocked back 5 ft. You suffer a -4 penalty to Learn
Mastery – The second and fourth step increase the checks when learning this technique if you do not have
number of uses per encounter by one each. the Gouken feat.
Material Focus – A held piercing or slashing weapon.
GOUKEN: KONOHA KAIGANSHOU (IRON FIST: LEAF'S BOULDER
GOUKEN (IRON FIST) BUSTER)
Taijutsu (Strike) [Kick or Punch] Taijutsu (Strike; Requires Power Attack (f)) [Punch]
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
(DC 12); Time: Attack action; Components: Mob; (DC 24); Time: Attack action; Components: Mob;
Range: Melee Attack; Target: One creature; Duration: Range: Melee Attack; Target: One creature or object *;
Instant; Cost: 1 Duration: Instant; Save: Fortitude partial; Cost: 10
You plant your elbow into the target, delivering a pow- GOUKEN: SHIN TAIHOUKEN (IRON FIST: TRUE FIST ROCKET)
erful blow. The attack cannot target held objects, but Taijutsu (Strike; Requires Iwakuzu Taigeki (3) and
ignores any hardness of 8 or lower when striking other Gouken: Taihouken (3)) [Punch]
objects. Make an unarmed attack that deals 4d6 bonus Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
damage, plus 1d6 per 4 levels (up to 9d6 total bonus (DC 22); Cost: 8
damage). If you use the Power Attack feat, you gain a This technique functions as Gouken: Taihouken, except
+2 damage bonus per point of attack penalty taken in- as above, and the bonus damage becomes 3d6, plus 1d6
stead of the normal bonuses from that feat. This attack per 4 levels (up to 8d6 total bonus damage). On a failed
can be made as part of a charge. save, the target is knocked back 20 ft and falls prone.
If hit, the target is knocked back a number of feet You suffer a -4 penalty to Learn checks when learning
equal to the damage done (rounded down to the nearest this technique if you do not have the Gouken feat.
5 ft increment) (Fortitude negates). If the target hits a
solid object of its size or larger, it suffers 2d6 fall dam-
GOUKEN: TAIHOUKEN (IRON FIST: FIST ROCKET)
Taijutsu (Strike; Requires Iwakuzu Taigeki (t))
age, as though it had fallen 20 ft. You suffer a -4 penal-
[Kick or Punch]
ty to Learn checks when learning this technique if you
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
do not have the Gouken feat.
(DC 16); Time: Attack action; Components: Mob;
GOUKEN: KONOHA REPPUU (IRON FIST: LEAF'S VIOLENT WIND) Range: Melee Attack; Target: One creature; Save: Forti-
Taijutsu (Strike) [Kick or Punch] tude partial; Cost: 4
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 Make a single unarmed attack against the target, which
(DC 13); Time: Attack action; Components: Mob; deals 1d6 bonus damage per 3 levels (maximum 3d6). If
Range: Touch; Target: One creature; Duration: Instant; the attack hits, the target is knocked back 10 ft (Forti-
Cost: 1 tude negates). You suffer a -4 penalty to Learn checks
Make a trip attempt against the target that does not when learning this technique if you do not have the
provoke an attack of opportunity. If successful, you Gouken feat.
receive an attack of opportunity against the target. You
suffer a -4 penalty to Learn checks when learning this
HIKEN DACHI: BANKYOU HEBI (SECRET STANCE: COILED SER-
PENT)
technique if you do not have the Gouken feat.
Taijutsu (Stance)
GOUKEN: KONOHA SENPUU (IRON FIST: LEAF'S SPINNING WIND) Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Taijutsu (Strike) [Kick] (DC 13); Time: Swift action; Components: C, Mob; Cost:
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 2
(DC 16); Time: Full-attack action; Components: Mob; This stance has you hunch up, bringing your limbs
Range: Melee Attack; Target: Adjacent creatures; Dura- close and then lashing out like a snake. Unarmed at-
tion: Instant; Cost: 4 tacks and attacks with Tiny or smaller melee weapons
Make an unarmed attack against all adjacent creatures, have their attack rolls modified by Dexterity instead of
which deals normal damage. Feats like Cleave or Great Strength. In addition, you gain a +1 bonus to Defense
Cleave will not activate if you kill an enemy this way. against attacks of opportunity when you make grapple
You suffer a -4 penalty to Learn checks when learning or disarm attempts.
this technique if you do not have the Gouken feat.
HIKEN DACHI: HACHIDORI NO YARI (SECRET STANCE: LANCE
GOUKEN: KONOHA SHOUFUU (IRON FIST: LEAF'S RISING GUST) OF THE HUMMINGBIRD)
Taijutsu (Strike) [Kick or Punch] Taijutsu (Stance; Requires Dodge (f) and
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 any two Hiken: Dachi techniques)
(DC 19); Time: Attack action; Components: Mob; Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Range: Melee Attack; Target: One creature; Duration: (DC 17); Time: Swift action; Components: C, Mob; Cost:
Instant; Cost: 4 4
Make an unarmed attack that, if it hits, deals normal This stance requires you wield a single melee weapon
damage and grants you a free disarm attempt against of a size category smaller than you and have at least one
the target,without provoking an attack of opportunity. hand free. It is designed to help fight wielders of large
You suffer a -4 penalty to Learn checks when learning weapons, keeping them in close quarters. This stance
this technique if you do not have the Gouken feat. only provides a benefit against your Dodge target, pro-
vided they wield a reach weapon. When in a square
adjacent to them, if they move away from you to attack HOKOJUTSU: HOROKUTSU (ARMED TECHNIQUE: BONE SHAT-
you (even a 5 ft step), you may make an attack of op- TER)
portunity of attack against them before they make the Taijutsu (Strike; Requires BaB +6) [Armed]
attack. The exception is if they take a withdrawal ac- Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
tion. (DC 22); Time: Attack action; Components: F, Mob;
Movement through instant transportation (such as Range: Melee attack; Target: One creature; Duration:
the Shunshin no Jutsu or Hiyruusen no Jutsu tech- Instant *; Save: Fortitude partial; Cost: 8
niques) will not provoke an attack of opportunity. You make a melee attack with a held weapon, which
deals an additional 1d6 damage per 5 levels (maximum
HIKEN DACHI: SHOUJA (SECRET STANCE: SMALL SERPENT) 4d6, not multiplied on critical hits). On hit, the target is
Taijutsu (Stance)
dealt 1 Strength damage per 2 levels (maximum 8) if it
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
fails its save. This damage lasts 5 minutes. Each time a
(DC 11); Time: Swift action; Components: Mob; Cost: 1
creature makes a successful save against this technique,
You crouch low, lashing out and retreating as you at-
it gains a +2 bonus to further saves against it for 24
tack like a cobra. Unarmed attacks have their attack
hours.
rolls modified by Dexterity instead of Strength, and you
Material Focus – A held weapon.
gain a +1 bonus to Defense against trip attempts.
HOKOJUTSU: KABUTO-KAKUSHI DACHI (ARMED TECHNIQUE:
HIKEN DACHI: TORAGEKI (SECRET STANCE: STRIKING TIGER) HELM SPLITTER STANCE)
Taijutsu (Stance)
Taijutsu (Stance) [Armed]
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
(DC 17); Time: Swift action; Components: C, Mob; Cost:
(DC 17); Time: Swift action; Components: Mob; Cost: 4
2
While in this stance, any weapon attack made against a
You do not suffer the usual penalties for fighting while
single creature (including Armed techniques) deals
prone, and may have your melee attack rolls be modi-
damage as though the weapon was one size larger. Ap-
fied by Dexterity instead of Strength.
plies only to attacks made with a melee weapon ap-
HIKEN DACHI: YASEI KUMA (SECRET STANCE: WILD BEAR) propriately sized for you.
Taijutsu (Stance)
HOKOJUTSU: KINMETSU (ARMED TECHNIQUE: MUSCLE DE-
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
STROYER)
(DC 11); Time: Swift action; Components: Mob; Cost: 2
Taijutsu (Strike; Requires BaB +9) [Armed]
You move slow but steady, emulating the thrashing
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
attacks of a wild bear. You take a -2 penalty to Defense,
(DC 26); Time: Attack action; Components: F, Mob;
but gain a +2 bonus to grapple checks and a +1 bonus to
Range: Melee attack; Target: One creature; Duration:
unarmed attack damage. All melee attack rolls are mod-
Instant *; Save: Fortitude partial; Cost: 4
ified by Strength (if they weren't already).
You make a focused strike, dealing only half damage. If
HOKOJUTSU: DAIBUTSU (ARMED TECHNIQUE: POWERFUL it hits and the target fails its save, it suffers a -1 penalty
BLOW) to Speed or Strength ranks (your choice) for 5 minutes,
Taijutsu (Strike) [Armed] stacking up to two times. Each time a creature makes a
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 successful save against this technique, it gains a +2 bo-
(DC 16); Time: Attack action; Components: F, Mob; nus to further saves against it for 24 hours.
Range: Melee attack; Target: One creature; Duration: Material Focus – A held weapon.
Instant; Save: Fortitude partial; Cost: 4
HOKOJUTSU: SHIN DAIBUTSU (ARMED TECHNIQUE: AWESOME
You make an exceptionally powerful strike with your
BLOW)
held weapon, which deals an additional 1d6 damage per
Taijutsu (Strike; Requires Hokojutsu: Daibutsu (4))
3 levels (maximum 3d6) and knocks the target prone if
[Armed]
it fails its save.
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
Material Focus – A held weapon.
22); Cost: 10
This technique is identical to Hokojutsu: Daibutsu, but
the bonus damage increases to 3d6, plus 1d6 per 4 levels
(maximum 8d6 total).
Material Focus – A held weapon.
HOKOJUTSU: SHINSATSU OUGI – OWARI BUTSU (ARMED TECH- These attacks cannot score a critical hit, and apply a
NIQUE: GODSLAYER SECRET SKILL – ULTIMATE STRIKE) number of sneak attack dice up to your Intelligence
Taijutsu (Strike; Requires BaB +15) [Armed] modifier (maximum 3d6). You do not provoke attacks
Rank: 14 (S); Learn DC: 20, 5 successes; Perform: 18 (DC of opportunity while moving this way.
34); Time: Attack action; Components: E, F, Mob;
Range: Melee attack; Target: One creature; Duration:
IWAKUZU TAIGEKI (ROCK-SHATTERING STRIKE)
Taijutsu (Strike)
Instant; Cost: 12
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
You strike a fearful blow, which deals 10d6 additional
(DC 15); Time: Attack action; Components: C, Mob;
damage (not multiplied on critical hits).
Range: 0 ft; Area: 10 ft Burst; Duration: Instant;
Empower – Spend 1 Chakra to increase the damage
Save: Reflex negates or Fortitude partial *; Cost: 3
by 1d6, up to 1d6 per level or 20d6 total (whichever is
You focus your energy into a limb and strike the
lower).
ground, sending a shockwave through it. Creatures
Material Focus – A held weapon.
above ground fall prone and take 1d6 nonlethal damage
HOKOJUTSU HIKEN: YABUKI DACHI (ARMED SECRET TECH- (Reflex negates). Creatures underground suffer 3d6
NIQUE: SPIRITUAL DESTROYER STANCE) nonlethal damage and are stunned for 1 round (Forti-
Taijutsu (Stance) [Armed] tude negates the stun). Creatures with the Tremorsense
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 ability gain a +2 bonus to saves against this technique.
(DC 27); Time: Swift action; Components: Mob; Cost: 8
While in this stance, any weapon attack made against a
JIKU-UCHI (OPPORTUNITY STRIKE)
Taijutsu (Strike)
single creature (including Armed techniques) deals 1d6
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
additional damage (not multiplied on critical hits). If
(DC 12); Time: Instant action; Components: Mob;
you score a critical hit with such an attack, it deals an
Range: Melee Attack; Target: One creature; Duration:
additional 1d10 bonus damage per multiplier (so 1d10
Instant; Cost: 1
on x2, 2d10 on x3, etc). This technique applies only to
This technique may be used only when making an at-
attacks made with a melee weapon appropriately sized
tack of opportunity, and grants you a +2 bonus to the
for you.
attack and damage roll for that attack.
Material Focus – A held weapon.
IAIJUTSU: TSUKIZUKI (QUICK DRAW TECHNIQUE: MOON JUURYU: RAIRI NETTOU (TEN-TON STYLE: LIGHTNING PLOW
CLEAVER) CLEAVER)
Taijutsu (Strike; Requires Combat Martial Arts (f) and
Taijutsu (Strike) [Armed]
Juuryu: Risai Butsu (2)) [Punch]
Rank: 7 (B); Learn DC: 22, 3 successes; Perform: 9
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15
(DC 22); Components: E, F, Mob; Cost: 6
(DC 29); Time: Attack action; Components: E, H; Range:
This technique is identical to Kenjutsu: Iaido (p212).
Close; Save: Fortitude partial; Cost: 15
The attack and damage bonus increases by +1 per 6 lev-
This advanced form of Risai Butsu exerts such power
els, and the attack deals an additional 1d6 damage.
that the target's chest cavity looks like it might cave in.
Empower – Spend 1 Chakra to increase the damage
This technique functions as Juuryu: Risai Butsu, except
by 1d6, up to 1d6 per 3 levels or 6d6 (whichever is low-
as noted above, and the attack instead deals unarmed
er).
damage as though you were two size categories larger,
ISSEN NO SHIDEN (THOUSAND SWORD FLICKERINGS) plus 2 per Strength Rank you currently benefit from. If
Taijutsu (Strike; Requires Speed Rank 4 (a) and hit, the target also suffers 1d6 damage per two levels
Shiden (t)) (10d6 maximum; Fortitude halves).
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15 (DC Mastery – The third step has the target fall prone if
31); Time: Full-attack action; Components: Mob; Area: they fail their Fortitude save.
15 ft wide, up to 30 ft long Line *; Duration: Instant; The fifth step increases the bonus damage by 2d6, and
Cost: 5, +1 per attack *. increases the maximum bonus damage to 12d6.
To use this technique, you must have a Speed Rank of 4
or higher active. You move forward up to 30 ft, making
a series of extremely fast and subtle attacks. You can
make a single melee attack against up to one creature
per level inside the area (maximum 15).
JUURYU: RISAI BUTSU (TEN-TON STYLE: LARIAT) ating a grapple attempt which will not provoke attacks
Taijutsu (Strike; Requires Combat Martial Arts (f)) of opportunity.
[Punch] Empower – Spend 1 Chakra to increase the bonus
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 damage by 1d6, up to 1d6 per level or 12d6 total bonus
(DC 18); Time: Attack action; Components: Mas, Mob; damage, whichever is lower.
Range: Melee Attack; Target: One creature *; Duration:
Instant; Cost: 4
JUURYU NAGE: KUBIWARI OTOSHI (TEN-TON STYLE THROW:
You strike a creature up to one size category larger than
SUPER CHOKE SLAM)
Taijutsu (Strike; Requires Combat Throw (f) and
yourself with a simple lariat, making an unarmed attack
Juuryu Nage: Nodowa Otoshi (2)) [Grapple]
that deals damage as though you were one size category
Rank: 11 (A); Learn DC: 26, 4 successes; Perform: 14
larger, and deals 2 additional damage per Strength Rank
(DC 28); Time: Attack action; Components: E, Mob;
you are currently benefiting from (maximum +6 dam-
Range: Melee Attack; Target: One creature *; Duration:
age).
Instant; Save: Fortitude partial; Cost: 10
This technique may be used as part of a charge.
This technique can only be performed if the target is
Mastery – The third step allows you to make a trip at-
your size category or smaller. You must initiate a grap-
tempt as a free action after the attack, without provok-
ple attempt as normal against the target that, if success-
ing an attack of opportunity.
ful, deals your unarmed attack damage, as though you
JUURYU NAGE: GANSO BAKUDAN (TEN-TON STYLE THROW: were one size category larger, and deals 6d6 bonus
POWERBOMB) damage. You do not provoke an attack of opportunity
Taijutsu (Strike; Requires Combat Throw (f)) [Grapple] for trying to start a grapple this way. If hit, the target is
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 knocked unconscious for 2 rounds, though a successful
(DC 19); Time: Attack action; Components: E, Mob; Fortitude save reduces this to being staggered and los-
Range: Melee Attack; Target: One creature *; Duration: ing their Dexterity bonus to Defense for 1 round in-
Instant; Save: Fortitude partial; Cost: 3 stead.
This technique can only be used on a target that is a If you were already grappling the target, you only
size category no larger than yours, which you must need to make a successful grapple check to perform the
currently be in a grapple with. Make an opposed grap- technique successfully.
ple check against the target. If it hits, you slam the op- Empower – Spend 1 Chakra to increase the bonus
ponent into the ground, dealing your unarmed attack damage by 1d6, up to 10d6 total bonus damage.
damage, plus 1 per Strength and Speed Rank you are
currently benefiting from (maximum +5). In addition,
JUURYU NAGE: NODOWA OTOSHI (TEN-TON STYLE THROW:
the target is staggered for two rounds (Fortitude ne-
CHOKE SLAM)
Taijutsu (Strike; Requires Combat Throw (f)) [Grapple]
gates).
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
The target is left prone after this technique hits, but
(DC 17); Time: Attack action; Components: E, Mob;
both you and the target will no longer be grappled.
Range: Melee Attack; Target: One creature *; Duration:
Empower – Spend 1 Chakra to increase the damage
Instant; Save: Fortitude partial; Cost: 3
by 1d6, up to 4d6 bonus damage.
This technique can only be performed if the target
JUURYU NAGE: GOKUSHOU TSURIOTOSHI (TEN-TON STYLE creature is your size category or smaller, and you are in
THROW: SUPREME BODY SLAM) a grapple with them. Make a grapple check. If success-
Taijutsu (Strike; Requires Combat Throw (f) and ful, you deal your normal unarmed attack damage plus
Juuryu Nage: Tsuriotoshi (1)) [Grapple] 3d6, and the target is left prone and no longer grappled
Rank: 11 (A); Learn DC: 26, 4 successes; Perform: 14 by you. In addition, the target loses their Dexterity bo-
(DC 28); Time: Attack action; Cost: 12 nus to Defense until its next turn (Fortitude negates).
As Juuryu Nage: Tsuriotoshi, except as above, and the Empower – Spend 1 Chakra to increase the bonus
target can also be one size category larger than you. damage by 1d6, up to 5d6 total bonus damage.
The bonus damage improves to 6d6, and if you throw
the target, the distance and additional damage are dou-
bled (to 20 ft and 2d6). You may choose to perform this
technique if you are not currently grappling the target.
If you do, replace the opposed grapple check with initi-
JUURYU NAGE: RAIGA BAKUDAN (TEN-TON STYLE THROW: This technique can only be performed if the target is
LIGHTNING CRASH SUPER BOMB) your size category or smaller and you are in a grapple
Taijutsu (Strike; Requires Combat Throw (f) and with them. Make an opposed grapple check. If you suc-
Juuryu Nage: Ganso Bakudan (2)) [Grapple] ceed, you deal your unarmed attack damage to the tar-
Rank: 14 (A); Learn DC: 29, 4 successes; Perform: 17 get, plus 3d6 bonus damage. In addition, you can either
(DC 31); Time: Attack action; Components: E, Mob; knock the target prone and initiate a pin OR throw the
Range: Melee Attack; Target: One creature *; Duration: target up to 10 ft away and leave it prone, dealing 1d6
Instant; Save: Fortitude partial; Cost: 14 additional damage.
This technique can only be performed if the target is Empower – Spend 1 Chakra to increase the bonus
your size category or smaller. If you are grappling the damage by 1d6, up to 6d6 total bonus damage.
target, make an opposed grapple check. Otherwise, you
must initiate a grapple after a 10 ft drop or while bene-
KAGE BUYOU (SHADOW DANCE)
Taijutsu (Strike) [Punch or Kick]
fiting from Strength Rank 5 or greater. This does not
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
provoke an attack of opportunity. If you succeed, you
(DC 16); Time: Attack action; Components: C, M;
deal your unarmed attack damage as though you were
Range: Melee attack; Target: One creature; Duration:
one size category larger, and deal 1d6 bonus damage for
Instant; Save: Fortitude partial; Cost: 3
each Strength and Speed Rank you currently benefit
This technique can be used as part of a charge, and al-
from (up to 20d6).
lows you to make an unarmed attack that deals normal
On hit, the target is left prone and stunned for 2
damage, sending the target upward a number of feet
rounds. A successful Fortitude save leaves it prone and
equal to three times the damage dealt if it fails its save.
staggered for 2 rounds instead. Either way, the target is
Once airborne, you may spend a move action to jump,
also left prone.
arriving directly behind the target.
Empower – Spend 1 Chakra to increase the bonus
While airborne, the target can take no actions involv-
damage by 1d6, up to 1d6 per level or 20d6 total bonus
ing any movement (even hand seals), and is denied its
damage.
Dexterity bonus to Defense. If you take no action other
JUURYUGYAKU: RAIGA HANGEKI (TEN-TON STYLE COUNTER: than jumping to the target before your next turn, the
THUNDER PLOW COUNTER) target will remain airborne until then. Otherwise, it
Taijutsu (Strike; Requires Combat Martial Arts (f), will fall as normal.
Shundou (3) and Juryu: Rairi Nettou (3))
[Combination, Punch]
KAKUTOU WAZA (GRAPPLING STYLE)
Taijutsu (Stance) [Grapple]
Rank: 14 (S); Learn DC: 35, 3 successes; Perform: 18 (DC
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
34); Save: Fortitude partial; Cost: 18
(DC 13); Time: Swift action; Cost: 1
This technique functions as Shundou, except it can only
You gain a +2 bonus to Grapple checks, and a +1 attack
be used to avoid an attack once per day. Mastery does
bonus to touch attacks while initiating a grapple.
not increase the number of uses per day, and the CR
against which you can avoid attacks is determined by KEIKAI-UCHI (NIMBLE STRIKE)
your mastery in Shundou. You suffer a -4 penalty to the Taijutsu (Strike)
perform check to avoid attacks with this technique. Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
If you succeed at avoiding an attack, you can instant- (DC 12); Time: Attack action; Components: Mob;
ly perform Juuryu: Rairi Nettou against the origin of Range: Melee Attack; Target: One creature; Duration:
the attack, without having to pay its Cost or meet its Instant; Cost: 1
Perform Requirements, and you will move to the You make an efficient, graceful strike against the target,
square behind the attack's source (as per Shundou). gaining a +1 bonus to the attack roll. You may use your
Dexterity bonus to the attack roll instead of your
JUURYU NAGE: TSURIOTOSHI (TEN-TON STYLE THROW: BODY
Strength modifier.
SLAM)
Taijutsu (Strike; Requires Combat Throw (f)) [Grapple]
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(DC 22); Time: Attack action; Components: E, Mob;
Range: Melee Attack; Target: One creature *; Duration:
Instant; Cost: 6
KENJUTSU: AGARI-UCHI (SWORD ART: UPWARD CUT) Mastery – Step one: Any attack made using this
Taijutsu (Strike) [Armed] stance gains Kawarimi Defense 1.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 Step two (Requires BaB +10): Kawarimi Defense 2.
(DC 12); Time: Attack action; Components: F, Mob; Step three (Requires BaB +20): Kawarimi Defense 3.
Range: Melee attack; Target: One creature; Duration: Material Focus – A held, bladed weapon.
Instant; Cost: 1
You perform a basic slashing strike, from the groin up-
KENJUTSU: DACHI – TENKEN (SWORD ART: STANCE – HEAVEN-
LY BLADE)
wards, gaining a +1 bonus to your damage roll.
Taijutsu (Stance) [Armed]
Material Focus – A held slashing weapon.
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
KENJUTSU: DACHI – BATTOUJUTSU (SWORD ART: STANCE – (DC 26); Time: Full-round action; Components: C, Mob;
ART OF QUICKDRAW) Cost: 6
Taijutsu (Stance; Requires Kenjutsu: Ougi – Iaido (5) You close your eyes and embrace the flow of combat,
and BaB +6) [Armed] letting your other senses guide your movements. You
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11 gain blindsense that extends 1 ft per level (rounded to
(DC 24); Time: Swift action; Components: F, Mob; Cost: the nearest 5 ft unit), and gain a +3 insight bonus to
4 Defense against all creatures within that range.
This stance is the culmination of quickdrawing tech- You become immune to any effect a blind creature
nique, designed to allow you to to perform a series of would be immune to, but any opponent beyond your
quick and powerful strikes that break through an oppo- blindsense has total concealment against you, and you
nent's guard. While in this stance, if your weapon is lose your Dexterity modifier to Defense against their
sheathed before you make a full-attack, you draw it on attacks.
the first attack, dealing an additional die of weapon Material Focus – A held slashing weapon.
damage with that attack and gaining Kawarimi Defense
1 to all attacks made. At the end of the full-attack, you
KENJUTSU: GEKISAI (SWORD ART: BLADE RUSH)
Taijutsu (Strike) [Armed]
can return the weapon to its sheath as a free action.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
To benefit from this stance, you must wield a single
16); Time: Attack action; Components: E, F, Mob;
weapon with both hands.
Range: Melee Attack; Target: One creature; Duration:
Material Focus – A slashing or piercing weapon that is
Instant; Cost: 2
light or one-handed, or a katana, with a solid sheath.
Make a single attack with your held weapon. If the at-
KENJUTSU: DACHI – JIGEN RYU (SWORD ART: STANCE – JIGEN tack hits, you deal normal damage and the target is
RYU) pushed back 5 ft. If the target is pushed back, you may
Taijutsu (Stance; Requires Taijutsu 12 ranks, take a 5 ft step towards them for free as part of this
and Power Attack (f) or BaB +6) [Armed] technique. A Samurai with at least 2 class levels may
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 substitute this technique for a normal attack when they
(DC 16); Time: Swift action; Components: C, Mob; Cost: make a full-attack (using the same attack bonus as the
3 substituted attack), but only if they chose the Kenjutsu
Named after the famed Jigen Ryu school of martial arts, path. If you substitute the technique this way, it cannot
this stance trades speed for power. Before each turn, be empowered and the Perform Requirements are au-
you must choose whether to attack normally or attack tomatically met.
by using this stance. If you attack using this stance, you Empower – Spend 3 Chakra to have the attack deal
can only make a single attack per round. If you use an 1d6 bonus damage, plus 1d6 per 4 levels (up to 5d6).
attack action to make the attack, you gain a +2 bonus to Material Focus – Your sword.
damage rolls with it. If you make the attack as a full-
attack action, you gain a +2 bonus to attack and damage
KENJUTSU: GETSUSAI (SWORD ART: MOON SLASH)
Taijutsu (Strike) [Armed]
for every 5 points of BaB you have (up to +8). Such an
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
attack can be made as part of a charge, though doing so
21); Time: Attack action; Components: E, F, Mas Mob;
does not provide the usual bonus(es) of a charge.
Range: Melee Attack; Target: One creature; Duration:
If the attack misses, the creature you attacked may
Instant; Cost: 3
make an attack of opportunity against you.
Make a single attack with your held weapon. If the at-
tack hits, it deals 1d6 bonus damage. A Samurai with at
least 6 class levels may substitute this technique for a Make one attack per 5 levels (maximum 4), each at your
normal attack when they make a full-attack (using the highest attack bonus. Each attack deals half your nor-
same attack bonus as the substituted attack), but only if mal weapon damage on hit, as well as 2 temporary
they chose the Kenjutsu path. If you substitute the Strength damage, but they cannot score critical hits,
technique this way, it cannot be empowered and the nor can you apply sneak attack damage to them. The
Perform Requirements are automatically met. Strength damage is cumulative from multiple hits, but
Empower – Spend 1 Chakra to increase the bonus not from multiple uses of this technique against the
damage by 1d6, up to 1d6 per 2 levels or 6d6 total. same target.
Mastery – On hit, you may choose to deal no imme- A Samurai with at least 10 class levels may substitute
diate damage. Instead, the damage is dealt up to a num- this technique for a normal attack when they make a
ber of rounds later (based on mastery level). If the dam- full-attack (using the same attack bonus as the substi-
age would reduce the target to -1 hp when you hit and tuted attack), but only if they chose the Kenjutsu path,
choose to delay, the target is paralyzed until it takes and only once per round. If you substitute the tech-
damage from any source. Step 1: One round, Step 3: nique this way, the Perform Requirements are automat-
Two rounds, Step 5: Three rounds. ically met.
Material Focus – Your sword. This technique can be used once per day.
Mastery – On hit, you may choose to deal no imme-
KENJUTSU: IAIDO (SWORD ART: IAIDO) diate damage. Instead, the damage is dealt up to a num-
Taijutsu (Strike) [Armed]
ber of rounds later (based on mastery level). If the dam-
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
age would reduce the target to -1 hp when you hit and
(DC 13); Time: Full-attack action *; Components: F,
choose to delay, the target is paralyzed until it takes
Mob; Range: Melee attack; Target: One 5 ft square; Du-
damage from any source. Step 1: One round, Step 3:
ration: Instant; Cost: 2
Two rounds, Step 5: Three rounds. The second and
The basic technique of the iaijutsu style, this technique
fourth steps allow you to use this technique an addi-
can only be used if your weapon is sheathed. You make
tional time per day.
a single attack with the weapon against all creatures in
Material Focus – Your sword.
the target square, gaining a +2 bonus to attack and
damage rolls and dealing damage as though wielding KENJUTSU: KESSEN OUGI – SENMEIKEN (SWORD ART: ABSO-
the weapon with two hands. You suffer a -2 penalty to LUTE FIGHTING SKILL – BLURRED SWORD)
Defense until your next turn. Taijutsu (Strike; Requires Kenjutsu: Iaido (5) and
Can be used as part of a charge, but cannot be used Speed Rank 2 (a)) [Armed]
while prone. If you have the Quick Draw feat, this Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
technique can be performed as an attack action. 25); Time: Full-attack action; Components: F, Mob;
Material Focus – A slashing or piercing weapon that is Range: Melee attack; Area: Up to one adjacent square
light or one-handed, or a katana, with a solid sheath. per 3 levels; Duration: Instant; Cost: 2, +2 per target
You must be under the effects of Speed Rank 2 or
KENJUTSU: IAINUKI (SWORD ART: IAINUKI) greater, and your weapon must be sheathed. Make a
Taijutsu (Strike) [Armed]
single melee attack against all creatures in the area,
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 (DC
which deals an additional 2d4 damage, +1d4 per 4 levels
15); Cost: 2
(up to 6d4 total). This additional damage is not multi-
This technique is identical to Kenjutsu: Iaido, except it
plied on critical hits, and you cannot apply sneak attack
can be used while prone, cannot be used as part of a
damage with these attacks.
charge attack, and you do not suffer a Defense penalty
After using this technique, the used weapon can be
after making the attack.
sheathed or left unsheathed (your choice).
KENJUTSU: KESSEN OUGI – HIRYUUSAI (SWORD ART: ABSO- Material Focus – A slashing or piercing weapon that is
LUTE FIGHTING SKILL – FLYING DRAGON SLASH) light or one-handed, or a katana, with a sheath.
Taijutsu (Strike; Requires Supreme Path (Kenjutsu) (a))
[Armed]
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
26); Time: Attack action; Components: F, Mas Mob;
Range: Melee Attack; Target: One creature; Duration:
Instant; Cost: 10
KENJUTSU: KIRITSUKI (SWORD ART: CUT AND THRUST) KENJUTSU: OUGI – MAKEN (SWORD ART: SECRET SKILL – DE-
Taijutsu (Strike) [Armed] MONIC SWORD)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Taijutsu (Strike; Requires allegiance (evil)) [Armed]
(DC 16); Time: Full-attack action; Components: F, Mob; Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
Range: Charge; Target: One creature; Duration: Instant; (DC 25); Time: Attack action; Components: F, Mob;
Cost: 2 Range: Melee attack; Target: One creature; Duration:
If the charge attack hits, you gain a free Bull Rush at- Instant *; Save: Fortitude partial; Cost: 8
tempt against the target, without provoking an attack of You pour evil intent into a skilful slash, which ignores
opportunity. all damage reductions and any hardness the target may
Material Focus – A held sword. have. If the target fails its save, it starts bleeding for
1d4+2 rounds, taking 1d6 damage each round until a
KENJUTSU: KODACHI NITTOURYU – GOUKU JUUJI (SWORD ART: Treat Injury check (DC 25) is performed, or until it is
DUAL KODACHI STYLE – BLAZING CROSS) healed for at least 1 HP by a medical technique. If the
Taijutsu (Strike; Requires Two-Weapon Fighting (f)
used weapon was not of mastercraft quality, it is de-
and BaB +3) [Armed]
stroyed beyond repair.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Material Focus – A double katana, chisa-gatana, koda-
(DC 17); Time: Attack action; Components: F, Mas,
chi, katana, large katana or kodachi.
Mob; Range: Melee attack; Target: One creature; Dura-
tion: Instant; Save: Reflex partial; Cost: 4 KENJUTSU: OUGI – SHINKEN (SWORD ART: SECRET SKILL –
You must be wielding a light slashing weapon in both DIVINE SWORD)
hands to use this technique. You make a melee attack Taijutsu (Strike; Requires 3 or more Kenjutsu tech-
with your main hand at a -4 penalty, which deals dam- niques of Rank 4 or higher) [Armed]
age as though you hit with both weapons. On a critical Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16
hit, only the main hand's damage it multiplied. (DC 32); Time: Attack action; Components: F, Mob;
Mastery – The third step grants Kawarimi Defense 1 Range: Melee attack; Target: One creature; Duration:
to the attack. Instant *; Cost: 4
The fifth step reduces the attack penalty to -2. You make a graceful yet powerful strike, against which
Material Focus – Two light slashing weapons. the target loses its Dexterity bonus to Defense. On hit,
the target seems completely unaffected, but it numb to
KENJUTSU: KUDARI-UCHI (SWORD ART: DOWNWARD CUT) any physical pain for 1 round. On your next turn, a cut
Taijutsu (Strike) [Armed]
suddenly appears on the subject, dealing 3d6 slashing
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
damage, +1 per level (up to 3d6+15) that bypasses all
(DC 12); Time: Attack action; Components: F, Mob;
damage reductions. In addition, the target must make a
Range: Melee attack; Target: One creature; Duration:
massive damage save. This attack has a critical of (20,
Instant; Cost: 1
x2).
You perform a basic slashing strike, from the head
The target does not suffer any pain from the damage,
downward, gaining a +1 bonus to your attack roll.
even if it dies. If your weapon was not at least of mas-
Material Focus – A held slashing weapon.
tercraft +2 quality, it is destroyed beyond repair.
KENJUTSU: NAGETSUKI (SWORD ART: THRUST AND THROW) Material Focus – A double katana, kodachi, chisa-
Taijutsu (Strike; Requires Kenjutsu: Kiritsuki (t)) gatana, katana, large katana or wakizashi.
[Armed]
KENJUTSU: OUGI – SHIRYUUGA (SWORD ART: SECRET SKILL –
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
PIERCING DRAGON FANG)
(DC 19); Time: Full-attack action; Components: F, Mob;
Taijutsu (Strike) [Armed, Kick, Punch]
Range: Charge; Target: One creature; Duration: Instant;
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Cost: 6
(DC 22); Time: Attack action; Components: C, Mob;
The charge attack deals 1d4 additional piercing damage
Range: Melee attack; Target: One creature; Duration:
per 2 levels (up to 5d4), and knocks the target back 1d4
Instant; Cost: 4
x 5 ft. If the target is of a larger size category than you,
You make an attack using deceptive movements. Make
it is not knocked back. This technique can be used once
an unarmed attack or melee weapon attack, gaining a
per encounter.
+2 bonus to attack and damage. The attack gains
Material Focus – A held slashing or piercing weapon.
Kawarimi Defense 1 per 6 levels (up to 3).
KENJUTSU: OUGI – ZANKENTEKI (SWORD ART: SECRET SKILL – KENJUTSU: URASHAMEN-UCHI (SWORD ART: REVERSED DIAG-
HAND CUTTER) ONAL CUT)
Taijutsu (Strike; Requires Kenjutsu: Iaido (3)) [Armed] Taijutsu (Strike) [Armed]
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
(DC 18); Time: Full-attack action; Components: F, Mob; (DC 11); Time: Attack action; Components: F, Mob;
Range: Melee attack; Target: One creature; Duration: Range: Melee attack; Target: One creature; Duration:
Instant *; Save: Fortitude partial; Cost: 5 Instant; Cost: 1
You perform an Iaido-like attack, which deals damage You perform a basic cut from the hip to the shoulder,
as though holding the weapon with both hands, and taking a -1 penalty to attack, but gaining a +1 bonus to
deals an additional 1d6 bonus damage per 2 levels (up damage.
to 4d6). If hit, the target suffers 1d4 temporary Dexteri- Material Focus – A slashing weapon.
ty damage for 5 minutes (Fortitude negates). Each time
the target is attacked with this technique again within a
KENSEI NO WAZA (METHOD OF DIVERSION)
Taijutsu (Strike; Requires 1 Stance technique)
24 hour period grants it a cumulative +2 bonus to the
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
save.
(DC 17); Time: Instant action; Components: Mas, Mob;
Material Focus – A slashing or piercing weapon that is
Range: Melee Attack; Target: One creature; Duration:
light or one-handed, or a katana, with a solid sheath.
Instant; Cost: 3
KENJUTSU: SHAMEN-UCHI (SWORD ART: DIAGONAL CUT) This technique is learned for a specific stance, and can
Taijutsu (Strike) [Armed] only be used while in the stance it was learned for. It
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1 can be learned multiple times, choosing a different
(DC 11); Time: Attack action; Components: F, Mob; stance to apply it to each time. You gain a +2 compe-
Range: Melee attack; Target: One creature; Duration: tence bonus to the Learn check if you learn this tech-
Instant; Cost: 1 nique while you already know it. Mastery applies only
You perform a basic cut from the shoulder to the hip, to a single instance of the technique: it must be learned
gaining a +1 bonus to your attack roll, but suffering a -1 separately for each stance.
penalty to your damage roll. You make a convincing feint, provoking an attack of
Material Focus – A slashing weapon. opportunity from the target against which you gain a
+2 circumstance bonus to Defense. If the target misses,
KENJUTSU: SOUHAZAN (SWORD ART: DOUBLE SLASH) you may make an attack of opportunity against them.
Taijutsu (Strike) [Armed]
Mastery – Each step lowers the armor check penalty
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
of your worn armor by 1 when determining the chance
(DC 23); Time: Attack action; Components: F, Mob;
to fail to perform this technique.
Range: Melee attack; Target: One creature; Duration:
The first, third and fifth steps each increase the cir-
Instant; Cost: 8
cumstance bonus to Defense by +1.
You attack with your held weapon, gaining an attack of
opportunity against the same target at a -5 penalty if KENSOKU: IAIKEN (SWIFT FISTS: UNDODGEABLE FIST)
the first attack hits, provided you are still able to make Taijutsu (Strike; Requires Speed Rank 1 (a)) [Punch]
an attack of opportunity this round. Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Material Focus – A held weapon. (DC 17); Time: Attack action; Components: Mas, Mob;
Range: Melee attack; Target: One creature; Duration:
KENJUTSU: TSUKI (SWORD ART: THRUST) Instant; Save: Fortitude partial *; Cost: 4
Taijutsu (Strike) [Armed]
You make an unarmed attack, gaining a +2 bonus to the
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
attack roll, and dealing 1d4 bonus damage per 3 levels
(DC 16); Time: Attack action; Components: F, Mob;
(maximum 4d4), which is not multiplied on critical
Range: Melee attack; Target: One creature; Duration:
hits. If the attack scored a critical hit, or if the attack
Instant; Cost: 2
roll exceeded the target's massive damage threshold, it
You make a simple thrusting attack, gaining a +1 bonus
is dazed for 1 round, which can be saved against.
to your critical threat range for the attack, which does
The attack is so fast that it can't be seen as more than
not stack with other non-permanent increases to criti-
a blur unless the target has High Speed Sight 1 or high-
cal threat range.
er, has an active Speed Rank of 1 or higher, or succeeds
Material Focus – A sword.
at a Spot check opposed by the attack roll.
If you are not wearing clothing with pockets near the tack of opportunity as an instant action costing 6 Chak-
waist, you suffer a -4 penalty to the Perform Require- ra. You gain a +2 bonus to the attack roll for such at-
ments. tacks.
Mastery – The fifth step allows the technique to ex-
tend to a range 5 ft beyond your reach, provided there
KOUSEN RYU (IRON WIRE STYLE)
Taijutsu (Stance;Requires Nin Weapons Proficiency (f))
are no obstacles between you and the target, and the
[Armed]
target does not benefit from any amount of cover.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
KENSOKU: IAISOUKEN (SWIFT FISTS: TWIN UNDODGEABLE 16); Time: Attack action; Components: F, Mas, Mob;
FISTS) Cost: 2
Taijutsu (Stance: Requires Speed Rank 3 (a) and You enter a special fighting stance that allows you to
Kensoku: Iaiken (3)) [Punch] make expert use of a battle wire as a weapon. If you are
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 wearing battle wire(s), they can be 'drawn' (released
(DC 22); Time: Swift action; Components: Mob; Cost: 8 from the gauntlet) as a free action, and can be retracted
All your unarmed attacks count as Kensoku: Iaiken at- as a move action that does not provoke attacks of op-
tacks, with the same bonuses. You take a -2 penalty to portunity. Alternatively, you can use two lengths or
attack rolls, and gain a +2 bonus to any rolls made to iron wire, but they must be drawn or stowed normally,
confirm critical hits with such attacks. Inflicting the and you suffer a -4 penalty to meet the Perform Re-
dazed condition multiple times in a round does not ex- quirements, as well as taking the same penalty to attack
tend its duration. rolls when using the iron wire to attack.
Though wire weapons are considered ranged weap-
KENSOKU: OUGI – SHUNSHIN RENDAN (SWIFT FISTS: SECRET ons, they are not classified as either projectile or
SKILL – BODY FLICKER COMBO) thrown weapons, and so do not receive any bonuses
Taijutsu (Strike: Requires Speed Rank 3 (a), BaB +11,
specific to such weapons (such as Shuriken Expert abili-
Taijutsu 15 ranks and Hirameku (t)) [Armed, Punch]
ties). Abilities that apply to all ranged weapons do af-
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 13
fect wire weapons, with the exception of the Far Shot
(DC 29); Time: Full-attack action; Components: C, H;
feat. While fighting with wires, you add your Dexterity
Range: Close; Targets: One primary, plus one per 2 lev-
modifier to damage rolls.
els *; Duration: Instant; Cost: 16
When you threaten a critical hit with a wire attack,
You seem to flicker in and out of existence as you make
you can add up to three Sneak Attack dice to the dam-
lightning quick strikes against many foes. Make an un-
age (if you have them), even if you do not meet the
armed or melee weapon attack against the primary tar-
usual requirements for doing so (Targets immune to
get, which deals 8d6 damage of a type according to the
sneak attacks are still immune to this extra damage).
weapon used. Then, you leap to a secondary target
If you roll a natural 1 on an attack roll with a wire,
within 20 ft to make an attack, then to another, attack-
you have a 50% chance to suffer 1d4 damage as the
ing up to 1 secondary target per 2 levels, each within 20
wires slash you.
ft of the previous one.
Mastery – The third step allows you to make attacks
The secondary targets take half damage, and the at-
with wire weapons without provoking attacks of oppor-
tacks cannot score critical hits, nor can you target the
tunity.
same creature with more than one attack. The move-
Material Focus – One or two battle wires, or 2 or 4
ment is made as though using Shunpo, leaving foot-
lengths of iron wire.
prints and possibly springing traps.
Mastery – The first step allows you to deal nonlethal KOUSEN RYU: TETSURYUUHA (IRON WIRE STYLE: STEEL
damage by taking a -4 penalty to the Perform check DRAGON BLAST)
and the attack rolls, assuming your weapon allows for Taijutsu (Strike; Requires Kousen Ryu (t)) [Armed]
nonlethal attacks. Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
(DC 24); Time: Attack action; Components: F, Mob;
KIRIKAESU NO WAZA (METHOD OF COUNTER ATTACK) Range: 20 or 30 ft *; Area: Cone; Duration: Instant; Cost:
Taijutsu (Stance; Requires Kiun Butsu (t))
2
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
You must be in the Kousen Ryu stance to use this tech-
21); Time: Swift action; Cost: 0
nique, which allows you to make a single attack with
While in this stance, each time an adjacent opponent
your wire weapon against all creatures in the area.
misses you with a melee attack, you may make an at-
Such attacks deal normal damage but cannot score a KYUJUTSU: KISSHI (BOW ART: BASIC SHOT)
critical hit. The range is 20 ft when using iron wire, or Taijutsu (Strike) [Armed]
30 ft when using battle wire. Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Empower – Spend 1 Chakra to increase the base dam- (DC 13); Time: Attack action; Components: E, F, Mob;
age of the wire weapon by 1 die (up to 5 extra dice). Range: Projectile weapon; Target: One creature; Dura-
Can only be done if you have 2 or more Livewire levels. tion: Instant; Cost: 2
You make a single attack with the weapon, gaining a +1
KYUJUTSU: GOUSEN (BOW ART: POWER SHOT) bonus to attack and damage rolls.
Taijutsu (Strike; Requires proficiency with Daikyuu and
Material Focus – A bow.
Power Attack (f)) [Armed]
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 KYUJUTSU: RASENSHA (BOW ART: SPIRAL SHOT)
(DC 17); Time: Attack action *; Components: F, Mob; Taijutsu (Strike) [Armed]
Range: Projectile weapon; Target: One creature; Dura- Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
tion: Instant; Cost: 1 21); Time: Attack action; Components: E, F, Mob;
You draw the string of your greatbow to it's fullest po- Range: Projectile weapon; Target: One creature; Dura-
tential and loose a powerful shot. Make an attack tion: Instant; Cost: 3
against the target. If the target is within 5 range incre- Make a single attack with your held projectile weapon.
ments, you can apply the Power Attack feat (despite it If the attack hits, it deals 1d6 bonus piercing damage. A
not being a melee attack) to the attack. Samurai with at least 6 class levels may substitute this
You may choose to increase the perform time to a technique for a normal attack when they make a full-
full-attack action to gain a +2 bonus to the attack roll. attack (using the same attack bonus as the substituted
Material Focus – A greatbow and one arrow. attack), but only if they chose the Kyujutsu path. If you
substitute the technique this way, it cannot be empow-
KYUJUTSU: KESSEN OUGI – SOUGEKI (BOW ART: ABSOLUTE ered and the Perform Requirements are automatically
FIGHTING SKILL – SNIPING SHOT) met.
Taijutsu (Strike; Requires Supreme Path (Kyujutsu) (a))
Empower – Spend 1 Chakra to increase the bonus
[Armed]
damage by 1d6, up to 1d6 per 2 levels or 6d6 total.
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
Material Focus – A daikyuu, hankyuu or greatbow.
26); Time: Attack action; Components: F, Mas Mob;
Range: Projectile Weapon; Target: One creature; Dura- KYUJUTSU: SASSHI (BOW ART: PIERCING SHOT)
tion: Instant; Cost: 10 Taijutsu (Strike) [Armed]
Make a single attack against the target. If the attack Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
hits, it automatically becomes a critical hit. If the target 16); Time: Attack action; Components: E, F, Mob;
is immune to critical hits, the attack instead deals one Range: Projectile weapon; Target: One creature; Dura-
additional die of damage (based on the weapon’s dam- tion: Instant; Cost: 2
age die). A Samurai with at least 10 class levels may Make a single attack with your held projectile weapon.
substitute this technique for a normal attack when they The attack gains a Kawarimi Defense of 1 per 4 levels
make a full-attack (using the same attack bonus as the (up to 5). A Samurai with at least 2 class levels may sub-
substituted attack), but only if they chose the Kyujutsu stitute this technique for a normal attack when they
path, and only once per round. If you substitute the make a full-attack (using the same attack bonus as the
technique this way, the Perform Requirements are au- substituted attack), but only if they chose the Kyujutsu
tomatically met. path. If you substitute the technique this way, it cannot
This technique can be used once per day. be empowered and the Perform Requirements are au-
Empower – Spend 1 Chakra to increase the bonus tomatically met.
damage by 1d6, up to 1d6 per 2 levels or 6d6 total. Empower – Spend 3 Chakra to have the attack deal
Mastery – The second and fourth steps each allow 1d6 bonus damage, plus 1d6 per 4 levels(up to 5d6).
you to use this technique an additional time per day. Material Focus – A daikyuu, hankyuu or greatbow.
Material Focus – A daikyuu, hankyuu or greatbow.
KYUJUTSU: TSUKEME (BOW ART: AIMED SHOT) NAGEWAZA: DORINAGE (THROW TECHNIQUE: DISARMING
Taijutsu (Strike; Requires Dead Aim (f) and THROW)
Spot 6 ranks) [Armed] Taijutsu (Strike; Requires Combat Throw (f)) [Grapple]
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
(DC 19); Time: Full-attack action; Components: F, Mas, (DC 14); Time: Attack action; Components: Mas, Mob;
Mob; Range: Projectile weapon; Target: One creature; Range: Melee Touch; Target: One creature *; Duration:
Duration: Instant; Cost: 6 Instant; Cost: 2
Make a Spot check, followed by a single attack that To use this technique, the target must be of a size cate-
gains a bonus to the attack and damage roll based on gory no larger than you, and must have made an armed
the result (as shown in the table). melee attack against you since your last turn. You must
also have both hands free. Initiate a grapple attempt
Spot Attack Damage
against the target, which does not provoke an attack of
≤ 10 +1 1d6 opportunity. If successful, you throw the target into an
15 +2 2d6 adjacent square and knock it prone, and can make a
20 +2 3d6 free disarm check against the target with a +4 bonus.
30 +3 4d6 This check does not provoke an attack of opportunity.
≥40 +4 5d6 Mastery – The first step allows you to use this tech-
nique even if the target has not recently attacked you.
If you used the Dead Aim feat last round, you gain a
The second step allows you to increase the perform
+2 bonus on this Spot check.
time to a full-round action, allowing you to deal your
Material Focus – A bow.
normal unarmed attack damage on a successful grapple
KYUJUTSU: TSUKEME HAKAI (BOW ART: OBLITERATING SHOT) attempt.
Taijutsu (Strike; Requires Dead Aim (f), Spot 9 ranks The fifth step allows you to use the technique with
and Kyujutsu: Tsukeme (3)) [Armed] only a single hand free, and you can throw the target
Rank: 9 (A); Learn DC: 24, 4 success; Perform: 12 (DC up to 10 feet away (it is still left prone). If it collides
26); Cost: 12 with a solid object, it takes 1d6 fall damage, as though
they had fallen 10 feet.
Spot Attack Damage
≤ 10 +1 2d6 NAGEWAZA: OSAENAGE (THROW TECHNIQUE: PINNING THROW)
15 +2 3d6 Taijutsu (Strike; Requires Base Attack Bonus +6 and
Combat Throw (f)) [Grapple]
20 +2 4d6
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
25 +3 5d6
(DC 18); Time: Full-attack action; Components: Mas,
30 +4 6d6 Mob; Range: Melee Touch; Target: One creature *; Du-
35 +4 7d6 ration: Instant; Cost: 4
40 +5 8d6 To use this technique, the target must be of a size cate-
≥40 +6 9d6 gory no larger than you, and must have made an armed
This technique is identical to Kyujutsu: Tsukeme, but melee attack against you since your last turn. You must
the bonuses (based on the result of the Spot check) are also have both hands free. Initiate a grapple attempt
improved, as shown in the table. against the target, which does not provoke an attack of
Material Focus – A bow. opportunity. If successful, you may immediately make a
second grapple check to pin the target.
MIKAZUKI NO MAI (DANCE OF THE CRESCENT MOON) Mastery – The first step allows you to use this tech-
Taijutsu (Strike) [Armed or Punch] nique even if the target has not recently attacked you.
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 The third step allows you to use the technique with
(DC 26); Time: Full-attack action; Components: C, M; only a single hand free.
Range: Personal; Duration: 1 round; Cost: 6 The fourth step allows you to reduce to perform time
You make a series of graceful strikes, making a full- to an attack action once per day.
attack action and gaining an additional attack at your The fifth step allows you to use this technique against
highest attack bonus -5. You gain a +1 dodge bonus to creatures up to one size category larger than you.
Defense and the benefits of the Great Cleave feat (D20
Modern, p84) until the beginning of your next turn.
NAGEWAZA: TOBINAGE (THROW TECHNIQUE: FLYING THROW) REIKATSU (SOUL BREAKER)
Taijutsu (Strike; Requires Combat Throw (f)) [Grapple] Taijutsu (Strike)
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3 Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
(DC 14); Time: Attack action; Components: Mas, Mob; (DC 23); Time: Attack action; Components: C, Mob, P;
Range: Melee Touch; Target: One creature *; Duration: Range: Melee Attack; Target: One creature; Duration:
Instant; Save: Reflex partial; Cost: 2 Instant; Save: Fortitude partial; Cost: 2
To use this technique, the target must be of a size cate- Make a single attack against the target, which deals
gory no larger than you, and must have missed with an normal damage on hit. In addition, the target takes
armed melee attack against you since your last turn. 1d4 Chakra damage (Fortitude negates).
You must also have both hands free. Initiate a grapple
attempt against the target, which does not provoke an
RENSATSU ZANSHIN (REAPING STRIKE)
Taijutsu (Strike; Requires BaB +10) [Armed]
attack of opportunity. If successful, you throw the tar-
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15
get 10 ft in any direction, other than directly behind
(DC 29); Time: Attack action; Components: E, F, Mob;
you. The creature is also knocked prone upon landing
Range: Melee attack; Target: One creature *; Duration:
(Reflex negates).
Instant; Cost: 10
If it collides with a solid object, it takes 1d6 fall dam-
Make an attack against the target, dealing 4d6 addition-
age, as though they had fallen 10 feet.
al damage if it hits (not multiplied on critical hits). If
Mastery – The second and fourth steps each increase
the attack hits, you can make a single attack at each
the distance you can throw the target by 5 ft, which
other creature adjacent to you, at a -5 penalty, which
also increases the effective fall damage by 1d6 / 10 ft
deals half as much damage as the first attack.
per step.
Empower – Spend 1 Chakra to increase the additional
The second step also allows you to use this technique
damage by 1d6, up to 1d6 per level or 16d6 total
as a full-round action. If you do, you deal normal un-
(whichever is lower).
armed attack damage on a successful grapple attempt.
The fifth step allows you to use this technique against RENZUKI (FLURRY OF BLOWS)
a target that did not attack or miss you recently, and Taijutsu (Strike) [Armed, Kick or Punch]
requires you only have a single hand free. Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
(DC 17); Time: Full-attack action; Components: Mob;
NITEN ICHIRYU: SHINMAI DACHI (TWO HEAVENS STYLE: BE-
Range: Personal; Duration: Instant; Cost: 4
GINNER STANCE)
You make a full-attack as normal, gaining an additional
Taijutsu (Stance; Requires Two-Weapon Fighting (f))
attack at your highest attack bonus. All attacks you
[Armed]
make this round suffer a -3 penalty to hit. Does not
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
stack with other techniques granting additional attacks.
(DC 21); Time: Swift action; Components: F, Mob; Cost:
4 RYUUSEI MASAI (METEOR DEMON SLASH)
When you make attacks with your off-hand in this Taijutsu (Strike) [Armed, Kick or Punch]
stance, they benefit from your full Strength bonus to Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
damage (instead of the usual half). (DC 23); Time: Full-attack action; Components: Mob;
Material Focus – Two held melee weapons. Range: 200 ft *; Target: One creature; Duration: Instant;
Cost: 6
NITEN ICHIRYU: SUIHAZAN (TWO HEAVENS STYLE: FLOWING
This technique must be performed when falling down,
WATER STRIKE)
or during the downward arc of a jump (any jump down,
Taijutsu (Strike; Requires Two-Weapon Fighting (f))
or the second half of a horizontal jump). Make a single
[Armed]
attack against the target that deals normal damage, plus
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
1d4+1 per 10 ft fallen (maximum 1d4+1 per level or
(DC 16); Time: Attack action; Components: F, Mob;
12d4+12, whichever is lower). This damage is not mul-
Range: Melee attack; Target: One creature; Duration:
tiplied on critical hits.
Instant; Cost: 3
This attack will not stop your momentum or move-
Make a single melee attack with each of your weapons.
ment in any way.
Material Focus – Two held melee weapons.
RYUUTSUKI (DRAGON THRUST) penalty. All attacks benefit from the same bonuses (as
Taijutsu (Strike) Nigeki), and each hit provokes a Massive Damage save.
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
(DC 15); Time: Full-attack action; Components: Mob, P;
SHIDEN (SWORD FLICKER)
Taijutsu (Strike; Requires Speed Rank 3 (a)) [Armed]
Range: Charge (minimum 20 ft); Target: One creature;
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Duration: Instant; Cost: 2
(DC 22); Time: Attack action; Components: Mob;
You can only use this technique while wearing light or
Range: 30 ft; Target: One creature; Duration: Instant;
no armor. You make a charge attack against the target,
Cost: 3
gaining an additional +1 bonus to the attack roll and
You must be able to charge the target in order to use
increasing your base speed by 10 ft for the duration of
this technique. You swiftly attack the target and return
the charge.
to your previous position, all in the blink of an eye.
SANGEKI HISSATSU WAZA: IGEKI (THREE-HIT KILL TECHNIQUE: Make a single attack with a held weapon, which gains
FIRST STRIKE) Kawarimi Defense 1 and cannot score a critical hit. The
Taijutsu (Strike; Requires BaB +2) firs time this technique is used against a target in a 24
[Armed, Kick or Punch] hour period, they are considered flat-footed against the
Rank: 2 (D); Learn DC: 14, 1 successes; Perform: 2 attack, but you cannot apply more sneak attack dice
(DC 13); Time: Attack action; Components: Mob; than your Intelligence modifier +1 (maximum 5).
Range: Melee Attack; Target: One creature; Duration: If the target was already flat-footed, this does not
Instant; Save: Fortitude partial; Cost: 3 count as a 24-hourly use (for the purpose of the above),
The first of a three-move combination attack, you make and there is no limit to how many sneak attack dice
an attack against the target that deals an additional 1d4 you may apply. A successful Hide check makes it ap-
damage (not multiplied on critical hits), and if hit the pear as though you hadn't moved at all (Spot check ne-
target is stunned for 1 round (Fortitude negates). gates).
SANGEKI HISSATSU WAZA: NIGEKI (THREE-HIT KILL TECH- SHIME (CHOKE HOLD)
NIQUE: SECOND STRIKE) Taijutsu (Strike) [Grapple]
Taijutsu (Strike; Requires BaB +6 and Sangeki Hissatsu Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Waza: Igeki (3)) [Armed, Kick or Punch] (DC 17); Time: Attack action; Components: Mob;
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC Range: Melee Attack; Target: One creature; Duration:
21); Time: Full-attack action; Cost: 6 Instant; Cost: 2
The second of a three-move combination attack, this You can initiate a strangulation attempt (D20 Modern,
works exactly as Sangeki Hissatsu Waza: Igeki, except p214) against the target, gaining a +4 bonus to the
as above, the technique can only be used on a target hit Grapple check.
by Igeki with the same weapon within the last three
rounds, and you can also make a second attack at a -5
SHISSOU (DASH)
Taijutsu (Enhancement)
penalty. Both attacks benefit from the same bonuses (as
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
Igeki), and deal an additional 1d6+1 damage each (For-
(DC 20); Time: Full-round action; Components: Mob, P;
titude negates).
Range: Personal; Duration: 1m/level (D); Cost: 8
SANGEKI HISSATSU WAZA: SANGEKI (THREE-HIT KILL TECH- Your run speed multiplier is increased by three (if you
NIQUE: THIRD STRIKE) could previously run at four times your speed, you can
Taijutsu (Strike; Requires BaB +11, Sangeki Hissatsu now run at seven times your speed). In addition, you
Waza: Igeki (5) and Sangeki Hissatsu Waza: Nigeki (3)) gain a +10 bonus to Constitution checks to continue
[Armed, Kick or Punch] running for extended periods of time.
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 13
(DC 29); Cost: 12
SHISUI DACHI (STILL WATER STANCE)
Taijutsu (Stance)
The second of a three-move combination attack, this
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
works exactly as Sangeki Hissatsu Waza: Nigeki, except
(DC 23); Time: Swift action; Cost: 5
as above, the technique can only be used on a target hit
You take a -2 penalty to weapon damage rolls and are
by Nigeki with the same weapon within the last five
unable to run or charge. In return, when an opponent
rounds, and you can also make a third attack at a -10
uses the Unbalance Opponent feat against you, you
retain one-half of your Strength bonus to attack rolls Chakra, and grants the same number of leaps, plus your
against them. level, active Speed Rank and Dexterity modifier in
leaps. You can convert one round of hustling per point
SHUNDOU (INSTANT DISPLACEMENT) of Constitution modifier per minute without penalty.
Taijutsu (Mobility; Requires Speed Rank 1 (a))
Each time you convert two consecutive turns of hus-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
tling into leaps, and each round you convert a hustle
(DC 17) *; Time: Move or instant action; Components:
into leaps beyond your limit per minute, you must
Mas, Mob; Range: 40 ft; Duration: Instant; Cost: 4 *
make a Constitution check (DC 10, +1 per successful
This basic technique is the basis of more advanced tech-
check you've made that day) to avoid becoming fa-
niques like Shunpo, and is very popular. You cannot
tigued for 1 minute.
use this technique while carrying a medium or heavy
A leap will instantly move you 20 ft in any direction,
load, nor while suffering from a movement penalty.
halved to 10 ft on an uphill movement (up to a 45 de-
You are able to travel near instantaneously to a location
gree incline) or increased to 30 ft on a downhill move-
within range, so long as the movement is in a straight
ment (up to a 45 degree decline). While wearing medi-
line and is 10, 20, 30 or 40 ft far. A movement made
um armor, the distance of leaps are halved. You cannot
upwards has its range halved, while movement made
take any leaps while wearing heavy armor. While mov-
downwards are unaffected, though you do not suffer
ing, you can only be seen by creatures succeeding at a
falling damage from the distance traveled. You cannot
Spot check opposed by your Hide check. You gain a +20
move upwards twice in a row unless you have stable
bonus to this check, and suffer no penalty for hiding
footing. While moving, you can be spotted as if Hiding
while moving.
and count as though you were moving one speed rank
Beginning a leap in a threatened area may provoke
higher than you really are.
attacks of opportunity, but moving through a threat-
You do not provoke attacks of opportunity for mov-
ened area while leaping does not. Each leap must begin
ing, and gain a +4 bonus to Defense and saves against
on a solid surface that can support your weight, and if a
any traps you might trigger while moving.
leap does not end on such a surface you cannot take any
Avoiding an Attack (1/day): Minimum perform DC
further leaps.
17. If you succeed, you may move up to 15 ft, as above
You cannot leap through obstructed areas or areas
(without the 10 ft rule). Using the technique this way
that would decrease your movement speed. You still
costs 2 Chakra. You can use this technique to avoid an
leave footprints and can still trigger traps, though you
attack against a source with a CR of up to 1.
gain a +4 bonus to Defense and saves against such traps.
Mastery – Each step allows you to use the technique
You cannot leap while unable to run or charge, en-
to avoid an attack an additional time per day. Each step
cumbered, entangled, fatigued, exhausted or staggered.
also increases the CR which you can avoid, at an in-
Mastery – The first step allows you to halve the dis-
creased Chakra cost.
tance of your leaps when converting a move action to
The first step: CR 5.
leaps.
The second step: Cost 3, CR 10.
The third step allows you to take leaps while encum-
The third step: Cost 4, CR 15.
bered, though not while heavily encumbered.
The fourth step Cost 5, CR 20.
The fifth step allows you to convert a single move ac-
The fifth step: Cost 6, CR 25.
tion into leaps at no cost if you do not convert any oth-
SHUNPO (FLASH STEP) er actions to leaps that round.
Taijutsu (Stance; Requires Speed Rank 2 (a) and
SHURIKENJUTSU: KAGE SHURIKEN (SHURIKEN SKILL: SHADOW
Shundou (2))
SHURIKEN)
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
Taijutsu (Strike) [Armed]
(DC 24); Time: Swift action; Components: Mas, Mob;
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Cost: 2
(DC 16); Time: Attack action; Components: F, Mob;
While in this stance, you are able to travel great dis-
Range: Thrown weapon; Target: One creature; Dura-
tances, calculated in leaps. Converting a move action
tion: Instant; Cost: 2
into leaps costs 1 Chakra and grants 1 leap per 5 ft of
Make two thrown weapon attacks, the second one tak-
movement speed you have. Non-permanent movement
ing a -5 penalty to attack. The second attack cannot be
speed increases do not grant leaps.
a critical hit and cannot deal sneak attack damage.
Converting a round of hustling into leaps costs 3
The target must make a Spot check (DC 20) or be de- Range: Melee Attack; Target: One creature; Duration:
nied its Dexterity bonus to Defense against the second Instant; Save: Fortitude partial; Cost: 6
attack. Creatures who cannot see or who do not rely on This technique functions as Soujutsu: Juugeki, except as
sight are not affected by this technique. above, and the knockback distance increases to 1d10 x
Material Focus – Two throwing weapons of the same 5 ft. If the target collides with a solid object, it takes
type and size. 2d6 fall damage, as though it had fallen 20 ft.
Mastery – The third step increases the knockback to
SHURIKENJUTSU: NAGERIKI (SHURIKEN SKILL: POWER THROW) 2d6 x 5 ft.
Taijutsu (Strike) [Armed]
Material Focus – A held polearm (spear, naginata,
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
etc).
(DC 11); Time: Attack action; Components: C, F, Mas,
Mob; Range: Thrown weapon; Target: One creature; SOUJUTSU: HASSUN (SPEAR ART: HASSUN)
Duration: Instant; Cost: 1 Taijutsu (Strike) [Armed]
Make a single attack with a thrown weapon and gain a Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
+1 bonus to damage rolls with it. (DC 21); Time: Attack action; Components: F, Mob;
Empower – Spend 1 Chakra to increase the damage Range: Melee Attack; Target: One creature; Duration:
bonus by 1 (up to +5 total). Instant; Cost: 5
Mastery – The fifth step increases the basic damage You make a single attack against the target, which deals
bonus and the maximum amount it can be empowered double damage if it hits.
to by 1 each (+2 base, empower up to +6 total). Material Focus – A held polearm (spear, naginata,
Material Focus – Two throwing weapons of the same etc).
type and size.
SOUJUTSU: JUUGEKI (SPEAR ART: HEAVY STRIKE)
SHURIKENJUTSU: RENKEN (SHURIKEN SKILL: BARRAGE) Taijutsu (Strike) [Armed]
Taijutsu (Strike) [Armed] Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13); Time: Attack action; Components: F, Mob;
(DC 13); Time: Attack action; Components: F, Mob; Range: Melee Attack; Target: One creature; Duration:
Range: Thrown weapon; Target: One creature; Dura- Instant; Save: Fortitude partial; Cost: 2
tion: Instant; Cost: 2 Make an attack against the target that deals normal
Throw up to 1 shuriken, plus 1 per 2 levels (up to 5 damage. If hit, the target is knoecked back 1d4 x 5 ft
total) at the target. Each shuriken suffers a cumulative - (Fortitude halves). Can be used on adjacent creatures
1 penalty to hit for each shuriken thrown this way. even if you use a reach weapon.
These shuriken do not gain any damage bonuses from Material Focus – A held polearm (spear, naginata,
your Strength, feats or other abilities. etc).
Material Focus – Enough shuriken to throw.
SOUJUTSU: KAENZAKURA (SPEAR ART: BLAZING BLOSSOMS)
SHURIKENJUTSU: TARENKEN (SHURIKEN SKILL: GREATER BAR- Taijutsu (Strike) [Armed]
RAGE) Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
Taijutsu (Strike; Requires Shurikenjutsu: Renken (2)) (DC 20); Time: Full-attack action; Components: C, F,
[Armed] Mas, Mob; Range: Personal; Area: 5ft wide, 10 ft high
Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9 (DC Cylinder; Duration: Instant; Save: Fortitude partial, Re-
21); Cost: 5 flex halves; Cost: 10
This technique functions as Shurikenjutsu: Renken, You rapidly spin your weapon, igniting the air around
except as above, and you throw two shuriken, plus 1 you through extreme friction. Make a melee attack
per 2 levels (up to 10 total), and suffer a -1 penalty to against each creature in the area, dealing normal dam-
attacks per 2 shuriken thrown instead. age. In addition, creatures in the area take 5d6 fire
damage (Reflex halves), and are knocked back 5 ft (For-
SOUJUTSU: DAIJUUGEKI (SPEAR ART: SUPER HEAVY STRIKE) titude negates).
Taijutsu (Strike; Requires Soujutsu: Juugeki (3))
Mastery – The fifth step increases the area to a 10 ft
[Armed]
wide, 15 ft high Cylinder.
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
Material Focus – A held polearm (spear, naginata,
19); Time: Attack action; Components: F, Mas, Mob;
etc).
SOUJUTSU: KESSEN OUGI – TENSHOU RANKA (SPEAR ART: AB- tute this technique for a normal attack when they make
SOLUTE FIGHTING SKILL – DIVINE STORM) a full-attack (using the same attack bonus as the substi-
Taijutsu (Strike; Requires Supreme Path (Soujutsu) (a)) tuted attack), but only if they chose the Soujutsu path.
[Armed] If you substitute the technique this way, it cannot be
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC empowered and the Perform Requirements are auto-
26); Time: Attack action; Components: F, Mas Mob; matically met.
Range: Melee attack; Target: One creature; Duration: Empower – Spend 4 Chakra to have the attack deal
Instant; Cost: 10 1d6 bonus damage, plus 1d6 per 4 levels (up to 5d6).
Make one attack per 4 levels (maximum 5), each at your Material Focus – A polearm or quarterstaff.
highest attack bonus. Each attack deals half your nor-
mal weapon damage on hit, but they cannot score criti-
SOUJUTSU: SHUNSOU (SPEAR ART: BLURRING SPEAR)
Taijutsu (Strike) [Armed]
cal hits, nor can you apply sneak attack damage to
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
them. For the next three rounds, you deal 1 damage to
21); Time: Attack action; Components: E, F, Mob;
the target at the start of your turn for each of these at-
Range: Projectile weapon; Target: One creature; Dura-
tacks that hit.
tion: Instant; Cost: 3
A Samurai with at least 10 class levels may substitute
Make a single attack with your held projectile weapon.
this technique for a normal attack when they make a
If the attack hits, it deals 1d6 bonus damage. A Samurai
full-attack (using the same attack bonus as the substi-
with at least 6 class levels may substitute this technique
tuted attack), but only if they chose the Soujutsu path,
for a normal attack when they make a full-attack (using
and only once per round. If you substitute the tech-
the same attack bonus as the substituted attack), but
nique this way, the Perform Requirements are automat-
only if they chose the Soujutsu path. If you substitute
ically met.
the technique this way, it cannot be empowered and
This technique can be used once per day.
the Perform Requirements are automatically met.
Mastery – The second and fourth steps each allow
Empower – Spend 1 Chakra to increase the bonus
you to use this technique an additional time per day.
damage by 1d6, up to 1d6 per 2 levels or 6d6 total.
Material Focus – A polearm or quarterstaff.
Material Focus – A polearm or quarterstaff.
SOUJUTSU: OUGI – URA HASSUN (SPEAR ART: SECRET SKILL –
REVERSE HASSUN) SUIKEN DACHI (DRUNKEN FIST STANCE)
Taijutsu (Stance) [Kick or Punch]
Taijutsu (Strike) [Armed]
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15 (DC
(DC 16); Time: Swift action; Components: C, Mob; Cost:
31); Time: Full-attack action; Components: F, Mob;
2
Range: Melee Attack; Target: One creature; Duration:
You concentrate, simulating a drunken state of mind to
Instant; Save: Fortitude partial; Cost: 10
make your movements difficult to read. You can Feint
You make a single attack against the target. On hit, the
in combat as a move action, and gain a +1 dodge bonus
attack deals double damage, and the target must save or
to Defense. You are not granted any bonuses if you
fall to -1 HP and start dying. This technique cannot be
wield any weapons, unless you have the ability to make
used more than once per day.
those weapons be treated as unarmed attacks.
Material Focus – A held polearm (spear, naginata,
If you are actually drunk, reduce the Skill Threshold
etc).
by 1 and the Perform DC by 5.
SOUJUTSU: RETSUGEKI (SPEAR ART: RELENTLESS ASSAULT) Mastery – The third step has the stance grant a +1
Taijutsu (Strike) [Armed] bonus to attack rolls.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
16); Time: Attack action; Components: E, F, Mob;
TAIJUTSU: JUUROKU RENDAN (HAND-TO-HAND: SIXTEEN HIT
Range: Projectile weapon; Target: One creature; Dura-
COMBO)
Taijutsu (Strike; Requires Taijutsu: Ougi –
tion: Instant; Cost: 2
Rendan Kidouki (t)) [Punch]
Make a single attack with your held projectile weapon.
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
If the attack hits, it deals normal damage and pushes
(DC 20); Time: Full-attack action; Components: Mob;
the target back 5 ft. If the target is pushed back, you
Range: Melee Attack; Target: One creature; Duration:
may immediately make a 5 ft step towards the target for
Instant; Save: Fortitude partial; Cost: 4
free. A Samurai with at least 2 class levels may substi-
This technique has you make a series of quick, consecu- TAIJUTSU: SHOU RYU KEN (HAND-TO-HAND: DRAGON WAVE
tive attacks that can leave a foe reeling. Make three FIST)
unarmed attacks at a -5 penalty. Each attack deals 2d6 Taijutsu (Strike) [Punch]
damage, plus your Strength modifier, on hit. If at least Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
one attack hits, the target is stunned for 1d4 rounds (DC 22); Time: Attack action; Components: C, E, P;
(Fortitude negates). Range: Melee Attack; Target: One creature; Duration:
This technique can only be used if you've caught the Instant *; Save: Fortitude partial; Cost: 6
target with Taijutsu: Ougi – Rendan Kidouki. Make an unarmed melee attack against the target,
which deals 4d4 additional fire damage on hit. In addi-
TAIJUTSU: KIJIN RENDAN (HAND-TO-HAND: FIERCE GOD COM- tion, the target will catch on fire for 1d4 rounds if hit.
BO)
Empower – Spend 1 Chakra to increase the additional
Taijutsu (Strike) [Kick or Punch]
damage by 1d4, up to 10d4 total additional damage.
Rank: 11 (A); Learn DC: 26, 4 successes; Perform: 14
(DC 28); Time: Full-attack action; Components: Mob; TAIJUTSU: SOUKETSU DACHI (HAND-TO-HAND: SERENE FIST
Range: Melee Attack; Target: One creature; Duration: STANCE)
Instant; Cost: 14 Taijutsu (Stance) [Kick or Punch]
You channel a small measure of divine-like wrath to Rank: 4 (C); Learn DC: 16, 2 successes; Perform: 5
unleash a deadly combo attack. Make a full-attack ac- (DC 17); Time: Swift action; Cost: 4
tion with your unarmed attacks, gaining an additional While in this stance, when making an unarmed attack
attack at your highest attack bonus. The attacks cannot (including those made for Kick or Punch techniques),
deal nonlethal damage, deal damage as though you you may opt to make a melee touch attack instead. If
were one size category larger, and you can apply 1.5 you do, the attack deals your base unarmed damage,
times your Strength bonus to damage (instead of your without any damage bonuses.
normal Strength bonus).
TAIJUTSU: TETSUHAJI (HAND-TO-HAND: IRON GRASP)
TAIJUTSU: RETSUGEKI RENDAN (HAND-TO-HAND: FURIOUS Taijutsu (Strike; Requires Combat Martial Arts (f))
COMBO) [Grapple, Punch]
Taijutsu (Strike; Requires Taijutsu: Ougi – Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9
Rendan Kidouki (t)) [Kick or Punch] (DC 23); Time: Attack action; Components: Mob;
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 Range: Melee Attack; Target: One creature; Duration:
(DC 23); Time: Full-attack action; Components: Mob; Instant; Save: Fortitude partial; Cost: 4
Range: Melee Attack; Target: One creature; Duration: Make an unarmed attack against the target. If the attack
Instant; Save: Fortitude Partial; Cost: 7 hits, the target must make a Fortitude save. If the save
You strike with light but quick blows. This attack must succeeds, the attack deals normal damage, but you may
be used as a follow-up to Taijutsu: Ougi – Rendan apply your Strength modifier 1.5 times to the damage
Kidouki, against the same target. Make an unarmed (instead of the usual 1 times). If the save fails, the attack
full-attack against the target, gaining two additional deals double damage, and you may make a free grapple
attacks at a -5 penalty.These additional attacks cannot attempt against the target, which does not provoke an
score critical hits, and you suffer a -6 penalty to con- attack of opportunity.
firming any critical hits with the full-attack. Creatures immune to critical hits or sneak attacks
If both additional attacks hit, the subject is knocked will always take damage as though they had succeeded
back 10 ft (Fortitude negates). at their save, though you may still get the grapple at-
tempt if the save was failed.
TAIJUTSU: SHOTEI UCHI (HAND-TO-HAND: PALM HEEL STRIKE)
Taijutsu (Strike) [Punch] TAIJUTSU: YAMA-UCHI (HAND-TO-HAND: MOUNTAIN BLOW)
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 Taijutsu (Strike) [Kick or Punch]
(DC 15); Time: Attack action; Components: Mob; Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Range: Melee Attack; Target: One creature; Duration: (DC 16); Time: Attack action; Components: Mob;
Instant; Save: Fortitude partial; Cost: 5 Range: Melee Attack; Target: One creature *; Duration:
Make an unarmed attack against the target that deals Instant; Save: Fortitude partial; Cost: 2
normal damage. If it hits, the target is stunned for 1 You strike with a powerful blow to the head. The target
round (Fortitude negates). Creatures immune to sneak must be your size category or smaller. Make an un-
attacks or critical hits are unaffected by the stun. armed attack against the target that deals normal dam-
age. If hit, the target falls prone and is stunned for 1 Taijutsu technique, you automatically succeed at the
round (Fortitude negates both). Perform check. If the subject dies or you become una-
ble to reach it with your next attack or technique, you
TAIJUTSU: YAMAGERI RENDAN (HAND-TO-HAND: MOUNTAIN lose your next turn. If the follow-up attack is made in
KICK COMBO) the same round as this technique, the target does not
Taijutsu (Strike; Requires Base Attack Bonus +6,
lose its next turn. You are considered flat-footed until
Todome (2) and Taijutsu: Yama-uchi (1))
your next action.
[Combination, Kick]
A target cannot be affected by this technique more
Rank: 4 (C); Learn DC: 22, 1 successes; Perform: 5
than once every 3 rounds.
(DC 17); Time: Full-attack action; Components: Mob;
Range: Melee Attack; Target: One creature *; Duration: TODOME (FINISHING BLOW)
Instant; Save: Fortitude partial; Cost: 3 Taijutsu (Strike)
You strike with a powerful blow to the head, following Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
it up with a potent finisher. Make an unarmed attack (DC 12); Time: Attack action; Components: Mas, Mob;
that functions as Taijutsu: Yama-uchi. If the attack hits Range: Melee Attack; Target: One creature *; Duration:
and the target fails its save, you may make a second Instant; Cost: 1
attack at a -5 penalty, which functions as Todome. The target must be prone for this technique to work.
Make a melee attack against the target, which deals
TAIJUTSU: YUUMAI GARYUU (HAND-TO-HAND: COURAGEOUS damage as though you were one size category larger.
DRAGON FANG) You gain a +2 bonus to rolls to confirm a critical hit for
Taijutsu (Strike) [Fire, Kick or Punch, Sonic]
this attack. This technique can be used once per en-
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
counter.
(DC 26); Time: Full-attack action; Components: C, P;
Mastery – The second and fourth step each allow you
Target: One adjacent 10 ft square; Duration: Instant;
to use this technique an additional time per encounter.
Save: Fortitude Partial; CR: Yes; Cost: 10
Make an unarmed melee touch attack against all crea- TOUROU MANE NO JUTSU (PRAYING MANTIS IMITATION TECH-
tures within the area. On hit, the attack deals your NIQUE)
normal unarmed attack damage, plus 2d6 damage of Taijutsu (Stance; Requires Tourouken (t))
piercing, sonic and fire damage (each, 6d6 total). A suc- Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
cessful save halves the bonus damage. Chakra Re- (DC 18); Time: Swift action; Components: Mob; Cost: 4
sistance only resists the bonus damage, not the normal You gain the benefits from the Tourouken stance. Your
unarmed attack damage. unarmed attacks deal lethal slashing damage, and their
attack rolls are modified by Dexterity.
TAIJUTSU HIKEN: TAIMETSU DACHI (HAND-TO-HAND SECRET:
VISCERAL DESTROYER STANCE) TOUROUKEN (PRAYING MANTIS STYLE)
Taijutsu (Stance) [Kick or Punch] Taijutsu (Stance; Requires Defensive Martial Arts (f))
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 27); Time: Swift action; Components: Mob; Cost: 8 (DC 16); Time: Swift action; Components: Mob; Cost: 3
You may apply one and a half times your Strength You gain a +2 bonus to Balance and Tumble checks,
modifier to unarmed damage rolls. (This bonus replaces and can make 1 additional attack of opportunity per
the normal amount of Strength applied) round.
TAIJUTSU OUGI: RENDAN KIDOUKI (TAIJUTSU SECRET SKILL: TSUIJUTSU: KESSEN OUGI – METSUGEKI (HAMMER ART: ABSO-
COMBO STARTER) LUTE FIGHTING SKILL – DOOMHAMMER)
Taijutsu (Strike) Taijutsu (Strike; Requires Supreme Path (Tsuijutsu) (a))
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 [Armed]
(DC 16); Time: Attack action; Components: Mob; Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
Range: Melee Touch; Target: One creature; Duration: 26); Time: Attack action; Components: F, Mas Mob;
Instant; Cost: 3 Range: Melee attack; Target: One creature; Duration:
If hit, the target loses its next turn. In addition, it loses Instant; Cost: 10
its Dexterity bonus to Defense for the next attack made Make a single attack against the target, which gains a +4
against it. Your next attack or technique must have the bonus to its critical threat range. If the attack hits, it
target as its (primary) target. If that technique is a deals normal damage which ignores all hardness and
DR, and knocks the target back a number of feet equal Samurai with at least 6 class levels may substitute this
to the damage dealt. If the target collides with a solid technique for a normal attack when they make a full-
object during its knockback, it suffers damage as though attack (using the same attack bonus as the substituted
it had fallen 20 feet (2d6). attack), but only if they chose the Tsuijutsu path. If you
A Samurai with at least 10 class levels may substitute substitute the technique this way, it cannot be empow-
this technique for a normal attack when they make a ered and the Perform Requirements are automatically
full-attack (using the same attack bonus as the substi- met.
tuted attack), but only if they chose the Tsuijutsu path, Empower – Spend 1 Chakra to increase the bonus
and only once per round. If you substitute the tech- damage by 1d6, up to 1d6 per 2 levels or 6d6 total.
nique this way, the Perform Requirements are automat- Material Focus – An axe, mace, hammer or club of
ically met. your size category or larger.
This technique can be used once per day.
Mastery – The second and fourth steps each allow
UZUKAZE RENGEKI (SWIRLING WIND STRIKES)
Taijutsu (Strike)
you to use this technique an additional time per day.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Material Focus – An axe, mace, hammer or club of
(DC 17); Time: Full-attack action; Components: C, Mob,
your size category or larger.
P; Range: Personal; Duration: Instant; Cost: 4
TSUIJUTSU: TOKURETSU (HAMMER ART: SKULLSPLITTER) You turn on the spot, revolving to create a whirling,
Taijutsu (Strike) [Armed] dangerous dance. You may move up to your full
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC movement speed, gaining a +4 deflection bonus to De-
16); Time: Attack action; Components: E, F, Mob; fense against any attacks of opportunity made against
Range: Projectile weapon; Target: One creature; Dura- you. As you move, you can make a single attack at each
tion: Instant; Save: Fortitude partial; Cost: 2 creature you pass, up to one creature per two levels
Make a single attack with your held weapon. If the at- (maximum 5), though you must move at least 5 ft be-
tack hits, it deals normal damage, and the target is tween attacks. Creatures affected must make a Spot
stunned for 1 round (Fortitude negates). A Samurai check (DC 10) to avoid losing their Dexterity bonus to
with at least 2 class levels may substitute this technique Defense against the attack, though you cannot apply
for a normal attack when they make a full-attack (using sneak attack damage to the attacks.
the same attack bonus as the substituted attack), but You become nauseated for 1 round after completing
only if they chose the Soujutsu path. If you substitute this technique (Fortitude, DC 11 + 2 per attack made
the technique this way, it cannot be empowered and negates).
the Perform Requirements are automatically met.
Empower – Spend 1 Chakra to increase the save DC
ZETTAI BOUGYO (TOTAL DEFENSE)
Taijutsu (Stance)
by 1, up to +1 per 2 levels or +5.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
Material Focus – An axe, mace, hammer or club of
(DC 12); Time: Move action; Components: Mob; Cost: 1
your size category or larger.
You are in total defense (D20 Modern, p137) while in
TSUIJUTSU: YAMATOUKAI (HAMMER ART: MOUNTAIN CRUSH- this stance. If you move, attack or perform any other
ER) action, the stance will immediately end. This stance
Taijutsu (Strike) [Armed] will overlap with any bonuses granted by other stances,
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 and can be used at the same time. This stance can be
(DC 21); Time: Attack action; Components: E, F, Mob; used only once per encounter, and automatically ends if
Range: Projectile weapon; Target: One creature; Dura- you leave total defense for any reason.
tion: Instant; Cost: 3 Mastery – The second and fourth steps each allow
Make a single attack with your held weapon. If the at- this technique to be used an additional time per en-
tack hits, it deals 1d6 bonus bludgeoning damage. A counter.
TRAINING
RANK 1
Genjutsu Nakimane no Jutsu (Animal Cry Imitation Technique) 228
RANK 2
Fuin/Nin Craft Least Chakra Storing Gem 227
Ninjutsu Kibaku Fuuda Koiuka no Waza (Method of Paper Bomb Refinement) 228
Taijutsu Shodan Jouryoku (Rank One Strength) 229
Shodan Kousoku (Rank One Speed) 229
RANK 3
CContr Kyoudo: Shodan (Intensity: First Rank) 228
Ninkido: Shodan (Endurance: First Rank) 229
Fuin/Nin Craft Lesser Chakra Storing Gem 227
Ninjutsu Kirihei no Engi no Waza (Method of Mist Fighting Adaptation) 228
Ninjutsu Kenkyuu (Ninjutsu Research) 229
RANK 4
Fuin/Nin Craft Greater Chakra Storing Gem 227
Ninjutsu Koemane no Jutsu (Voice Mimicry Technique) 228
Taijutsu Nidan Jouryoku (Rank Two Strength) 229
Nidan Kousoku (Rank Two Speed) 229
RANK 5
Ninjutsu Jutsu Tai (Technique Counter) 227
RANK 6
CContr Geinage (Counter Throw) 227
Kyoudo: Nidan (Intensity: Second Rank) 228
Ninkido: Nidan (Endurance: Second Rank) 229
Suimen Hokou no Waza (Method of Water Walking) 229
Taijutsu Kuma no Dairiki (Bear's Exceptional Strength) 228
Neko no Binsoku (Cat's Graceful Elegance) 228
Sandan Jouryoku (Rank Three Strength) 229
Sandan Kousoku (Rank Three Speed) 229
RANK 7
Genjutsu Dankoji (Unwavering Spirit) 227
RANK 8
CContr Chakra no Sokkoku Tanjou (Instant Chakra Formation) 227
Taijutsu Jikuuryoku (Stamina) 227
Yondan Jouryoku (Rank Four Strength) 229
Yondan Kousoku (Rank Four Speed) 230
RANK 9
CContr Yukinadare no Waza (Method of Snow Striding) 230
RANK 11
Taijutsu Mugen Shunpo (Infinite Flash Step) 228
RANK 12
CContr Kyoudo: Sandan (Intensity: Third Rank) 228
Ninkido: Sandan (Endurance: Third Rank) 229
Taijutsu Godan Jouryoku (Rank Five Strength) 227
Godan Kousoku (Rank Five Speed) 227
CHAKRA NO SOKKOKU TANJOU (INSTANT CHAKRA FORMATION) Mastery – The second and fourth steps increase the
Training (Chakra Control) bonus by +1 each.
Rank: 8 (B); Learn DC: 22, 3 successes
You gain a +4 bonus to Chakra Control checks made to
GODAN JOURYOKU (RANK FIVE STRENGTH)
Training (Taijutsu; Requires Taijutsu 15 ranks,
tap your reserves.
Strength Rank 4 (a), Taijutsu Adept (f) and Training (f))
CRAFT GREATER CHAKRA STORING GEM Rank: 12 (S); Learn DC: 28, 5 successes
Training (Ninjutsu or Fuinjutsu; Requires Craft Sealed As Shodan Jouryoku. You gain the Strength Rank 5
Item (f) and Craft (Calligraphy) or Fuinjutsu 8 ranks) extraordinary ability. Mastery in this technique applies
[Lost Hijutsu] to Strength Rank 5 instead.
Rank: 4 (B); Learn DC: 18, 4 successes Expendable Components: Muscle Growth Type II
You become able to craft Greater Chakra Storing Gems drug (p67).
(see Craft (Calligraphy) skill). This is a Ninjutsu subtype
if learned with Craft (Calligraphy) or a Fuinjutsu sub-
GODAN KOUSOKU (RANK FIVE SPEED)
Training (Taijutsu; Requires Speed Rank 4 (a),
type if learned with Fuinjutsu.
Taijutsu 15 ranks, Taijutsu Adept (f) and Training (f))
CRAFT LEAST CHAKRA STORING GEM Rank: 12 (S); Learn DC: 28, 5 successes
Training (Ninjutsu or Fuinjutsu; Requires Craft Sealed As Shodan Kousoku. You gain the Speed Rank 5 ex-
Item (f) and Craft (Calligraphy) or Fuinjutsu 4 ranks) traordinary ability. Mastery in this technique applies to
[Lost Hijutsu] Speed Rank 5 instead.
Rank: 2 (D); Learn DC: 14, 2 successes Expendable Components: Muscle Growth Type II
As Craft Greater Chakra Storing Gem, but you are able drug (p67).
to craft Least Chakra Storing Gems instead.
JIKUURYOKU (STAMINA)
CRAFT LESSER CHAKRA STORING GEM Training (Taijutsu)
Training (Ninjutsu or Fuinjutsu; Requires Craft Sealed Rank: 8 (C); Learn DC: 20, 2 successes; Components: F
Item (f) and Craft (Calligraphy) or Fuinjutsu 6 ranks) You must be wearing the cloak at all times while per-
[Lost Hijutsu] forming this training, and must be suffering from heavy
Rank: 3 (C); Learn DC: 16, 3 successes encumbrance due to its weight. The weight, combined
As Craft Greater Chakra Storing Gem, but you are able with many simple exercises, grants a +4 increase to
to craft Lesser Chakra Storing Gems instead. your maximum Chakra Pool, a +1 inherent bonus to
your Strength score, and increases your maximum car-
DANKOJI (UNWAVERING SPIRIT) rying capacity by 50 lbs, also increasing your light, me-
Training (Genjutsu)
dium and heavy load capacity by the same amount.
Rank: 7 (B); Learn DC: 21, 3 successes
In addition, you gain a +1 bonus to Strength and Con-
You gain a +1 bonus to identify Genjutsu, and a +1 bo-
stitution checks, and the penalty to attack rolls induced
nus to Will saves against Genjutsu.
by encumbrance is reduced by 1, or 2 for heavy en-
GEINAGE (COUNTER THROW) cumbrance.
Training (Chakra Control; Requires Kinobori (2) and Material Focus – One Voidheart Cloak (p414).
Tadayou (2)) [Combination]
JUTSU TAI (TECHNIQUE COUNTER)
Rank: 6 (B); Learn DC: 25, 1 success; Components: Mas
Training (Ninjutsu)
You gain a +2 bonus to checks to defend against grap-
Rank: 5 (B); Learn DC: 19, 3 successes; Components: F
ple, bull rush, trip and overrun attempts made against
You gain a +1 insight bonus to saves against Ninjutsu
you while you are under the effects of Kinobori or
techniques with you as their only target (does not apply
Tadayou. This bonus does not apply when trying to
against techniques with an area of effect).
escape a grapple.
Material Focus – The Encyclopedia Shinobi (p55).
KINOBORI NO WAZA (METHOD OF TREE CLIMBING) KUMA NO DAIRIKI (BEAR'S EXCEPTIONAL STRENGTH)
Training (Chakra Control) Training (Taijutsu)
Rank: 4 (C); Learn DC: 17, 2 successes Rank: 6 (C); Learn DC: 19, 2 successes; Components: F,
You repeatedly use the Kinobori technique to climb M
trees, which grants you a +1 bonus to Chakra Control You gain a +1 inherent bonus to your Strength score.
checks to tap your reserves, and grants a +1 bonus to Material Focus – Training equipment (Purchase DC
your maximum Chakra Pool and Chakra Reserves. If 20)
you did not know the Kinobori technique (p109), you Expendable Components – Nutritional supplements
learn it as part of this training. (Purchase DC 20).
KIBAKU FUUDA KOIUKA NO WAZA (METHOD OF PAPER BOMB KYOUDO: NIDAN (INTENSITY: SECOND RANK)
REFINEMENT) Training (Chakra Control; Requires Training (f) and
Training (Ninjutsu; Requires Elemental Affinity (Fire)) Chakra Control 9 ranks)
Rank: 2 (D); Learn DC: 14, 1 success; Components: Mas Rank: 6 (C); Learn DC: 19, 2 successes
You gain a +4 bonus to Chakra Control checks to This training is identical to Kyoudo: Shodan.
charge exploding tags of any kind, and a +4 bonus to
Demolition checks when placing them.
KYOUDO: SANDAN (INTENSITY: THIRD RANK)
Training (Chakra Control; Requires Training (f) and
Mastery – The first step increases the time an explo-
Chakra Control 15 ranks)
sive tag that's charged by you remains charged to 10
Rank: 12 (B); Learn DC: 26, 3 successes
minutes. The third step increases it to 30 minutes, and
This training is identical to Kyoudo: Shodan.
the fifth step further increases this to one hour.
KIRIHEI NO ENGI NO WAZA (METHOD OF MIST FIGHTING ADAP- KYOUDO: SHODAN (INTENSITY: FIRST RANK)
Training (Chakra Control; Requires Training (f) and
TATION)
Chakra Control 6 ranks)
Training (Ninjutsu; Requires Spot 5 ranks)
Rank: 3 (D); Learn DC: 15, 1 success
Rank: 3 (C); Learn DC: 16, 2 successes; Components:
You must have ingested a Chakra Growth shinobi drug
Mas
in order to complete this training, which grants you a
While in thick mist or smoke, you suffer no miss
+5 bonus to your maximum Chakra Pool.
chance due to concealment against targets within 5 ft of
you, and can see clearly for that distance. MUGEN SHUNPO (INFINITE FLASH STEP)
Mastery – The second step requires ECL 5 or higher Training (Taijutsu; Requires Shunpo (t))
and increases the range at which you can see through Rank: 11 (B); Learn DC: 25, 3 successes
mist or fog to 10 ft. The fourth step requires ECL 10 or While in the Shunpo stance, you gain an additional
higher, and increases that range to 15 ft. Neither step leap per move action if not hustling, or increase the
increases the range at which you can ignore conceal- amount of leaps granted while hustling by 50% (total
ment. 1.5 times your level).
KOEMANE NO JUTSU (VOICE MIMICRY TECHNIQUE) NAKIMANE NO JUTSU (ANIMAL CRY IMITATION TECHNIQUE)
Training (Ninjutsu) Training (Genjutsu)
Rank: 4 (D); Learn DC: 16, 1 success Rank: 1 (D); Learn DC: 13, 1 success
You learn to mimic the voice, accent and speech pat- You learn to replicate basic animal sounds, and can do
terns of another creature with near perfect accuracy. To so once every three rounds by making a Bluff check
do so, you spend 1 Chakra per minute, and other crea- with a +4 bonus. Any creature listening can make an
tures can tell it's a fake voice by making a Listen check, opposed Listen check to realize the cry is an imitation.
opposed by your Bluff check, to which you gain a +8
bonus. It the creature knows the owner of the voice NEKO NO BINSOKU (CAT'S GRACEFUL ELEGANCE)
you imitate, it gains a +2 to +8 bonus based on how well Training (Taijutsu)
they know them (GM's discretion) Rank: 6 (C); Learn DC: 19, 2 successes; Components: F,
This training can be completed multiple times, allow- M
ing the mimicry of one specific voice each time. If you You gain a +1 inherent bonus to your Dexterity score.
are not familiar with the owner of the voice you at- Material Focus – Training equipment (Purchase DC
tempt to mimic, the training takes ten times as long to 20).
learn.
Expendable Components – Nutritional supplements As Shodan Jouryoku. You gain the Strength Rank 3
(Purchase DC 22). extraordinary ability. Mastery in this technique applies
to Strength Rank 3 instead.
NIDAN JOURYOKU (RANK TWO STRENGTH) Expendable Components: Nutritional supplements
Training (Taijutsu; Requires Strength Rank 1 (a) and
(purchase DC 18).
Taijutsu 7 ranks)
Rank: 4 (B); Learn DC: 18, 3 successes SANDAN KOUSOKU (RANK THREE SPEED)
As Shodan Jouryoku. You gain the Strength Rank 2 Training (Taijutsu; Requires Speed Rank 2 (a) and
extraordinary ability. Mastery in this technique applies Taijutsu 9 ranks)
to Strength Rank 2 instead. Rank: 6 (A); Learn DC: 21, 4 successes
Expendable Components: Purchase DC 16 supple- As Shodan Kousoku. You gain the Speed Rank 3 ex-
ments traordinary ability. Mastery in this technique applies to
Speed Rank 3 instead.
NIDAN KOUSOKU (RANK TWO SPEED) Expendable Components: Nutritional supplements
Training (Taijutsu; Requires Speed Rank 1 (a) and
(purchase DC 18).
Taijutsu 7 ranks)
Rank: 4 (B); Learn DC: 18, 3 successes SHODAN JOURYOKU (RANK ONE STRENGTH)
As Shodan Kousoku. You gain the Speed Rank 2 ex- Training (Taijutsu; Requires Taijutsu 5 ranks)
traordinary ability. Mastery in this technique applies to Rank: 2 (C); Learn DC: 15, 2 successes;
Speed Rank 2 instead. Components: Mas, M
Expendable Components: Purchase DC 16 supple- You gain the Strength Rank 1 extraordinary ability.
ments Mastery – The fifth step of mastery allows you to
have Strength Rank 1 active for up to 5 rounds per day
NINJUTSU KENKYUU (NINJUTSU RESEARCH) without paying the Chakra cost.
Training (Ninjutsu)
Expendable Components – Nutritional supplements
Rank: 3 (C); Learn DC: 16, 2 successes; Components: F
(Purchase DC 14).
You gain a +2 bonus to Ninjutsu checks made to identi-
fy techniques. SHODAN KOUSOKU (RANK ONE SPEED)
Material Focus – An Encyclopedia Shinobi (p55). Training (Taijutsu; Requires Taijutsu 5 ranks)
Rank: 2 (C); Learn DC: 15, 2 successes;
NINKIDO: NIDAN (ENDURANCE: SECOND RANK) Components: Mas, M
Training (Chakra Control; Requires Training (f) and
You gain the Speed Rank 1 extraordinary ability.
Chakra Control 9 ranks)
Mastery – The fifth step of mastery allows you to
Rank: 6 (C); Learn DC: 19, 2 successes
have Speed Rank 1 active for up to 5 rounds per day
This training is identical to Ninkido: Shodan.
without paying the Chakra cost.
NINKIDO: SANDAN (ENDURANCE: THIRD RANK) Expendable Components – Nutritional supplements
Training (Chakra Control; Requires Training (f) and (Purchase DC 14).
Chakra Control 15 ranks)
SUIMEN HOKOU NO WAZA (METHOD OF WATER WALKING)
Rank: 12 (B); Learn DC: 26, 3 successes
Training (Chakra Control)
This training is identical to Ninkido: Shodan.
Rank: 6 (B); Learn DC: 20, 3 successes
NINKIDO: SHODAN (ENDURANCE: FIRST RANK) You gain a +1 bonus to Chakra Control checks to tap
Training (Chakra Control; Requires Training (f) and your reserves, and a +2 bonus to your maximum Chakra
Chakra Control 6 ranks) Pool and Chakra Reserves. If you did not know the
Rank: 3 (D); Learn DC: 15, 1 success Tadayou technique (p111), you learn it immediately.
You must have ingested a Chakra Growth shinobi drug
YONDAN JOURYOKU (RANK FOUR STRENGTH)
in order to complete this training. You receive a +5 bo-
Training (Taijutsu; Requires Strength Rank 3 (a),
nus to your maximum Chakra Reserves.
Taijutsu 11 ranks, Taijutsu Adept (f) and Training (f))
SANDAN JOURYOKU (RANK THREE STRENGTH) Rank: 8 (A); Learn DC: 23, 4 successes;
Training (Taijutsu; Requires Strength Rank 2 (a) and As Shodan Jouryoku. You gain the Strength Rank 4
Taijutsu 9 ranks) extraordinary ability. Mastery in this technique applies
Rank: 6 (A); Learn DC: 21, 4 successes to Strength Rank 4 instead.
Expendable Components: Muscle Growth Type I
drug.
KEIYAKU FUUIN (CONTRACT SEAL) MAGEN: SHINSENJOU NO JUTSU (DEMONIC MIRAGE: META-
Fuinjutsu (Requires Sealweaver (f) and Fuinjutsu 19 PHYSICAL BATTLEGROUND TECHNIQUE)
ranks) [Kinjutsu] Genjutsu (Doujutsu) [Fear, Mind-Affecting, Kinjutsu]
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8
(DC 39); Time: 1 Minute; Components: C, E, M; Range: (DC 21); Time: Attack action; Components: C, H;
Touch; Target: One willing or dominated creature; Range: 30 ft; Target: One creature; Duration: Instant;
Duration: 1d/level (D); Save: Will negates; CR: Yes; Save: *; CR: Yes; Cost: 8
Cost: * You trap the target's mind into an imaginary battlefield,
You touch the target and attempt to create a summon- where it must fight a foe that is its equal in strength (or
ing contract with it, forcing it to obey your orders as a weakness). You and the subject make opposed Will
summoned creature would. As an attack action costing saves to determine the winner. If the subject wins, it
1 Chakra per HD or level of the target (minimum 15), suffers a -4 penalty to Spot and Listen checks for 1
you may summon the target to a square adjacent to you. round.
The target is not subject to the normal rules for sum- If you win, the subject is defeated and suffers 3d6
moned creatures and cannot be banished. The target of damage, +1 per level (up to 3d6+10), suffers a -4 penalty
this technique cannot be more than twice your HD or to Spot and Listen checks for two rounds, and cannot
level, and the Cost is equal to the target's level or HD act on its next turn. This technique cannot be used
(minimum 15). more than once per minute on the same target, and
Seal Slots: 1. can't be dispelled.
Scribe – Fuinjutsu DC 29, 5 rounds. Requires some of
your and the target's blood.
MAKAI KYUUDOU: HAKKYOU GYOUSHI (HELL'S ENLIGHTEN-
MENT: INSANITY GLARE)
MAGEN: KYOUNOMEN (DEMONIC MIRAGE: VISAGE OF DEATH) Genjutsu (Doujutsu) [Fear, Kinjutsu]
Genjutsu (Doujutsu; Requires Genjutsu 16 ranks) Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10
[Death, Fear, Mind-Affecting, Kinjutsu] (DC 24); Time: Attack action; Components: C, H;
Rank: 8 (SS); Learn DC: 25, 8 successes; Perform: 13 (DC Range: Personal; Duration: 1 round *; Save: *; Cost: 6
33); Time: Attack action; Components: C, Mob, S; This dangerous technique was forbidden due to its abil-
Range: Melee attack; Target: One creature; Duration: ity to drive people insane by repeated use. It allows you
Instant; Save: Will partial; CR: Yes; Cost: 12 to send terrifying images from 'hell' with little more
than a look. Any creature that meets your gaze is pan- centration check (DC 20) each round to act as normal
icked for 2d6+1 rounds and suffers 1d4 temporary Wis- while suffering from that condition. Once the tech-
dom damage (a Will save negates both). If a creature nique ends, it cannot be used again for 1d4 minutes.
succeeds at their save, they are shaken for 1d4 rounds
instead.
REIKIBUTSU NO JUTSU (SOUL RECEPTACLE TECHNIQUE)
Ninjutsu [Kinjutsu]
NAN KAIZOU NO JUTSU (BODY ALTERATION TECHNIQUE) Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
Ninjutsu [Kinjutsu] (DC 39); Time: 1 Hour; Components: C, F, H, XP;
Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10 Range: Close; Effect: One creature's clone; Duration:
(DC 24); Time: Attack action; Components: C, H; Permanent; Cost: 30
Range: Personal; Duration: 1r/level (D); Cost: 4 You create a body double of another creature, which
You temporarily change the flexibility of your bones will act as the original creature would, but will obey
and skin, gaining a +4 bonus to Escape Artist and op- your orders without fail. The double has the same abil-
posed Grapple checks. You may also spend a full-round ity scores as its original, but its Intelligence, Wisdom
action to deliver a melee touch attack at a range of up and Charisma are reduced to 14 if they were higher
to 30 ft, stretching your limb temporarily. than that. It has all of the original's feats, talents, tem-
plates, special abilities, class levels, etc.
NINJOUKAN (EMPATHIC CONNECTION) The double has only half the original's HP and Chak-
Fuinjutsu (Requires Fuinjutsu 12 ranks) [Kinjutsu]
ra Pool, and suffers a -5 penalty to attack rolls, saves,
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7
Defense and skill checks. It counts as 5 levels lower as
(DC 20); Time: 10m; Components: C, H, M; Range: 10
the original for any ability or technique whose effects
ft; Target: Two willing creatures; Duration: Permanent;
(duration, range, damage, empowering, etc) depend on
CR: Yes; Cost: 16
the user's level. All of these statistics are determined
The targets become bonded, and become instantly fa-
based on the original creature as it was at the time its
miliar with each other. They can detect each other as
blood sample was taken.
though using Sense Chakra and Detect Emotion with-
The double cannot gain experience.
out needing to make a check, and they gain a +4 bonus
Material Focus – A body constructed with a sample of
to all Charisma- and Wisdom-based checks made
the original creature's hair, skin and blood. This body
against each other. When flanking or making a skill
requires one month to shape.
check to aid another with their bonded partner, the
XP Cost – 2,500 XP.
bonus granted increases by +1.
The seal cannot be removed unless both seals are RETSU HASSAI (VIOLENT OUTBREAK)
broken at the same time (such as by the Gekata no Genjutsu (Compulsion; Requires Genjutsu 10 ranks)
Fuukatsu technique). A creature cannot be bonded to [Hijutsu, Mind-Affecting]
more than two creatures at a time. If a creature's bond- Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10
ed partner dies, it is very likely to become depressed, (DC 24); Time: Attack action; Components: H, Mas;
and suicide is very common. Range: Medium; Target: One creature; Duration: 3
Seal Slots: 1 on each target. Rounds (D); Save: Will negates; CR: Yes; Cost: 8
Scribe – DC 20, 5 rounds. The targets must scribe the The subject is overcome with uncontrollable, violent
seal on each other, using each other's blood. If either thoughts and attacks the nearest creature to the best of
seal fails, both targets are knocked unconscious for 1 its ability. If the subject is damaged or attacked by a
hour when the technique is performed. creature, that creature becomes the focus of its rage,
and the subject attacks it to the best of its ability. The
RANSOUTENGAI NO JUTSU (HEAVENLY DISPLACEMENT TECH- subject does not make attacks of opportunity against
NIQUE)
any creature it is not currently attacking.
Ninjutsu (Requires Ninpou: Chakra no Ito (t))
Mastery – The first and third steps increase the dura-
[Kinjutsu]
tion by 1 round.
Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
The fifth step allows you to select a secondary target
(DC 26); Time: Full-round action; Components: C;
within 15 ft of the first, which is also affected by this
Range: Personal; Duration: 1r/level; Cost: 10
technique, though only for a single round.
You attach Chakra strings to yourself, controlling your
body by nothing but your will. This technique can be
used while paralyzed, and allows you to make a Con-
RYUUSATSU NO IN (FLOW SUPPRESSION SEAL) SHINBUKI NO JUTSU (MENTAL OVERRIDE TECHNIQUE)
Fuinjutsu [Hijutsu] Genjutsu (Compulsion; Requires Genjutsu 15 ranks,
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 Bluff or Diplomacy 15 ranks and Zokuyuuin no Jutsu
(DC 27); Time: 5 Minutes; Components: C, H, M; Range: (5)) [Language-Dependent, Mind-Affecting, Kinjutsu]
Touch; Target: One humanoid creature; Duration: Rank: 12 (SS); Learn DC: 29, 8 successes; Perform: 17
1d/level; Save: Will negates; CR: Yes; Cost: 15 (DC 37); Time: Attack action; Components: C, H, Mas;
You seal the flow of the target's Chakra, making the Range: Close; Target: One creature; Duration: 10m/level
target unable to use Chakra as though affected by a (D) *; Save: Will negates; CR: Yes; Cost: 15
Chakra Sealing Tag, with one exception: as a move ac- You speak in a clear voice, giving the target an order
tion that provokes attacks of opportunity and requires that it can understand (if no common language exists,
concentration, the target can make a Chakra Control you can only convey basic instructions such as 'go
check (DC 15) to dispel the seal. While in effect, the there' or 'fight that person'). The subject obeys the or-
target's Chakra Signature appears to be two categories der, and prioritizes it above all other things, completing
smaller than in reality (minimum faint). it to the best of its ability. Other creatures can deter-
Scribe - Fuinjutsu DC 25, 2 minutes. If the technique mine that its actions are being influenced with a Sense
is performed with an unsuccessfully scribed seal, the Motive check (DC 15).
target takes 2d8 damage. An obviously self-destructive order will not be car-
ried out, and each time you target the same creature
SAIMIN JUTSU: SHINTEIRYUU NO JUTSU (HYPNOTISM TECH- within a 24 hour period beyond the first time, it gains a
NIQUE: MIND BLOCK TECHNIQUE)
+2 cumulative bonus to its Will save to resist it. The
Genjutsu (Doujutsu) [Mind-Affecting, Hijutsu]
technique automatically ends if the instructions given
Rank: 9 (B); Learn DC: 23, 4 successes; Perform: 11
have been completed.
(DC 24); Time: Attack action; Components: C, S; Range:
Close; Target: One creature; Duration: 1r/level (D); SHINJI HENKOU NO JUTSU (MIND ALTERATION TECHNIQUE)
Save: Will negates; CR: Yes; Cost: 6 Ninjutsu [Kinjutsu]
You create a mental block within the target, making it Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
unable to use two of the following abilities (your (DC 39); Time: Full-round action; Components: C, H;
choice): Scent, See Chakra, See Through Chakra, Sense Range: 10 ft *; Target: One helpless or willing living
Chakra, Detect Emotions. This technique can be dis- creatures; Duration: 1w/level or permanent *; Save: Will
pelled. negates; CR: Yes; Cost: 18
This technique attempts to fundamentally alter the
SEISAKU NO JUTSU (LIFE DISRUPTION TECHNIQUE) thought patterns of a target, and is generally only used
Genjutsu (Doujutsu) [Mind-Affecting, Kinjutsu]
when drastic measures are required. The technique
Rank: 4 (A); Learn DC: 19, 6 successes; Perform: 7
cannot be used more than once per day on the same
(DC 21); Time: Attack action; Components: C, H;
creature. The subject will suffer one of the following
Range: Close; Target: One creature; Duration: Instant;
effects:
Save: Fortitude partial; CR: Yes; Cost: 8
Instill Fear – The subject experiences uncontrollable
You disrupt the rhythm of the target's heartbeat. If the
fear similar to a strong phobia, for 1 week per level.
subject has fewer than 6 HD, it dies. Otherwise, the
Whenever it is within 50 ft of a creature of your choice
subject takes 4d6 damage, which cannot reduce them
(you may choose yourself) and is aware of them, the
below 0 HP.
subject becomes shaken and suffers a -2 penalty to saves
SHIN KASOKU NO JUTSU (MENTAL ACCELERATION TECHNIQUE) against fear effects coming from the chosen creature. A
Ninjutsu [Kinjutsu] subject can only fear one creature at a Time: a second
Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4 use of this technique will simply remove the existing
(DC 16); Time: Attack action; Components: C, S; Range: fear and create a new one.
Personal; Duration: 1r/level (D); Cost: 3 Modify Memory – You permanently alter the sub-
You manipulate your brain into working faster, gaining ject's memories by eliminating all memory of a single
a +1 bonus to Defense and saves. If the technique re- event, allowing it to recall an event from memory with
mains in effect for more than (2 + Wis modifier) perfect clarity, change he details of an event it remem-
rounds, you suffer 1 temporary Wisdom damage. bers or implant a memory of an event it never experi-
enced. You can modify up to 1 minute worth of memo-
ries per level, and can only change or remove memories
which you know the subject has. Badly implanted or In addition, the child gains any template or bloodline
changed memories will be dismissed as a dream or simi- the subject has (except Moujuu Aishou), and has a 75%
lar. chance to gain the subject's primary allegiance as one of
Restore Memory – As Modify Memory, but you can its own allegiances. The GM may decide to award addi-
restore any memories you know have been erased from tional effects or special templates depending on the
the subject's mind. You are still restricted to 1 minute subject (such as granting the Ghastly Inheritance tem-
per level worth of memories. The perform DC changes plate when sealing the Kyuubi's spirit). Upon child-
to 25 + the level or HD of the source that caused the birth, the creature that bore the child will die (no save).
memory loss (minimum 39). If the target succeeded at their save, the soul escapes
Modifying or Restoring Memory will require you to and vanishes, allowing it to later be resurrected once
concentrate for the length of the memory in question. again.
You can dispel this technique as a full-round action Seal Slots: 1 on the child and 1 on the mother.
as long as you are within 1 mile of the subject. If you XP Cost – 10,000 XP.
dispel a modified memory, you dispel only a single in- Material Focus – An object, to which a soul is bound
stance of this technique of your choice. with the Katou Shin Fuuin technique.
SHINKAI SATSUJIN NO JUTSU (DEEP SEA MURDER TECHNIQUE) SHUUGYOU: SAIKITSUI NO WAZA (TRAINING: ABILITY IMBUING
Genjutsu (Compulsion) [Mind-Affecting, Kinjutsu] ART)
Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10 Training (*) [Hijutsu]
(DC 24); Time: Full-round action; Components: C, H; Rank: 8 (B); Learn DC: 22, 4 successes.
Range: Close; Target: One living creature; Duration: This training technique comes in six varieties, each
Concentration (up to 1r/level); Save: Will partial; CR: with a different subtype, and each relating to one of
Yes; Cost: 6 your ability scores: Strength (Taijutsu), Dexterity
The target sees itself surrounded by clear water, and is (Taijutsu), Constitution (Chakra Control), Intelligence
able to hold its breath and act normally. If the target (Ninjutsu), Wisdom (Chakra Control) and Charisma
failed its save, the water turns dark, making the subject (Genjutsu). This technique can be learned six times:
unaware of any creatures around it and causing it to Once for each ability score. You cannot learn it twice
start making Constitution checks to avoid drowning for the same ability score.
(D20 Modern, p213). If the subject falls unconscious, its You must have previously ingested an ability-
HP drops by 1 each round until it dies. While drown- enhancing drug of the appropriate kind (such as a
ing, the subject cannot speak. Strength-enhancing Shinobi drug for the Strength vari-
If the technique ends or is dispelled before the sub- ation) in order to be able to complete this training,
ject dies, any HP lost because of this technique is in- which will increase the inherent bonus granted by the
stantly restored. This technique can be dispelled. drug by +1.
SHINSUBU NO JUTSU (SOUL BINDING TECHNIQUE) TENMA MUKURODE (HAND OF THE DEVIL)
Fuinjutsu (Requires Katou Shin Fuuin (t)) [Kinjutsu] Ninjutsu (Katon) [Fire, Kinjutsu]
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 Rank: 13 (A); Learn DC: 28, 6 successes; Perform: 16
(DC 39); Time: 1 Hour; Components: C, F, H, XP; (DC 30); Time: Full-attack action; Components: H;
Range: Melee Touch; Target: One creature *; Duration: Range: Melee Touch; Target: One creature; Duration:
Permanent; Save: Will negates; CR: Yes; Cost: 30 Instant *; Save: Will partial *; CR: Yes; Cost: 8
The target must be bearing a child (of any type) and be This very potent technique has been forbidden because
within a day from going into labor or otherwise birth- it is a cruel weapon that can leave disturbing mental
ing it. You take the soul stored with the Katou Shin scars on its subject. Your hand flares up with blazing
Fuuin technique, and transfer it from the object into flames, which will deal 8d8 fire damage to the touched
the unborn child. The unborn child gains a bonus to a target. In addition, the target is marked with a blazing
single ability score based on the subject's highest ability seal, which deals 2d6+1 fire damage each round and
score modifier, up to +4. (For example, if the subject's lasts 1d8+2 rounds. Only a successful use of the Fuuka
highest ability score was 20 Constitution, the infant Houin technique can remove the brand and its flames
would gain a +4 bonus to Constitution; in case of a tie, (other than its duration expiring).
determine at random).
Each round the brand deals damage, the target will LOST HIJUTSU AND KINJUTSU
cower for 1 round and suffer 1 temporary Wisdom These techniques have been lost to time. Oftentimes,
damage (Will DC 16 negates both effects). only remnants of ancient scrolls remain to guide you to
YUUKAIFUU (FUSION SEAL) learning these techniques, or the techniques are carried
Fuinjutsu [Kinjutsu] by a long line of individuals throughout the ages, pre-
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 serving the knowledge but never sharing it, save to
(DC 39); Time: 30 Minutes; Components: C, H, M, XP; their successor.
Range: Melee touch; Target: One willing creature; Du- CHOUNOURYOKU (EXTRA-SENSORY PERCEPTION)
ration: 1h/level; CR: Yes; Cost: 20 Chakra Control (Spirit) [Lost Hijutsu]
This seal is unique in its effect, and allows you to tem- Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11
porarily absorb another creature into yourself, gaining (DC 25); Time: Attack action; Components: C; Range:
some of their abilities and most of their knowledge. Personal; Duration: Concentration, plus 1 round; Cost:
You have a willing participant (the subject) absorbed 2;
into your body through the fusion seal. You gain a bo- This very rare and useful technique allows you to en-
nus to your ability scores equal to the subject's relevant hance the senses, granting you the Detect Emotions
ability score modifiers, a +1 inherent bonus to attack ability and giving you a +2 competence bonus to Sense
rolls per 4 levels of the subject, a +1 inherent bonus to Motive checks.
Defense per 5 levels of the subject, and a +1 bonus to
Chakra and Chakra Reserves per 2 levels of the subject. FUSHI NO IN (SEAL OF IMMORTALITY)
You gain the use of all the subject's techniques, skills, Fuinjutsu [Lost Kinjutsu]
Speed Ranks, Strength Ranks, Power Units and Power Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
Ranks, though such things do not stack with your own. (DC 39); Time: 4 Hours; Components: C, H, P, X; Range:
You also gain all extraordinary and supernatural Melee touch; Target: One willing creature *; Duration: 1
abilities possessed by the subject, as well as any tem- year; Save: Fortitude negates (Harmless);
plate and bloodline abilities it might possess, though CR: Yes (Harmless); Cost: 50
you will use your own level to determine what abilities This seal must be applied to a creature with a Chakra
are available to you, and you cannot use the powers of Signature identical to your own, and isn't affected by
more than one bloodline at a time. ability damage, fatigue, exhaustion or movement im-
If you fall unconscious or fail a massive damage save pairing effects. The creature ignores any aging penalties
while fused, the fusion ends and both you and the sub- it is currently suffering from. When the seal ends, its
ject are separated, the subject appearing in an adjacent bearer suffers 1d6 temporary Strength, Dexterity and
square. If you die or suffer the following effects, they Constitution damage and becomes nauseated for 2d6+2
will also apply to the subject when the fusion ends: hours.
Chakra depletion, ability damage, ability drain, Chakra Seal Slots: 3.
coil damage, tenketsu damage, and any spell or tech- Scribe – Fuinjutsu DC 29, 10 minutes.
nique affecting you whose duration has not yet expired.
FUTAE NO KIWAMI (DOUBLE PUNCH)
When the transformation ends, both you and the
Taijutsu (Strike) [Punch, Lost Hijutsu]
subject are exhausted until you have a good night's rest,
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12
and lose half of your respective maximum HP, Chakra
(DC 26); Time: Attack action; Components: F, Mob;
and Reserves (you cannot be reduced below 1 HP by
Range: Melee Attack; Target: One creature; Duration:
this effect). You cannot fuse with a creature that is al-
Instant; Save: Fortitude partial; Cost: 8
ready fused, nor can you fuse with a creature while you
You make an unarmed attack that deals one additional
are already fused.
die of damage, and ignores up to 15 points of DR and
Seal Slots: 5 the target and yourself.
any hardness of 15 or lower. On hit, the target takes an
Expendable Components – Materials to scribe the seal,
additional 2d6 damage and is knocked back 1d6 x 5 ft
requiring a Fuinjutsu check (DC 39) which takes 10
(Fortitude negates both). If the target collides with an
minutes. A second check with the same DC can be
object, it suffers 1d4 damage for every 10 ft of knock-
made to confirm the seal was crafted successfully.
back it suffered and falls prone.
XP Cost – 2,000 XP.
If used more than once per minute, you must make a
Fortitude save (DC 20) to avoid taking 1d6 temporary
Strength damage. You suffer a -4 penalty to Learn
checks when learning this technique unless you have icked technique deals damage, targets receive a save
the Gouken feat. according to that technique in addition to their Will
save. If disbelieved, the technique deals only one-fifth
FUZEN SHINRUI FUUIN (MINOR BLOOD BOND SEAL) damage. If recognized as an illusion, the technique
Fuinjutsu [Lost Kinjutsu]
deals only half damage, or no damage if the target suc-
Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
ceeds at any of its saves. Such a technique cannot mim-
(DC 26); Time: Full-round action; Components: H, M;
ic any secondary effects, but the save DC for it is calcu-
Range: Touch; Target: One clone *; Duration: Perma-
lated as though it were a Rank 6 Genjutsu.
nent; Cost: 15
If the mimicked technique was not damaging, it has
This seal can only be applied to a clone or replica of
its normal effects against targets who did not disbelieve
yourself created by Ishi Bunshin, (Tajuu) Kage Bunshin,
it. Objects remain unaffected by this technique.
Kasumi Bunshin or Mizu Bunshin no Jutsu, and grants
the target a +1 bonus to attack rolls and Defense and HARADOU: AKU NO SOUSHIKI (WAY OF PURIFICATION: FUNER-
increases its maximum Chakra Pool by 5 (if it had none, AL FOR THE WICKED)
it gains a Chakra Pool of 5). In addition, the clone can Ninjutsu (Requires Concentration 12 ranks, cannot
use techniques of Rank 2 or lower and becomes capable have Evil allegiance) [Death, Good, Lost Kinjutsu]
of performing actions that require concentration. Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13
Only one clone can be affected by this technique, and (DC 29); Time: Attack action; Components: C, P; Range:
creating such a seal automatically dispels and previous Melee touch; Target: One evil or non-human, non-
ones you have created. animal creature; Duration: Instant; Save: Fortitude Par-
Seal Slots: 1. tial; CR: Yes; Cost: 16
Scribe – Fuinjutsu DC 24, 5 rounds. You make a touch attack that has the power to reject
evil influence. If the attack hits, the target must make a
GENHINA NO JUTSU (ILLUSORY DOLL TECHNIQUE) save to avoid being disintegrated, leaving behind only
Genjutsu (Phantasm) [Mind-Affecting, Lost Hijutsu]
the items it was holding and/or wearing.
Rank: 12 (A); Learn DC: 27, 5 successes; Perform: 15
(DC 29); Time: Full-round action; Components: C, H; HARADOU: BAKU NO MOUKIN (WAY OF PURIFICATION: SHACK-
Range: Close; Effect: One illusory body double; Dura- LES OF THE PREDATOR)
tion: 1r/level (D) *; Save: Will (disbelief); Cost: 16 Ninjutsu (Requires Concentration 7 ranks)
An illusory copy of you appears within range. Starting [Good, Lost Kinjutsu]
the round after you use this technique, you must main- Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
tain concentration on the double to keep it from disap- (DC 23); Time: Attack action; Components: C; Range:
pearing at the end of the following round. The double Melee touch; Target: One evil creature; Duration:
acts and moves as you direct it, but cannot interact 1h/level; Save: Will negates; CR: Yes; Cost: 10
with physical objects or make any sound. In addition, Used by demon hunters to mark their prey, this tech-
you turn invisible to all creatures that could see you nique leaves a cross-shaped seal on the target's body,
perform the technique. If the illusory clone is made to which takes up a seal slot. While it lasts, the seal can be
appear in your square, onlookers will not notice that instantly detected and pinpointed by anyone sensing
you turned invisible as the illusion covers you. The in- Chakra, as long as it is within range of the senses. Evil
visibility breaks when you take offensive action or are outsiders are unable to see, sense or feel the mark.
damaged in any way.
HARADOU: HAKUTOU (WAY OF PURIFICATION: WHITE SWORD)
GENRYUUDAN (ILLUSORY DRAGON BLAST) Ninjutsu (Requires Concentration 4 ranks)
Genjutsu (Phantasm) [Mind-Affecting, Lost Hijutsu] [Good, Lost Kinjutsu]
Rank: 6 (A); Learn DC: 21, 5 successes; Perform: 9 Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4
(DC 23); Time: Attack action; Components: C, H; (DC 16); Time: Attack action; Components: C, E; Effect:
Range: *; Effect: *; Duration: *; Save: Will (disbelief); CR: One hakutou; Duration: 10m/level; CR: Yes; Cost: 3
Yes; Cost: 4 * You create one hakutou, a glowing white cross-shaped
You create an illusion that mimics the effects of a Nin- dagger that weighs nothing and deals 1d4 piercing
jutsu of Rank 4 or lower that you know the effects of damage, as well as 3d4 holy damage that is not multi-
(though you needn't be able to perform it). The Cost is plied on critical hits. The weapon is considered to be a
increased by the cost of the mimicked technique (An dagger, and benefits from modifiers you may have to
imitated technique cannot be empowered). If the mim- such a weapon.
If it hits an evil creature, a hakutou creates a brilliant The fifth step of mastery allows you to be treated as
glow for a moment. If it hits a non-evil creature, it though invisible while moving, allowing you to catch a
deals no damage. In either case, once it hits, it disinte- foe unaware with your first attack after moving (up to
grates. once per encounter). Speed Sight 4 or greater allows a
Empower – Spend 3 Chakra to create an additional creature to see through the invisibility.
hakutou (up to 1 per 3 levels or 5 total, whichever is
lower).
HIRYUUSEN (SOARING DRAGON FLASH)
Taijutsu (Mobility; Requires Shunpo (t), Hirameku (t)
HARADOU: SEIKOUJIN (WAY OF PURIFICATION: SACRED LIFE and Speed Rank 5 (a)) [Lost Hijutsu]
BARRIER) Rank: 12 (A); Learn DC: 27, 5 successes; Perform: 15
Ninjutsu (Requires Concentration 12 ranks) (DC 29); Range: Long; Cost: 3
[Good, Lost Hijutsu] This technique is identical to Hirameku except as
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 above, and you count as invisible while moving (as the
(DC 26); Time: Attack action; Components: C, S; Range: fifth step Mastery of Hirameku). High Speed Sight 7 or
0 ft; Area: 15 ft Emanation; Duration: Concentration higher allows a creature to ignore the invisibility.
(up to 1r/level); CR: Yes; Cost: 15 Mastery – The third step allows you to make the
A barrier of translucent energy surrounds you and movement as though you had a flight speed with per-
moves with you. To any evil creature, the barrier is like fect maneuverability.
a solid wall of force, but to objects or other creatures, it
does not interfere with their movement. If an evil out-
HOMURA DAMA (BLAZING SPHERE)
Ninjutsu (Katon) [Fire, Lost Hijutsu]
sider touches the barrier, it suffers 1d4 holy damage,
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
plus 1d4 holy damage each round it continues to touch
(DC 17); Time: Attack action; Components: E, F, Mob,
the barrier.
S; Range: Personal; Effect: Imbues one held weapon;
Once the technique ends, you become fatigued. If
Duration: 1r/level (D); CR: Yes; Cost: 3
used while already fatigued or exhausted, you take 1d4
You focus your Chakra into the tip of a held melee
or 1d6 damage per round while concentrating on it, re-
weapon, igniting a roaring flame to enhance your next
spectively.
strike. Your next attack with the weapon will deal 2d6
HIRAMEKU (FLICKER) additional fire damage (not multiplied on critical hits).
Taijutsu (Mobility; Requires Shunpo (t) and Should the attack score a critical hit, it deals another
Speed Rank 4 (a)) [Lost Hijutsu] 1d6 bonus fire damage. If the attack is evaded but still
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 strikes an object (e.g. if the attack would have hit, but
(DC 27); Time: Swift or instant action *; Components: the opponent used Kawarimi no Jutsu or something
Mob, Mas; Range: 5 ft/level; Duration: Instant; Cost: 5 similar to evade it), the bonus damage is still dealt, end-
You move to a location within range instantly, and to ing the enhancement to the weapon.
not provoke attacks of opportunity for moving through Empower – Spend 2 Chakra to increase the damage
or out of threatened areas. While moving, you move by 1d6 (maximum 5d6 total).
through obstacles up to 10 ft tall or wide, and you do Material Focus – A held, bladed melee weapon of ap-
not trigger traps that would normally be triggered by propriate size for you.
your movement. You do not leave physical tracks, but
can still be tracked by scent. If you end your movement
IRYOU NINJUTSU: HIKEN – KYOUI CHUUSHI (MEDICAL NINJUT-
SU: SECRETS – MIRACLE STASIS)
on a surface that you cannot stand on or which cannot
Ninjutsu (Medical; Requires Chakra Control 12 ranks
support you, you begin to fall.
and Knowledge (Earth and Life Sciences) 12 ranks)
Instant Action: You can use Hirameku as an instant
[Lost Kinjutsu]
action when within 10 ft of a sturdy, vertical surface
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
(such as a wall) to shorten the length of a fall by the
(DC 25); Time: Swift action *; Components: C; Range:
techniques range (maximum 100 ft), reducing fall dam-
Melee touch; Target: One dead creature; Duration:
age. You are limited to one use per day between this
Concentration, plus one round; Save: Fortitude negates
technique and Hiryuusen.
(unwilling); CR: Yes (harmless); Cost: 12
Mastery – The third step allows you to make a Hide
This technique can be performed even when it isn't
check while being observed as you move.
your turn, though doing so will consume the swift ac-
tion of your next turn, and must be used within 1
round of the target's death. You must maintain physical round in order to free themselves. Though immobile,
contact while maintaining this technique, and while the creature is able to move its eyes and can still speak.
doing so the target's body is held in perfect stasis, al- If the weapon used to bind them is removed from
lowing it to remain useful for techniques or abilities their shadow (or their shadow is no longer where the
that only work on (very) recently deceased bodies. weapon struck), the technique also ends.
Each round you concentrate on this technique, you
suffer 1 temporary Constitution damage, which can
KAIZAN SHINJUTSU: ENMA NO KESSHIN (WORLD ENDING SU-
PREME TECHNIQUE: AVATAR OF THE KING OF HELL)
only be healed by resting. When the technique ends,
Genjutsu (Phantasm)
you become exhausted until all the Constitution dam-
[Fear, Mind-Affecting, Lost Kinjutsu]
age taken this way is healed.
Rank: 12 (A); Learn DC: 27, 6 successes; Perform: 15
KAGE ANSATSU NO JUTSU (SHADOW ASSASSINATION TECH- (DC 29); Time: Attack action; Components: C, H;
NIQUE) Range: Personal; Duration: 1r/level (D); Save: Will ne-
Ninjutsu (Shadow) [Lost Kinjutsu] gates *; CR: Yes; Cost: 12
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 You cast an illusion upon yourself, making yourself
(DC 29); Time: Attack action; Components: H; Range: appear slightly taller, gain crimson eyes and making
Melee attack; Target: One creature's shadow; Duration: your flesh seem deathly pale. Your aura becomes a visi-
Instant; Save: Fortitude partial; CR: Yes; Cost: 6 ble, fiery and chaotic red and the ground beneath you
One of the third Hokage's original techniques, which seems to shake with an unearthly power. Your voice
attempts to deal a lethal blow by striking a creature's becomes booming and deep. Enemies within 50 ft of
shadow. You must be able to see the shadow clearly, you become shaken for 2d6 rounds, ordinaries become
and its owner must be unaware of you. It has a Defense panicked instead. If a creature leaves and re-enters the
of 10, and if you hit, you deal normal damage to the aura, it must make a new save. Allies within 50 ft of
shadow's owner, and it must save against being reduced you instead gain a +1 morale bonus to attack rolls and
to -1 HP and dying. saves. Enemies that correctly identify the technique or
This attack automatically bypasses the creature's were warned about its effects gain a +8 bonus to saves
damage reductions. Creatures immune to sneak attacks to resist it.
or critical hits are immune to this technique.
KENSOKU: OUGI – SHIN IAIKEN (SWIFT FISTS: SECRET SKILL –
KAGEBAKU SHURIKEN NO JUTSU (SHADOW BINDING SHURIKEN TRUE UNDODGEABLE FIST)
TECHNIQUE) Taijutsu (Strike: Requires Speed Rank 2 (a) and
Ninjutsu (Shadow) [Lost Kinjutsu] Kensoku: Iaiken (5)) [Punch, Lost Hijutsu]
Rank: 4 (S); Learn DC: 20, 7 successes; Perform: 8 Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12
(DC 24); Time: Attack action *; Components: F, H; (DC 26); Time: Attack action; Components: Mas, Mob;
Range: Thrown weapon *; Target: One creature's Range: Melee, plus 10 ft; Target: One creature; Dura-
shadow *; Duration: 1r/level; Save: Will negates *; CR: tion: Instant; Save: Fortitude partial *; Cost: 12
Yes; Cost: * You make an unarmed attack that is truly difficult to
This technique's range is equal to that of the weapon(s) see, and can hit a creature up to 10 ft further than your
used. You can make as many attacks as you normally melee reach. You gain a +4 bonus to the attack roll, and
could (making more than one attack is a full-attack ac- the attack deals 1d6 bonus damage per 2 levels (up to
tion), and the cost of the technique is 3 per attack. Each 10d6), which is not multiplied on critical hits. If hit, the
attack targets a different shadow. You can use a melee target is knocked back 1d6 x 5 ft and becomes dazed for
weapon as well, though it must be left in the shadow to 1 round. A successful save negates both these secondary
keep affecting the target. effects.
You throw a number of weapons (shuriken, kunai, This attack is difficult to see and is harder to perform
etc), each at the shadow of a creature no larger than without the appropriate clothing, as with Kensoku:
your size, and attempt to completely immobilize it. A Iaiken.
shadow has a Defense of 10 if it's owner is unaware or Mastery – The fifth step extends the range by another
flat-footed. Otherwise, use the target's touch defense. 10 ft.
If you hit, the target is completely immobilized, and
cannot move or be moved as though held in place by a
powerful force. Creatures caught can make a save each
KETSUMEI NO TSURUGI (BLADE BLOOD OATH) Any objects held in the hand are dropped, and the
Fuinjutsu [Lost Hijutsu] transformed hand cannot be used to hold objects or
Rank: 8 (S); Learn DC: 24, 6 successes; Perform: 12 make hand seals. Once the technique ends, you take 1
(DC 28); Time: Full-round action; Components: C, H, temporary Strength damage and become fatigued for
M, P; Range: Touch; Target: One willing creature; Du- the rest of the encounter (Fortitude DC 15 negates
ration: Permanent; Cost: 8 per seal slot both).
One of the Hidden Steel's secret techniques, it exempli- Mastery – The first step allows you to make the blade
fies the spirit of a true warrior, the equivalent of sign- one size smaller, reducing its damage and making it a
ing a blood pact with your own weapon. The target has light weapon.
its currently held weapon sealed within its body. The
target can apply some of its blood to the seal and mold
KODACHI NITTOURYU: KAITEN KENBU ROKUREN (DUAL KO-
DACHI STYLE: SIX SWIRLING SWORD DANCES)
Chakra to release the weapon, which can take up a free
Taijutsu (Strike; Requires Two-Weapon Fighting (f),
action or a full minute depending on how easy the seal
Kenjutsu: Kodachi Ryuu – Kaiten Kenbu (3) and
is to reach. As a free action, they can dismiss the weap-
Ryuusui no Ugoki (1)) [Armed, Lost Hijutsu]
on back into the seal, and it disappears in a puff of
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9 (DC
smoke. If the weapon is destroyed or moved further
22); Target: One creature *; Cost: 8
than 1 mile from its host, it also disappears, but will be
This technique is identical to Kenjutsu: Kodachi Ryu –
unavailable for summoning for 1 hour.
Kaiten Kenbu, except as above, and the target must ei-
If the seal is broken or the target dies, the weapon re-
ther be flat-footed or be under the effect of your
appears next to their body, broken into so many pieces
Ryuusui no Ugoki. You make a full-attack action with
it cannot be repaired.
both your weapons, gaining a +3 bonus to attack and
The number of seal slots this technique requires, and
damage rolls. The target loses its Dexterity bonus to
the Fuinjutsu DC required to identify or break the seal,
Defense only against the first attack from each weapon.
is based upon the size of the weapon that is sealed:
Material Focus – Two light slashing weapons.
Weapon Size Slots DC Weapon Size Slots DC
KODACHI NITTOURYU: ONMYOU HASSHI (DUAL KODACHI
Small or smaller 1 12 Huge 4 24
STYLE: DUAL HAIR KILLER)
Medium 2 16 Gargantuan 5 28
Taijutsu (Strike; Requires Two-Weapon Fighting (f)
Large 3 20 Colossal 6 32 and BaB +4) [Armed, Lost Hijutsu]
For each size category the target is larger than Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7
Medium, the technique requires 1 less seal slot (mini- (DC 20); Time: Attack action; Components: C, F, Mob;
mum 1 slot required). Once the weapon is sealed, the Range: 50 ft *; Target: One creature; Duration: Instant;
target takes 3 temporary Strength damage per seal slot Save: Reflex partial; Cost: 4
it occupies. You throw two held weapons at the target, one directly
Seal Slots: Varies (see text and table above). behind the other, at your highest attack bonus. If the
Scribe – Fuinjutsu DC 25, 10 minutes per seal slot. first one hits, the target will be denied its Dexterity
bonus to Defense against the second attack. If the first
KIRITE NO JUTSU (EDGED HANDS TECHNIQUE) attack missed, the target may choose to make a Reflex
Ninjutsu (Requires Chakra Control 8 ranks) save against your attack roll instead of using its De-
[Lost Kinjutsu] fense.
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 The weapons have a range increment of 10 ft, and
(DC 20); Time: Attack action; Components: C, Mas, S; deal normal damage when they hit. Each weapon that
Range: Personal; Duration: 1r/level (D); Save: *; Cost: 6 hit will fall to the ground in the target's square, while
A lost technique from the Hidden Steel, you transform each weapon that missed falls to the ground 10 ft be-
one of your arms into a blade, which counts as a one- hind it.
handed Katana made for your size. While fighting de- Mastery – The third step allows you to retrieve the
fensively or using total defense, the weapon grants a +1 weapon(s) by moving to a square adjacent to the
shield bonus to Defense, stacking with similar bonuses. thrown weapon(s) and making an attack roll against a
You are automatically proficient with the weapon, Defense of 15. This can only be done if you benefit
which cannot be sundered or damaged due to a protec- from Speed Rank 1 or higher. This is a move action.
tive layer of Chakra. Material Focus – Two light slashing weapons.
KODACHI NITTOURYU: ONMYOU KOUSA (DUAL KODACHI While it holds a creature, the clone cannot walk on
STYLE: DUAL CROSS) water or fly, but gains bonus HP equal to the trapped
Taijutsu (Strike; Requires Two-Weapon Fighting (f) creature's total level or HD. A trapped creature is aware
and BaB +4) [Armed, Lost Hijutsu] of what happens 'outside', but cannot interact with the
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 clone or anyone outside of the clone. If the clone is
(DC 18); Time: Instant action; Components: F, Mob; damaged, the trapped creature tapes double that dam-
Range: Melee attack; Target: One creature; Duration: age, which bypasses hardness and damage reductions.
Instant; Save: Reflex partial *; Cost: 4 Force damage is not passed on to the held target.
This technique can only be used if you wield two The clone can, as a free action, blow itself up when it
weapons and missed the target by 5 or less with a melee holds a creature, dealing 3d6 force damage within a 30
attack this round. You make an attack that deals normal ft Burst (Reflex halves). The held creature takes double
damage, and may choose to make a sunder or disarm damage and receives no save, but will be freed as a re-
attempt instead. The attack is made with the weapon sult.
that didn't miss (i.e. if your main hand attack missed, If the clone is destroyed or its duration runs out, it
this is an attack with your off-hand weapon). disappears in a puff of smoke, freeing any held creature.
Material Focus – Two light slashing weapons.
KUURYUUSAN NO JUTSU (AIRFLOW MANIPULATION TECH-
KODACHI RYU: KAITEN KENBU (KODACHI STYLE: SWIRLING NIQUE)
SWORD DANCE) Ninjutsu (Fuuton; Requires Ichijin no Jutsu (t))
Taijutsu (Strike; Requires Ryuusui no Ugoki (t) [Wind, Lost Hijutsu]
and BaB +5) [Armed, Lost Hijutsu] Rank: 9 (B); Learn DC: 23, 4 successes; Perform: 11
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 (DC 24); Time: Full-round action; Components: C, H,
(DC 18); Time: Full-attack action; Components: C, F, Mas; Range: Long; Area: 10 ft/level wide, 40 ft high
Mob; Range: Melee attack; Target: One creature; Dura- Cylinder (S); Duration: Concentration (up to 1r/level);
tion: Instant; Cost: 4 Save: Fortitude partial; Cost: 14 *
The target must be unable to pinpoint your location You send your Chakra into the area and manipulate the
(such as while hidden, invisible of fully concealed). You airflow within, changing the direction and strength of
make a full-attack with your held weapon, gaining a +2 wind within the area. While concentrating, you can
bonus to attack and damage rolls. The target is denied spend a move action to change the current direction
its Dexterity bonus to Defense against the first attack, and/or strength of the winds. You can choose to create
and the attacks deal damage as though the weapon was a zone of calm winds at the center of the Cylinder, up
one size category larger. to 80 ft in diameter, and can freely choose to affect an
Material Focus – A light slashing weapon. area smaller than this technique's normal potential.
Direction: You can choose to create a downdraft
KUU BUNSHIN NO HAETORI (VOID CLONE DEATH TRAP) (blowing from the center outward), updraft (blowing
Ninjutsu [Lost Kinjutsu]
from the perimeter towards the center), rotation (the
Rank: 13 (S); Learn DC: 29, 7 successes; Perform: 17 (DC
winds circle around the center point, either clockwise
33); Time: Full-round action; Components: C, H; Range:
or counter-clockwise) or a blast (the winds blow in one
*; Target: *; Duration: 5r/level; Save: Fortitude negates *;
direction throughout the area).
CR: Yes; Cost: 14
Strength: You can increase or decrease the strength of
This highly forbidden technique was once used as a
the winds by one step per 10 levels (minimum 1) per
powerful too for abduction and assassination. You cre-
round. These effects are cumulative, and creatures
ate a clone made of the void, filled with a space of
within the area can make a Fortitude save to negate any
nothingness, where no matter can exist. The clone
penalties.
functions exactly as a Kage Bunshin (p282), but can
Light winds (< 11 mph) are a gentle breeze.
freely walk on water and has a flight speed equal to its
Moderate winds (11-21 mph) have a 50% chance
land speed, with poor maneuverability. It cannot move
each round to extinguish small, unprotected flames
further than 100 ft from you. The clone can attempt to
(candles and the like).
suck in a creature no larger than its own size category
Strong winds (21-31 mph) extinguish unprotected
within its melee reach, trapping it inside the clone
flames, makes sailing difficult and imposes a -2 penalty
(Fortitude negates).
to ranged attack rolls and Listen checks.
Severe winds (31-51 mph) causes minor damage to MAGEN: GOUKYOU GENMU NO JUTSU (DEMONIC MIRAGE:
ships and buildings, and has a 50% chance to extinguish PHANTASMAL TORTURE TECHNIQUE)
protected flames (such as lanterns). The penalty in- Genjutsu (Requires Genjutsu 13 ranks)
creases to -4. [Fear, Mind-Affecting, Lost Kinjutsu]
Windstorms (51-75 mph) drives flying creatures out Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10
of the area and knocks over small trees and light, (DC 24); Time: Attack action; Components: C, H;
wooden structures. It can tear off roofs and seriously Range: Touch; Target: One creature; Duration: 1r/2 lev-
endanger ships. It has a 75% chance to extinguish pro- els (D); Save: Will negates; CR: Yes; Cost: 8
tected flames, ranged weapon attacks are impossible, The subject writhes in pain as they experience their
and siege and ballistic weapons take a -4 penalty to at- flesh being ripped from its body and their flesh being
tack rolls. The Listen check penalty is increased to -8. burned and torn from their bones. The subject suffers
Hurricane force winds (75-175mph) cannot be made 1d4+1 damage each round, and a -1 penalty to skill
or lessened unless you Master this technique. It de- checks, ability checks and attack rolls that stacks up to
stroys wooden buildings, sometimes uproots larger eight times. Once the technique expires, these penalties
trees, and most ships will flounder. It extinguishes any persist, but are reduced by one each round until they
flames and makes Listen checks impossible. Increases disappear entirely. If the subject is reduced to 0 HP, it
the penalty for ballistic and siege weapons to -8. stops taking damage and becomes unable to act while
Tornado strength winds (175+ mph) cannot be made, the technique lasts. This technique can be dispelled.
but if you have Mastered this technique you can tem-
porarily decrease their strength by paying 3 Chakra per
MAGEN: MUGEN ONSA (DEMONIC MIRAGE: THRALL OF INFI-
NITE MELODIES)
round per category you wish to decrease it by. If the
Genjutsu [Death, Mind-Affecting, Lost Kinjutsu]
technique ends, the tornado will return if the effect
Rank: 11 (S); Learn DC: 27, 7 successes; Perform: 15 (DC
that created it has not yet ended. These winds are so
31); Time: Full-round action; Components: C, F; Range:
strong, they destroy all unfortified buildings and often
Close; Target: One creature; Duration: Concentration
uproot even large trees. See Tatsumaki no Jutsu (p321).
(up to 1r/level) *; Save: Will negates; CR: Yes; Cost: 20
Mastery – The fifth step allows you to create or re-
While concentrating on this technique, you must keep
duce Hurricane winds, as well as allowing you to re-
playing the musical instrument you've chosen to use for
duce Tornado strength winds.
the technique. The subject will sit kneeling, subject to
KYOUSHITSU NO JUTSU (DREADFUL REALITY TECHNIQUE) an illusion that it is bound by chains and subjected to
Genjutsu (Requires Genjutsu 15 ranks) terrible torture, though it remains completely aware of
[Fear, Mind-Affecting, Lost Kinjutsu] its surroundings. It will be unable to take any action,
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 and takes 1d10 damage per round. Damage from an
(DC 29); Time: Full-round action; Components: C, H; outside source immediately ends the technique.
Range: Close; Target: One creature; Duration: 1r/level; The technique can be dispelled, and a creature that
Save: Will negates; CR: Yes; Cost: 12 cannot hear the music (e.g. because it is deaf) becomes
This technique was forbidden and sealed due to its ut- immediately immune to the technique's effects.
terly inhumane effects, which are meant to shut down
all the target's senses over time. The subject is blinded
MAJUTSU: BAKUHATSU (MYSTICAL ART: EXPLOSION)
Ninjutsu (Katon; Requires Concentration 12 ranks)
and deafened. It loses all sense of taste and texture,
[Fire, Lost Hijutsu]
cannot smell, and loses its sense of touch (including its
Rank: 12 (S); Learn DC: 28, 6 successes; Perform: 16 (DC
sense of pain), so it can't tell if it's standing, sitting, fall-
32); Time: Full-round action; Components: C, Mas,
ing, whether it has been damaged, etc. The subject is
Mob; Range: Long; Target: One creature or object; Du-
unable to sense Chakra, and must make a Will save
ration: 6 rounds *; Save: *; CR: Yes; Cost: 20
each round to avoid becoming unable to act.
This ancient technique was one of the first forms of
Even though the subject is blinded, it is still subject to
Chakra manipulation created by the first generation of
gaze attacks (since the blindness is merely an illusion).
shinobi. You weave nine intricate symbols in the air
The subject further suffers a -4 penalty to Massive
with the index and middle finger of one hand, imbuing
Damage saves.
them with Chakra and then attaching the completed
This technique can be dispelled, but counts as a Rank
array onto a target creature or unattended object. The
12 technique for those attempting to do so.
subject will carry the symbols, which detonate after 6
rounds to deal 10d8 fire damage as a 30 ft Burst cen- Speed Rank 2, as well as gaining a +8 bonus to Will
tered on it. A Reflex save will halve the damage, but saves against Mind-Affecting and Fear effects. You
the target takes a -4 penalty and cannot use (Improved) cannot be reasoned or talked with.
Evasion to take no damage. You cannot use techniques, tactics or skills requiring
The bomb can be defused by any creature who knows concentration, and are completely oblivious to any
how, but requires them to touch the target and make a creature that isn't your opponent, losing your Dexterity
Chakra Control check (DC 30), spending 20 Chakra. If bonus to Defense against any creature you do not rec-
the target tries to defuse it, they do not need to touch ognize as an enemy. You cannot make Listen or Spot
themselves to do so. You can dismiss this technique by checks to detect approaching enemies. While you are
concentrating for a move action. oblivious, you are not helpless.
If you are unable to see, there is a 20% chance you You will fight your opponents to the best of your
fail to perform the technique, and you suffer a -4 penal- ability. If there are no enemies left, or you are unable to
ty to Perform when your main hand is not free. reach or damage them, you will stand in the same
Mastery – When you perform this technique, you place.
may choose to reduce the time it takes for the symbols
to detonate by up to 1 round per step of mastery you
NINJUTSU NO WANA (NINJA ART TRAP)
Fuinjutsu (Advanced Seal) [Lost Kinjutsu]
have obtained.
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
MAJUTSU: KAIBAKU (MYSTICAL ARTS: MYSTICAL BIND) (DC 25); Time: 1 Minute *; Components: C, H, M *;
Genjutsu (Compulsion; Requires Concentration 10 Range: 10 ft; Area: 5 ft Emanation; Duration: 1m/level
ranks) [Mind-Affecting, Lost Hijutsu] (D); Save: *; CR: *; Cost: 10 *
Rank: 10 (S); Learn DC: 26, 6 successes; Perform: 14 (DC This ancient technique is used to infuse an advanced
30); Time: Full-round action; Components: C, M; Range: seal with a ninjutsu technique, setting it to unleash at a
50 ft; Target: Up to four creatures; Duration: 1r/level later time. You choose a technique of Rank 7 or lower
(D); Save: Will negates; CR: Yes; Cost: 5 per target as part of performing this technique, infusing it into an
This ancient technique was one of the first forms of advanced seal. Such a technique must be able to target
Chakra manipulation evercreated. You weave nine in- other creatures (i.e. not a target of 'You').
tricate symbols in the air with the index and middle If the technique's perform time is longer than one
finger of one hand, imbuing them with Chakra and minute, this technique's perform time becomes equal to
then directing them towards your target(s). Subjects the technique's. This technique's Cost is increased by
have an effective Strength and Dexterity score of 3 and the chosen technique's Cost, and any components the
suffer a -10 penalty to Perform techniques that require technique requires (other than Material Focus or Ex-
hand or half seals (unless they can perform them with- pendable Components) are also required for this tech-
out those components). The subjects cannot run or nique.
charge, move at half speed, and cannot make more than After being infused, the seal is set as a trap that can
one attack of opportunity per round. be found with a Search DC of 10 + your Sleight of Hand
This technique can only be dispelled by a character modifier. The trap cannot be disarmed (other than by
with 10 or more ranks in the Concentration skill. you dismissing it or its duration expiring), and will trig-
If you are unable to see, there is a 20% chance you ger when a creature first moves through the area.
fail to perform the technique, and you suffer a -4 penal- When triggered, the technique contained in the seal
ty to Perform when your main hand is not free. is fired off at the target, as though performed by you,
though its save DC is decreased by 2. If the technique
NAIJIN OUKA NO JUTSU (INNER SELF ABSORPTION TECHNIQUE) has an area of effect, it must be determined when the
Ninjutsu [Lost Kinjutsu]
trap is set. If the technique requires a Material Focus or
Rank: 10 (S); Learn DC: 26, 7 successes; Perform: 14 (DC
Expendable Components, they must be nearby for the
30); Time: Attack action; Components: C, S; Range: Per-
trap to go off.
sonal; Duration: 1r/level; Cost: 6
Expendable Component – One advanced seal.
This extremely dangerous technique has been forbid-
den due to the high level of danger it poses to the user.
You temporarily suppress your conscious mind, letting
your unconsciousness take over. You remain fully con-
scious until you reach -10 HP, gain Strength Rank and
REIKI (LAY ON HANDS) SAIMIN JUTSU: KAGE GUGEN NO JUTSU (HYPNOTISM TECH-
Chakra Control (Spirit; Requires Chakra Control 9 NIQUE: SHADOW INCARNATION TECHNIQUE)
ranks) [Lost Hijutsu] Genjutsu (Doujutsu) [Mind-Affecting, Lost Kinjutsu]
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4 Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
(DC 16); Time: 1 Minute; Components: C, Mas; Range: (DC 26); Time: Full-round action; Components: C, H;
Touch; Target: One creature; Duration: Instant *; Save: Range: Close; Target: One creature; Duration: 1r/level
Will negates (harmless) *; CR: Yes; Cost: 4 (D); Save: Will disbelieves; CR: Yes; Cost: 12
The subject gains 2 Chakra. If you have 5 or more levels You erase your own presence from the target's mind,
of Elementalist with a Doton specialization, you can use granting you total concealment and making the subject
this technique to reverse most kinds of petrification. unable to see or hear you (though it can still detect
This technique cannot be used more than once per day your scent if it isn't hidden). Instead, the subject con-
per target. stantly sees an image of the user to their side, no matter
Mastery – The fifth step allows you to restore the tar- where they look, as if you were moving at impossible
get's Chakra Reserves by 2 instead, and if used on a tar- speeds.
get within 5 minutes of it having suffered Chakra de-
pletion, it suffers none of the usual effects of that afflic-
SANDANGAMAE TENSHI (ELEMENTAL TRINITY)
Ninjutsu (Requires three elemental affinities)
tion.
[Varies, Lost Hijutsu]
RYUUSUI NO UGOKI (DECEITFUL WATER MOVEMENT) Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13
Taijutsu (Mobility; Requires Speed Rank 1 (a)) (DC 27); Time: Attack action; Components: H; Range:
[Lost Hijutsu] Medium; Area: 30 ft radius, 30 ft high pyramid (S);
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 Duration: Instant; Save: Reflex halves *; CR: Yes; Cost:
(DC 21); Time: Attack action; Components: C, Mas, 15
Mob; Target: One adjacent creature *; Duration: Up to 3 You combine three basic elements into a single attack,
rounds; Cost: 4 dealing 5d6 damage three times, each time from a dif-
You must have Speed Rank 1 or higher active to use ferent energy type from among the following: cold,
this technique, and must target a creature no larger earth, electric, fire, water and wind (Reflex halves, one
than Medium size. You move at high speed around the save per element). Add the appropriate descriptors to
target, but it seems as though you are slowly circling it. the technique.
This technique lasts for up to 3 rounds, but you must To deal damage of a certain type, you must have the
spend at least a move action each round to move appropriate elemental affinity (katon for fire, etc). An
through 4 or more squares adjacent to the target, and it elementalist increases the damage dealt by their spe-
ends as soon as you take an action other than moving. cialized element. Range is not affected.
While active, you provoke no attacks of opportunity
from the target for moving through a threatened area,
SANMAI NO JUTSU (ABSORPTION TECHNIQUE)
Ninjutsu [Lost Kinjutsu]
and other creatures take a -4 penalty to attacks of op-
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13
portunity made against you. You gain total conceal-
(DC 29); Time: Attack action; Components: C, E, H;
ment from your target, and if the target tries to move
Range: Melee touch; Duration: Instant; Save: Fortitude
away from you in any way, you can make an attack of
negates; CR: Yes; Cost: 6
opportunity against it that, if it hits, also prevents the
You sheathe your hand in offensive Chakra, touching
target from moving.
the target to drain it of its energies. If hit, the target is
The first attack or technique you use against the tar-
drained of 1d6 Chakra, and you gain temporary HP
get counts as though you were invisible to the target.
equal to the amount drained.
The target can make a Spot check (opposed by your
Empower – Spend 1 additional Chakra to increase the
Hide check, to which you gain a +10 bonus) to deter-
Chakra drain by 1 (maximum +1 per 3 levels, up to +5).
mine the square you are in, though it still suffers from
the usual miss chance due to the concealment.
Mastery – The fifth step allows you to increase the
Chakra cost by 3 to increase the maximum duration by
1 round.
SEIGAE NO WAZA (METHOD OF LIFE EXCHANGE) The talisman carries two components: a control com-
Ninjutsu (Medical) [Lost Kinjutsu] ponent, which takes 3 days to craft, and an optional
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11 immortality component which takes 1 day to craft.
(DC 25); Time: Full-round action; Components: C, H, Partial Control: This talisman allows the soul to react
Mas; Range: Touch; Target: One living creature; Dura- normally to defend itself even when not commanded
tion: Concentration (up to 1r/2 levels); Save: Fortitude to, and allows it to retain its personality, but also allows
negates (harmless); CR: Yes (Harmless); Cost: 14 it to make a Will save against Edo Tensei when given
This technique allows for quick and effective healing of an order that goes strongly against its nature.
even deep wounds, but does so by channeling your life Total Control: This talisman elicits full control. The
force, making it dangerous and ineffective for use on soul cannot act on its own in any way, unless com-
yourself. This technique cannot be used on a target be- manded, and retains none of its original personality.
low 0 HP. Each round you concentrate, you heal the Immortality: This component extends the duration of
target for 1d6 HP, but take 1d6 damage (not affected by Edo Tensei indefinitely and grants the summoned body
damage reductions). If you heal the target for more and soul the Immortal subtype, with the condition that
than 3 rounds, the target suffers from Chakra Overload its immortality ends if the talisman is destroyed, or re-
for 1 hour (as per Iryou Ninjutsu: Chiyu techniques). moved from its body. An immortal seishinkugi contin-
Mastery – The first step decreases the damage you ually reconstructs itself, healing 10 HP per round and
take to 1d4. regrowing any lost limbs (including the head) at the
The third step increases the healing to 1d6+1. beginning of each of its turns. When reduced to 0 HP,
The fifth step increases the healing to 1d6+3. the immortal seishinkugi is incapacitated for 1 round,
but recovers to full HP on its next turn. The immortali-
SEISHINKUGI (IMMORTAL SOUL SACRIFICE) ty talisman can support this process only twice, and
Fuinjutsu (Requires Epic Technique (Edo Tensei) (f))
once it has done so it and the seishinkugi will be de-
[Lost Kinjutsu]
stroyed when reaching 0 HP.
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
Empower – Spend 10 Chakra to increase the number
(DC 39); Time: 1 Hour *; Components: C, E, F, H, XP;
of times the immortality talisman can reconstruct its
Effect: Creates one soul receptacle; Duration: Instant *;
host by one (maximum 10 times total). Doing so in-
Cost: 60
creases the preparation time by 2 days and the XP cost
This technique is used for two purposes: to create a soul
by 25 per level of the intended summoned soul each
receptacle that can be used for the Edo Tensei tech-
time.
nique, called a seishinkugi, and to create a talisman that
XP Cost – 500 XP (Faux body), 1,000 XP (Prepared
can enhance and/or control the summoned soul. The
receptacle), plus 500 XP (Control talisman) and/or 50
seishinkugi has one of two forms.
XP per level of the intended summoned soul (Immor-
Faux Body: This receptacle is a generic body that is
tality talisman).
not attuned to a single creature, and a soul that inhabits
Material Focus – One coffin or container, and either a
it cannot use spells or techniques above Rank 4 or C-
faux body (Faux body) or drugs, inks and other compo-
Class complexity, has only 25% of its normal maximum
nents (Purchase DC 25 + 1 per day spend preparing the
HP and CP, and has no Chakra Reserve. (See the Sealed
receptable) (Prepared receptacle).
Items)
Prepared Receptacle: This receptacle requires a corpse SEKITAI NO JUTSU (ASTRAL BODY TECHNIQUE)
of the same species as the intended soul, which had at Ninjutsu [Lost Kinjutsu]
least half as much HD as the soul intended to possess it. Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
The receptacle takes 3 days to prepare, requiring 8 (DC 39); Time: 1 Minute; Components: C, H; Range:
hours of effort per day. The receptacle is attuned for 2,000 ft/level; Duration: Concentration; Cost: 10
one specific creature, and while inhabited by the in- This ancient technique works on the idea that a small
tended soul, it can fight to its full ability. part of your spirit, soul (or Chakra) is left behind
After the receptacle is created, it must be placed in- whenever you visit a location, and can be used as an
side a coffin or other container, where it remains pre- anchor to return to. While concentrating, you manifest
served for 1 month, ready to be summoned. After this your spirit in any location which you've previously
month, the receptacle becomes unusable. visited. Your real body is left behind, unable to take
actions and you are unaware of its surroundings. If your
real body is harmed, the technique ends.
While manifested, you can control your spirit to tunity and cannot take any action requiring sentience
move as you normally would, though you are unaffect- or independent thought.
ed by gravity (this does not allow you to fly). Your spir- You can control up to 1 corpse per 7 levels.
it counts as though ethereal, and as such is unaffected Mastery – The fifth step increases the maximum HD
by most attacks and effects. Effects that can damage of the corpses by 1.
your spirit simply cancel the technique (as above) Material Focus – One or more corpses of Medium-
without having their normal effects. Genjutsu tech- sized humanoids, fresh or well-preserved.
niques and effects that do not affect your physical body
(like Kanashibari no Jutsu) can still. Your spirit can
SHIN GENRYUUDAN (TRUE ILLUSORY DRAGON BLAST)
Genjutsu (Phantasm) [Mind-Affecting, Lost Hijutsu]
move through openings of any size, can see and hear
Rank: 10 (S); Learn DC: 26, 6 successes; Perform: 14 (DC
normally even in low lighting, can Sense Chakra (if you
30); Time: Attack action; Components: C, H; Range: *;
can) and can speak, though its voice sounds hollow and
Effect: *; Duration: *; Save: Will disbelieves *; CR: Yes;
distorted. The spirit has no physical substance, though
Cost: 12 *
techniques it uses may have it.
This technique functions the same as Genryuudan
While the spirit can use techniques, the perform time
(p259), but allows you to recreate techniques of Rank 8
of any technique is increased by 1 round per 500 ft be-
or lower, increases its base cost to 12 plus the cost of
tween your real body and your spirit, as your Chakra
the recreated technique, and the save DC is calculated
needs time to travel from your body to your spirit.
as though it were a Rank 10 genjutsu.
Techniques performed by the spirit have all their ran-
dom variables reduced to their lowest possible value. SHINOBI HIKEN: IKUSA – DENRAISEI (SHINOBI SECRET: WAR –
The spirit cannot move more than 1,000 ft away from ANCESTRAL SPIRIT)
the point where it initially manifested. Ninjutsu [Lost Hijutsu]
When the technique ends by any means, your spirit Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10
immediately travels back at a speed of 1,000 ft per (DC 24); Time: Full-round action; Components: C, H, P;
round and is completely undetectable while doing so. Range: Personal; Duration: 1r/2 levels; Cost: *
Your body remains unresponsive until your spirit re- You accelerate the flow of Chakra in your body, en-
turns to it. hancing your capabilities for a time. Your Base Attack
Bonus increases to 3/4th your level (as a Fast Hero), and
SHIKON NO JUTSU (DEAD SOUL TECHNIQUE)
your class bonus to Defense becomes equal to half your
Ninjutsu (Shadow) [Lost Kinjutsu]
level (rounded down, minimum +1). These bonuses do
Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10
not increase beyond 20th level. In addition, you gain 1
(DC 24); Time: Full-round action *; Components: C, F,
temporary HP per level while the technique lasts.
H, Mas; Range: Close; Target: One creature; Duration:
The technique's cost is equal to: 5 + the Base Attack
Concentration (up to 1r/level); Cost: 7 per corpse
Bonus gained by this technique (i.e. if you go from +5
This secret technique is considered highly forbidden
to +7, this technique costs 7 Chakra).
and immoral, and lets you control one or more dead
When the technique ends, you become fatigued. If
bodies with your Chakra. A corpse so controlled cannot
you were already fatigued, you become exhausted in-
run, charge or make sounds, has the undead creature
stead.
type (with its associated qualities and immunities), and
has 1 HD per 3 levels (maximum 5), with average HP. It SHINOBI HIKEN: SAKKI JUTSU (SHINOBI SECRET: KILLING IN-
has the same Strength and Dexterity score it had before TENT)
it died (up to 16 each), and can carry up to 40 lbs per Chakra Control (Spirit) [Lost Hijutsu]
HD it has. Its movement speed is 30 ft, which is unaf- Rank: 7 (E); Learn DC: 18, 2 successes; Perform: 7
fected by how much weight it may be carrying or (DC 17); Time: Swift action; Components: C, Mas;
whether it changes size category. It is a Chakra-created Range: Personal; Duration: 1 Round; Cost: 2
construct. You enhance yourself, emitting a murderous intent that
A corpse can be controlled as long as it remains with- makes you appear threatening to weaker-willed crea-
in range of you and within line of sight. They follow tures. You gain the Frightful Presence creature ability
your command, moving and attacking as you direct, (p354), with a save DC of (10 + ½ level + Cha modifier).
though they cannot attack anyone or anything you Affected creatures become shaken for 2d6 rounds, or
cannot see. The corpses do not make attacks of oppor- become frightened instead if they have at least 15 fewer
HD than you or if they have a Wisdom score of 3 or equal to the damage the offensive action dealt or would
less. have dealt (halved if using cumulative non-lethal dam-
Once per encounter, you can use this technique to age rules, minimum 1).
cancel the effects of an opponent's use of Sakki Jutsu. This technique can be dispelled. When the illusion
This technique cannot be used more than once per day. ends, the penalty incurred as well as any nonlethal
Mastery – Unlike the usual case, mastery does not damage dealt disappear.
count toward your level to determine the save DC.
The second and fourth steps increase the number of
TENNOIZOU: HAKUSHOUKA (HEAVEN'S LEGACY: SEARING
uses per day by one each.
WHITE FLAME)
Ninjutsu (Katon; Requires Chakra Pool 70)
SHUKUCHI HIGI: SHUNTENSATSU (WORLD BELITTLING SECRET [Fire, Lost Hijutsu]
TECHNIQUE: FATAL HEAVEN FLASH) Rank: 14 (SS); Learn DC: 31, 7 successes; Perform: 19
Taijutsu (Strike; Requires Shukuchi (t) and (DC 39); Time: Attack action; Components: C, H, P;
Kenjutsu: Iaido (5)) [Armed, Lost Hijutsu] Range: 10 ft; Area: 5ft wide Line; Duration: Instant;
Rank: 11 (SS); Learn DC: 28, 7 successes; Perform: 16 Save: Reflex halves; CR: Yes; Cost: 30
(DC 36); Time: Full-attack action; Components: F, Mas, Among the most powerful of fire techniques, this lost
Mob; Range: 10 ft; Area: Semicircular Burst centered on skill allows you to expel Chakra and superheat it,
you; Duration: Instant; Save: Fortitude partial; Cost: 10 breathing it out as a short, white-hot stream of flames
You must be moving at Speed Rank 10 to use this tech- that deals 25d8 fire damage. Any creature damaged will
nique, and the weapon used must be sheathed. You also catch fire until it manages to put out the flames.
make a lightning-quick Iaijutsu-style attack, making a Creatures immune to fire damage still take 5d8 damage,
single attack roll against all creatures in the area, but will not catch fire.
against which they must make a Spot check (DC 40) or
lose their Dexterity bonus to Defense. The attack deals
TETSUKAWA NO JUTSU (IRON SKIN TECHNIQUE)
Ninjutsu (Doton) [Earth, Lost Kinjutsu]
four times normal damage, and creatures hit must make
Rank: 11 (S); Learn DC: 27, 7 successes; Perform: 15 (DC
a save or be pushed back a number of feet equal to the
31); Time: Attack action; Components: H, P; Range:
damage taken, rounded to the nearest 5 ft unit.
Personal; Duration: 1m/level (D); Cost: 27
Once the attack finishes, the weapon used is un-
This ancient technique originated in the Hidden Village
sheathed. If the weapon is not of mastercraft or higher
of Steel, and allows you to use a large amount of Chakra
quality, it shatters and cannot be repaired. This tech-
to alter the composition of your skin and flesh, turning
nique cannot be used more than once per encounter.
them into a metallic substance which, while granting
Mastery – The second and fourth steps each increase
various bonuses, also makes you count as a metal con-
the uses per encounter by one.
struct in addition to your normal type for the purpose
Material Focus – A sheathed, one-handed sword.
of which kinds of techniques or effects can affect you.
SOUGOUKI NO JUTSU (MIND SYNTHESIS TECHNIQUE) You gain DR 15/Epic and become immune to critical
Genjutsu (Phantasm) [Mind-Affecting, Lost Kinjutsu] hits, disease, electricity, poison, blindness, ability score
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11 damage, deafness, massive damage and nonlethal dam-
(DC 25); Time: Attack action; Components: C, H; age, as well as stun effects from a physical source. In
Range: 10 ft; Target: One creature; Duration: 1r/level addition, you take only half damage from earth, fire
(D); Save: Will negates and partial *; CR: Yes; Cost: 14 and wind effects or attacks.
You designate a single creature other than the target, You gain a +6 enhancement bonus to Strength, but
which will become the subject's 'nemesis'. In the sub- take a -6 pealty to Dexterity (minimum 1 Dexterity).
ject's experience, nothing they do against their nemesis Your speed is reduced by half, you suffer a -2 Speed
seems effective, crushing their morale. Each time the Rank penalty, a 50% arcane spell failure chance and a -
subject takes an offensive action against its nemesis, it 8 armor check penalty. You suffer a -8 penalty to per-
suffers a cumulative -1 morale penalty to skill checks, form techniques requiring half or hand seals, and can-
ability checks and attack rolls made against the nemesis not drink or play wind instruments.
(up to -10 total). Even if the action was successful, the Your unarmed attacks become Slam attacks, dealing
subject believes its nemesis was completely unaffected. damage as that a Construct of your size would deal.
In addition, each time this happens the subject must This automatically makes these attacks count as armed.
make a Will save to avoid suffering non-lethal damage
Your weight increases tenfold, you automatically sink A spiked, crimson chain erupts from your outstretched
in fluids, and you suffer a -15 penalty to the Perform hand and coils itself around the target's forehead,
Requirements when performing techniques used to where it slowly damages and incapacitates them. Make
walk on or stick to surfaces (like Kinobori or Tadayou). a ranged touch attack. On hit, the chain fastens itself
You suffer 3d6 damage and become fatigued for 1 and deals 1d4 damage to the target each round. In addi-
hour after using this technique. tion, the target must make a Will save each round to
avoid becoming dazed for that round.
TETSUSHIN NO JUTSU (HEART OF STEEL TECHNIQUE) You can remove the chain easily, but others must
Ninjutsu [Lost Hijutsu]
succeed at a Strength check (DC 25) in order to do so.
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
When removed, the chain instantly disappears.
(DC 21); Time: 1 Minute; Components: C, F, H; Range:
Touch; Target: *; Duration: Instant; Cost: 8 YOUTON: KUSA JUUJI (DEMONIC RELEASE: CHAIN CROSS)
This technique was created in the Hidden Village of Ninjutsu [Evil, Lost Kinjutsu]
Steel, and is a particularly useful wartime skill that al- Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 5
lows you to quickly create weaponry. You shape metal, (DC 17); Time: Attack action; Components: C, Mob;
allowing you to create simple, standard quality weap- Range: Medium; Target: One creature; Duration: In-
ons. You make a Craft (Mechanical) check to craft the stant; Save: Fortitude partial; CR: Yes; Cost: 6
weapon(s), and halve the time required to do so. The This technique was designed to severely wound an en-
weapons cannot be mastercrafted after being created. emy, or even cut it in half, and must be performed
Material Focus – The components required. while you have at least two hands free. Make a single
melee attack against the target, which deals 3d8 slash-
TSUI NO HIKEN: KAGUZUCHI (SUCCESSION SECRET TECHNIQUE: ing damage as two wicked, crimson spiked chains erupt
GOD OF FIRE) from your palms. If the target is hit, it will bleed for
Ninjutsu (Katon; Requires Homura Dama (t))
1d6+1 rounds, taking 1d4 damage each round (Forti-
[Fire, Lost Hijutsu]
tude negates all bleeding).
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13
You suffer 2d6 damage when performing this tech-
(DC 27); Time: Attack action; Components: E, F, S;
nique. If you did not pay for this technique with de-
Range: 30 ft *; Area: Cone *; Duration: Instant; Save:
monic Chakra, you also suffer 1d4 temporary Strength
Reflex halves; CR: Yes; Cost: 10
damage.
You infuse your weapon with blazing Chakra, sending
forth a divine, burning wrath. You swing your weapon, YOUTON: OU NO ME (DEMONIC RELEASE: EYE OF THE EMPER-
creating a burst of flame that deals 5d8 fire damage to OR)
creatures in the area, which can deal damage to objects Ninjutsu [Evil, Lost Kinjutsu]
and set fire to combustibles. Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
You may opt to instead make a melee attack against a (DC 23); Time: Attack action; Components: C, E, P;
creature within melee reach. This determines the direc- Range: Close; Target: One creature; Duration: Instant;
tion of the cone, and if the attack hits, the melee attack Save: Fortitude partial; CR: Yes; Cost: 8
deals normal damage and has the creature hit suffer a -4 This technique was founded on using the pain of a seri-
Reflex save penalty against this technique. A critical hit ous injury (the loss of an eye, or something roughly
will not increase the damage of the cone. comparable) to call forth inner demonic essence. If you
Empower – Spend 2 Chakra to increase the damage have never suffered similar pain or injury, you cannot
by 1d8, up to 5d8 plus 1d8 per 3 levels or 10d8 total, use this technique (GM's discretion). You use your
whichever is lower. Chakra to amplify the power of the demonic essence
Material Focus – A held piercing or slashing weapon. exponentially, causing severe, nerve wracking pain.
The target takes 4d8 negative energy damage and must
YOUTON: IBARA NO KANMURI (DEMONIC RELEASE: CROWN OF make a save to avoid becoming stunned for 1d4 rounds.
THORNS) If the damage kills a creature, their body will wither (as
Ninjutsu [Evil, Lost Kinjutsu]
though mummified).
Rank: 8 (S); Learn DC: 24, 7 successes; Perform: 12
Empower – Spend 2 Chakra to increase the damage
(DC 28); Time: Attack action; Components: C, H;
by 1d8, up to 1d8 per level or 12d8, whichever is lower.
Range: Close; Target: One living creature; Duration:
Each additional damage die will cause you to take 1d4
1r/level (D); Save: Will partial; CR: Yes; Cost: 10
damage, and you must make a Fortitude save (DC 18) to
avoid becoming fatigued. This DC increases by 2 each AKIMICHI CLAN
time you empower this technique, until you get an The Akimichi Clan is one of Konoha's many well-
evening of rest (at least 8 hours). known clans. They are often known as a clan of food
enthusiasts, though few know that their appetite is a
AKATSUKI necessity for the correct use of many of their secret
This (evil) organisation was mostly active during the techniques, which specialize in enlarging the body (or
fourth shinobi war, and counted among its members parts thereof) to perform powerful attacks.
many infamous shinobi such as Uchiha Itachi,
Orochimaru (though he was later ejected), Sasori of the BAIKA NO JUTSU (MULTI-SIZE TECHNIQUE)
Red Sands and Hoshigake Kisame. Ninjutsu [Akimichi Clan Hijutsu]
Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 3
SHOUTEN NO JUTSU (SHAPESHIFTING TECHNIQUE) (DC 13); Time: full-round action; Components: C, H;
Ninjutsu [Akatsuki Kinjutsu] Range: Personal; Target: You; Duration: 2 r/level (D);
Rank: 14 (S); Learn DC: 30, 7 successes; Perform: 18 (DC Save: None; Cost: 4
34); Time: 1 minute; Components: H; Range: Touch; You increase your size and grow one size category,
Target: One willing creature *; Duration: 10m/level; gaining the appropriate bonuses (+2 Strength, -2 Dex-
Cost: 20 * terity, +2 Constitution, -1 size penalty to Defense and
This highly forbidden technique lets you transfer part attack rolls, +4 to Grapple checks, -4 to Hide checks
of a willing donor's Chakra into a willing creature, and unarmed damage increases by one step). While
which will take on the donor's appearance and skills as grown, you occupy a 10ft square, and gain a reach of 10
a result. To do so, the target must be the same creature ft. Any worn and equipped items grow with you, gain-
type, race, size and age category as the donor, and its ing a size category (weapon damage increases accord-
current Chakra Pool must be lower than the donor's. ingly).
The donor must pay one third of it's maximum Chakra If you are hit by a ranged or melee attack dealing
Pool as the technique is performed. If you are the do- greater damage than your Constitution score, you must
nor, the base Chakra cost becomes 0 (you must still pay succeed at a Fortitude save (DC 20) to avoid having the
one third of your maximum Chakra Pool). technique end immediately.
The target becomes a virtually perfect clone of the You can refresh the duration of the technique by
donor, acting and thinking as they do, though the clone spending a move action and its Chakra cost.
will follow your mental commands and the donor's as When used, you must eat twice as much food the fol-
long as it is within 1 mile, with your orders taking pri- lowing day or become fatigued. If used without having
ority. Both you and the donor can also see through the the Akimichi Toughness feat, you become exhausted.
clone's eyes as long as it is within 5,000 ft.
The clone has all the donor's ability scores, taking a - BUBUN BAIKA NO JUTSU (PARTIAL MULTI-SIZE TECHNIQUE)
2 penalty to Intelligence, Wisdom and Charisma, and Ninjutsu (Requires Baika no Jutsu (t))
has one-third of the donor's maximum Chakra Pool and [Akimichi Clan Hijutsu]
HP. In addition, it has all templates and bloodlines of Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7
the donor, including Moujuu Aishou, though the ani- (DC 19); Time: attack action; Components: C, S; Range:
mal companion will prioritize the donor's orders over *; Target: One creature; Duration: Instant; Save: None;
the clone's. Cost: 4
The clone has all feats, talents and special abilities the You temporarily increase the size of your arm or leg to
donor has, and knows and can use any techniques of deliver a powerful strike against any creature, gaining
Rank 8 or lower that are known by the donor. 15 ft bonus reach while doing so. The attack is a Slam
The clone counts as 7 levels lower than the donor to attack, dealing damage as though you were two sizes
determine its Challenge Rating and the effectiveness of larger (a Medium-size human's normal Slam attack
any level-dependent variables of abilities, techniques deals 1d3 damage, becoming 1d6 with this technique).
and the like, and suffers an inherent -4 penalty to at- If you do not have the Akimichi Toughness feat, you
tack rolls, saves, Defense and skill checks. become fatigued.
If the clone is slain or the technique expires, it re-
turns to its original form, and both you and the donor
will know it has been slain after 1d4+1 rounds.
CHOU BAIKA NO JUTSU (MEGA MULTI-SIZE TECHNIQUE) 1d6 Minutes after this technique is used outside, clouds
Ninjutsu (Requires Baika no Jutsu (t)) form over the area and pouring rain falls down.
[Akimichi Clan Hijutsu]
Rank: 9 (B); Learn DC: 23, 4 successes; Perform: 11
KASUMI BUNSHIN NO JUTSU (MIST REPLICATION TECHNIQUE)
Ninjutsu (Fuuton) [Wind, Amegakure Kinjutsu]
(DC 24); Time: Full-round action; Components: C, H;
Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8
Range: Personal; Duration: 1r/level (D); Cost: 18;
(DC 21); Time: Full-round action; Components: C, F, H,
This technique is simply a more extreme version of
Mas; Range: 30 ft; Effect: One or more clones; Duration:
Baika no Jutsu and functions identically to it, with the
5r/level (D); Cost: 4
following exceptions:
This technique functions like Kage Bunshin no Jutsu,
You grow two sizes, and the bonuses and penalties
except the clones are made of mist, and by spending 2
increase to +8 Strength, -4 Dexterity, +4 Constitution,
Chakra you can create an additional clone (up to 1 per 3
+3 natural armor bonus to Defense, -2 size penalty to
levels). You do not take any damage for creating these
Defense and attack rolls, +8 to Grapple checks and -8 to
clones, and their Chakra signature is only as strong as
Hide checks. You occupy a 15 ft square, and the Forti-
their cost would make it. The clones function similar to
tude save DC to maintain the transformation becomes
Kage Bunshin, but have only 1 HP per 4 levels, saves
18. Size increases from techniques do not stack.
equal to yours -2, the same attack bonus as yours -5,
When used, you must eat three times as much food
and have your Defense, but do not benefit from any
the following day or become fatigued. If used without
equipment bonuses to Defense you have. They gain a
having the Akimichi Toughness feat, you become ex-
flight speed with clumsy maneuverability at half your
hausted instead.
movement speed, and cannot use any techniques.
NIKUDAN SENSHA (MEAT TANK) In addition, if a Kasumi Bunshin is attacked with a
Taijutsu (Strike; Requires Baika no Jutsu (t)) physical weapon or effect, it has a 20% chance to ignore
[Akimichi Clan Hijutsu] any ballistic, bludgeoning, piercing and slashing dam-
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5 age, unless its source can hit incorporeal creatures nor-
(DC 17); Time: Full-attack action; Components: C, Mas; mally. It gains wind resistance 5, and any contact with
Range: 30 ft; Area: 10 ft wide Line; Duration: Instant; fire of any kind will immediately destroy the clone.
Save: Reflex halves; Cost: 4 Even though it is made of mist, it looks identical to
This technique can only be used while you are affected you, though a creature that can See Through Chakra
by Baika no Jutsu. You roll yourself up like an armadil- can identify it as a clone of mist, and can easily distin-
lo and spin, crushing enemies in the area for 2d6 bludg- guish it from your real self.
eoning damage, plus double your Strength modifier. At Mastery – The fifth step increases the clones' fly
the end of your turn, you become nauseated until the speed to your normal speed, with poor manoeuvrabil-
end of your next turn (Fortitude DC 14 negates). ity.
Mastery – The first four steps increase the range by 5 Material Focus – One 5 ft square, filled with mist,
ft each. The fifth step adds the Shapeable (S) effect to within range for each clone.
the area.
KOURYUU NO JUTSU (RAIN DRAGON TECHNIQUE)
AMEGAKURE Ninjutsu (Suiton) [Poison, Water, Amegakure Kinjutsu]
Rank: 3 (A); Learn DC: 18, 6 successes; Perform: 6
The Village Hidden by Rain is an industrial shinobi
(DC 20); Time: Attack action; Components: H; Range:
village, which lies between three of the Great Shinobi
Medium; Area: 50 ft Emanation *; Duration: Concentra-
Countries, which has caused it to be the site of many
tion (up to 1r/level); Save: *; CR: Yes; Cost: 6
battles. It is surrounded by a lake, and moments when
You infuse falling rain with Chakra, turning it into a
it does not rain within the village are very rare.
dragon of rain that circles the area. Each round, you
AME NO KISEKI (MIRACLE OF RAIN) can direct the dragon to attack a creature within the
Ninjutsu (Suiton) [Water, Amegakure Kinjutsu] area, making a touch attack at a +12 bonus, dealing
Rank: 11 (S); Learn DC: 27, 7 successes; Perform: 15 (DC 2d6+2 water damage. Creatures hit must save against
31); Time: 1 minute; Components: C, H; Range: Long; poison (Fortitude DC 15, primary and secondary dam-
Area: 500 ft Spread; Duration: 30 min/level (D); Save: age 1d4 temporary Wisdom damage). This technique
None; Cost: 16 can only be used in a rainy area.
KUUDENKOUU NO JUTSU (STATIC RAIN TECHNIQUE) This special technique is mainly used by ANBU and
Ninjutsu (Suiton) [Water, Amegakure Hijutsu] Hunter-Nin forces, and attempts to mangle a body be-
Rank: 3 (B); Learn DC: 17, 4 successes; Perform: 5 yond recognition. The check DC for any creature at-
(DC 18); Time: Attack action; Components: H; Range: tempting to perform a forensics investigation on the
Close; Target: One creature; Duration: 1 Round; Save: body is increased by 5. If performed in one minute, the
Fortitude negates; CR: Yes; Cost: 4 increase is 10 instead. This technique does not stack
The target must be reasonably wet (such as standing in with itself: simply apply the highest modifier from
the rain) or immersed in water. The subject suffers a -2 among the effects.
penalty to saves against Raiton techniques, and such Mastery – Each step improves the DC increase by +1,
techniques deal 1 bonus damage to him per 2 Ranks or +2 if performed in one minute.
(minimum +1). Material Focus – One disposal/forensics kit.
Hakke Rokujyuuyon Shou is used against the same 8th - 18th +2 Survival
creature within a 24 hour period reduces the tenketsu 9th +2 Spot 19th -
damage per hit by 4. 10th - 20th Scent (Greater)
KUMOCHUU NO JUTSU (SPIDER STRING TECHNIQUE) KUMONENDOU NO JUTSU (VISCOUS SPIDER PROJECTION TECH-
Ninjutsu (Requires Gumokeitou (a)) NIQUE)
[Gumoshin Clan Hijutsu] Ninjutsu (Requires Gumokeitou (a))
Rank: 1 (E); Learn DC: 12, 2 successes; Perform: 1 [Gumoshin Clan Hijutsu]
(DC 11); Time: Full-round action; Components: M, S; Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Range: 30 ft; Target: One anchor point *; Duration: In- (DC 16); Time: Attack action; Components: C, M;
stant; Cost: 1 Range: Close; Effect: Ray; Target: One creature or object
Using this technique, you create a length of spider silk *; Duration: Instant; Cost: 5
to serve as a rope, which is attached to an anchor point, You spit out a long stream of spider silk towards a crea-
which must be an object, structure or surface of Medi- ture, attempting to stick to it and fling it away. The
um-size or larger that can support your weight. The silk target must be your size category or smaller. If hit, the
rope will support the weight of two Medium- target is thrown 1d6 x 5 ft in a direction of your choos-
size creatures, has DR 5/fire and 6 HP. ing (except directly away from you), and may suffer fall
Expendable Component – One kumonosu. damage. If the target impacts a hard object or surface, it
suffers 1d4 damage per 10 ft of the knockback.
KUMOKARAMU NO JUTSU (SPIDER ENTANGLEMENT TECHNIQUE)
Expendable Components – One kumonosu.
Ninjutsu (Requires Gumokeitou (a))
[Gumoshin Clan Hijutsu] KUMONENKIN NO JUTSU (GOLD SPIDER SCYTHE TECHNIQUE)
Rank: 5(C); Learn DC: 18, 3 successes; Perform: 6 Ninjutsu (Requires Gumokeitou (a))
(DC 18); Time: Attack action; Components: C, E, M; [Gumoshin Hijutsu]
Range: Close; Target: One creature; Duration: Instant *; Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7
Save: Reflex negates *; Cost: 2 (DC 20); Time: Full-round action; Components: C, H,
You fire a web of sticky spider silk to hinder or capture M; Range: Personal; Duration: 1r/level (D); Cost: *
a foe. If a Small or smaller creature is hit by 1 or 2 You create one or more kama or kusari-gama, made
webs, it becomes entangled or immobilized, respective- from solidified, golden spider silk (choose which type
ly. For Medium creatures, the same is true if hit by 2 or when performing this technique). The technique's cost
4 webs. For Large, the numbers are 4 and 8. The entan- is based on the weapon(s) created. The weapons are
glement lasts 2d4+1 rounds, and two consecutive always made for your size, have a hardness of 5 and 7
Strength or Escape Artist checks (DC 15) can be made HP. You are always proficient with the created weap-
to break free. The immobilization lasts for 2d6 rounds, ons. When the technique ends, the weapons turn into
and three consecutive Strength or Escape Artist checks ordinary spider silk threads.
(DC 18) can be made to break free. Kama: The weapon acts like a normal kama, but deals
Empower – Spend 2 Chakra to fire an additional web, one bonus piercing damage. A single kama costs 2
up to 1 per 3 levels. Each web can target the same or a Chakra, and you can create up to 1 per 3 levels.
different creature. Kusari-gama: The weapon acts like a normal kusari-
Expendable Components – One kumonosu per web. gama, but you gain a +1 bonus to attack rolls made with
it. A single kusari-gama costs 3 Chakra, and you can To properly use this technique, the target square
create up to 1 per 5 levels. must be capable of supporting a web.
Expendable Components – One kumonosu per kama, Empower – Spend 7 Chakra and 1 additional
or two kumonosu per kusari-gama. kumonosu to increase the size of the web by 10 x 10 ft
(and thus widen the cone), up to a total of a 50 ft
KUMONENKIN NO TSURUGI (GOLD SPIDER SWORD) squares.
Ninjutsu (Requires Gumokeitou (a) and
Expendable Components – One kumonosu.
Kumonenkin no Jutsu (t)) [Gumoshin Clan Hijutsu]
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9 HIRAISHIN
(DC 22); Time: Full-round action; Components: E, H,
M; Range: 25 ft; Area: 5 ft wide Line; Duration: Instant; This bloodline belongs to the Dattoumaru clan of the
Save: Reflex halves; Cost: 5 Hidden Cloud, and gives its bearer a burst of speed
You fire a long thread of hardened, golden silk, dealing when needed.
7d6 piercing damage to all creatures in its way.
Empower – Spend 5 Chakra and one additional REQUIREMENTS
kumonosu to extend the range by 25 ft (up to 100 ft Skills: Balance, Jump or Tumble 2 ranks.
total).
Hiraishin Hiraishin
Expendable Components – One kumonosu.
Level Minor Level Minor
KUMONOSU ROKEN NO JUTSU (SPIDER WEB DETECTION TECH- 1st - 11th Slow Fall (50 feet)
NIQUE) 2nd Hiraishin 1 12th -
Ninjutsu (Requires Gumokeitou (a))
3rd - 13th -
[Gumoshin Hijutsu]
4th - 14th Hiraishin 3
Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11
(DC 25); Time: Full-round action; Components: H, M; 5th Up the Walls 15th -
Area: 50 ft Emanation (S), centered on you; Duration: 6th - 16th -
Concentration *; Cost: 6 7th - 17th Slow Fall (unlimited)
You create a fine web of silken threads, covering the 8th Hiraishin 2 18th -
surfaces around you. Any creature that is in direct con- 9th - 19th -
tact with the ground or a connected surface within
10th - 20th Hiraishin 4
range is immediately detected and located by you.
While concentrating, you remain aware of all such HIRAISHIN (SU)
You gain the indicated number of Speed Ranks. In ad-
creatures 'caught' within the web. The technique ends
dition, you can activate your Speed Rank ability with-
if you move from the location where you used the
out paying Chakra for a number of rounds per day
technique.
equal to your Hiraishin ability plus your Dexterity
Expendable Components – Two kumonosu.
modifier, which stacks with the free use gained from
KUMOSHIBARI NO JUTSU (SPIDER BINDING TECHNIQUE) Mastering the Speed Rank Training techniques.
Ninjutsu (Requires Gumokeitou (a))
UP THE WALLS (EX)
[Gumoshin Hijutsu]
While you have Speed Rank 1 or greater active, you
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9 can run up 45-degree surfaces without penalty, and can
(DC 22); Time: Full-round action; Components: H, M, run up vertical surfaces during a move action by mak-
E; Range: 50 ft; Target: 10 ft square *; Area: Cone *; Du- ing a Climb or Tumble check (DC 20). If you do not
ration: Instant *; Save: Reflex negates *; Cost: 7 reach a horizontal surface by the end of the movement,
You fire a large concentration of webbing from your you begin to fall.
mouth, creating a web at the target square, which is
treated as a web spun by a Monstrous Spider one size SLOW FALL (EX)
While you have Speed Rank 1 or greater active and
larger than you (see D20 Modern, p245) and lasts for
falling within 10 feet of a solid, vertical surface, you
1d4 hours or until destroyed. Any creature caught in a
may treat your fall as if it were shorter by the indicated
cone between you and the target square (its width
amount.
reaches only up to 10 ft) must save or be pushed back
into the web.
HIRAISHIN TECHNIQUE ARCTIC TRACKING (SU)
While Hyouma is active, you can spend a swift action
DATTOUMARU RYU: KOURAI DACHI (DATTOUMARU STYLE: to gain a Tremorsense for 1 round. It has a range of 30
RISING THUNDER STANCE) feet and only functions on ice or snow.
Taijutsu (Stance; Requires Hiraishin (a) and Up the
Walls (a)) [Dattoumaru Clan Hijutsu] HYOUMA (FULL) (SU)
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 As Hyouma (half), but your burrow speed increases to
(DC 21); Time: Full-round action; Components: your normal movement speed. Once per day, you can
C, Mob; Cost: 4 freeze up to 50 litres of water per level as part of per-
You can only use this stance while your Hiraishin is forming any technique that requires ice as a material
active. Half your unarmed attack damage becomes elec- focus or expendable component.
tric, and you gain electric resistance 5. On a critical hit,
unarmed attacks deal 1d10 bonus electricity damage.
HYOUMA TECHNIQUES
HYOUSHOU NO JUTSU (ICE CRYSTAL TECHNIQUE)
HYOUMA Ninjutsu (Hyouton; Requires Advanced Bloodline (Hy-
ouma) (f)) [Cold, Haku Hijutsu]
The Himashin clan is a clan of the frozen wastes whose Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
bloodline grants them exceptional resilience to cold, (DC 17); Time: Attack or instant action *; Components:
and the capability to manipulate it expertly. F, H, Mas; Range: Close; Effect: A 5 ft wide, 7 ft tall
wall of ice; Duration: 1m/level (D); Cost: 4
REQUIREMENTS You raise a wall of ice, which is 4 inches thick, has 12
Elemental Affinity: Water or Wind. HP, 2 hardness and can be broken by a Strength check
(DC 15).
Hyouma Hyouma
Level Intermediate Level Intermediate Defensive Maneuver (1/day): Can be used against an
1st Hyouton 11th - attack from a source of CR 1 or lower. If you fail by less
2nd Cold Blooded +1 12th Hyouma (Full)
than 10, you can still perform the technique but the
Chakra cost increases by 50%. A successful check raises
3rd - 13th -
a wall of ice (as above) to absorb the attack or tech-
4th Hyouma (Half) 14th Arctic Protection 15
nique.
5th - 15th -
Mastery – Each step increases the number of times
6th Arctic Protection 10 16th Cold Blooded +3
per day you can use this technique as a defensive ma-
7th - 17th -
neuver by 1. The first step allows you to defend against
8th Arctic Tracking 18th Arctic Protection 20
attacks from sources of a CR up to your level or 5
9th - 19th -
(whichever is lower). Each additional step increases the
10th Cold Blooded +2 20th Cold Blooded +4 CR by 5.
HYOUTON Material Focus – At least 15 liters of water, snow or
Gain the Hyouton feat. ice nearby.
COLD BLOODED (EX) MAKAI HYOUSHOU (DEMONIC ICE MIRRORS)
You gain a bonus to identify and perform Hyouton Ninjutsu (Hyouton; Requires Hyouma (a),
techniques, and to saves against cold weather. Ryuuhyou no Jutsu (3) and Hyoushou no Jutsu (t))
HYOUMA (SU) [Cold, Haku Hijutsu]
As an attack action, you gain a burrow speed that only Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11
functions in ice, snow, or fully frozen surfaces equal to (DC 25); Time: Full-round action; Components: C, F, H;
half your normal movement speed. While burrowing, Range: Close; Area: 40 ft wide, 15 ft high half-sphere;
you may choose whether to leave tunnels as you move. Duration: 1r/level (D); Cost: 8
This ability costs 3 Chakra per minute and can be deac- You create a dome of Chakra-empowered, reflective ice
tivated as a free action. While Hyouma is active, you 'mirrors' around the edges of the area. Each mirror oc-
can spend a move action to freeze 1 litre of water, or cupies a single 5 ft square. While your Hyouma ability
concentrate for a minute to freeze up to 50 litres of wa- is active, you can move freely between them at your
ter. full speed, in any direction (even vertical). As long as
ARCTIC PROTECTION (SU) you occupy a square containing a mirror, you gain a +3
While Hyouma is active, gain Cold Resistance. bonus to your Speed Rank (cannot improve Speed
Ranks past Speed Rank 6), and gain the ability to hide barrier, or a square adjacent to one, and you cannot
without cover against any creature caught in the dome. bring other creatures with you.
While you occupy a mirror, your reflection is shown
by all mirrors, and due to this effect and your high KAMITORA
speed, when you exit a mirror, you do not provoke at-
Unique even among the many bloodlines and powers
tacks of opportunity from moving through or out of
present in the shinobi world, a rare few members of the
another creature's threatened area until your next turn,
Soushi clan are born with the innate ability to bring
as long as you stay within the dome. While within a
their art to life.
mirror, you are immune to physical attacks and tech-
niques (until the mirror is destroyed). REQUIREMENTS
There is sufficient space between the mirrors for a
Skills: Craft (Calligraphy) or Craft (Visual Arts) 4 ranks.
Medium-size creature to move through, but a creature
doing so provokes an attack of opportunity from you, Level Kamitora Major Level Kamitora Major
which will knock it back inside the area if it hits (Does 1st Artistry +2 11th -
not allow you to make more attacks of opportunity
2nd Monster Summoner 12th -
than normal).
3rd - 13th -
Each mirror (24 along the ground perimeter, and 36
stacked in two levels on top of it) has 20 HP, 5 hard- 4th Ink Vision 14th Artistry +6
ness, fire resistance and immunity to cold damage. If a 5th - 15th -
mirror is destroyed, creatures can freely move through 6th - 16th -
the empty space, without provoking an attack of oppor- 7th - 17th -
tunity. You can spend a move action to restore up to 8th Artistry +4 18th -
1d4 mirrors, +1 per level (up to 10) each round, spend-
9th - 19th -
ing 1 Chakra per mirror.
10th Advance Monster 20th -
Material Focus – 250 Litres of water, snow or ice
nearby. ARTISTRY (EX)
You gain a bonus to Craft (Calligraphy) and Craft (Vis-
SOUHYOUSHOU (RISING ICE SPEARS) ual Arts) checks.
Ninjutsu (Hyouton; Requires Hyouma (a))
[Cold, Himashin Clan Hijutsu]
MONSTER SUMMONER (SU)
You can make a Craft (Calligraphy) or Craft (Visual
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
Arts) check and make a drawing of a monster you have
(DC 22); Time: Attack action; Components: C, E; Range:
encountered or studied onto a scroll, taking up a single
Personal; Area: 20 ft Burst; Duration: Instant;
page. If the drawing fails, you will immediately know.
Save: Reflex halves; CR: Yes; Cost: 8
The base DC of this check is 10. The check requires 1
You freeze moisture from the air, forming thin blades
minute per HD of the drawn creature, and the DC in-
of ice that spin around you at high speed, dealing 3d6
creases by 1 for each HD. The maximum HD you can
cold and 2d6 wind damage to other creatures within
draw equals your level + 3 (maximum 20). You may
the area.
only count levels for which you gain bloodline benefits
Empower – Spend 2 Chakra to increase the wind or
(See p).
cold damage by 1d6 (up to 7d6 per damage type or 1d6
At any time after drawing a monster, you can touch
per level total, whichever is lower).
the drawing and spend a full-round action concentrat-
RYUUHYOU NO JUTSU (DRIFTING ICE TECHNIQUE) ing on it to summon it, paying 2 Chakra per HD. This
Ninjutsu (Hyouton; Requires Hyouma (a) and action counts as though you were performing a tech-
Hyoushou no Jutsu (t)) [Cold, Teleportation] nique of a Rank equal to the monster’s HD minus 3
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6 (minimum 2), and provokes attacks of opportunity.
(DC 19); Time: Move action; Components: C, Mob, S; A summoned monster is identical to its real-world
Range: Close; Duration: Instant; Cost: 2 counterpart, except it is obviously made of ink and pa-
This technique functions as Jigen Ugoku no Jutsu per, gains immunity to mind-affecting effects, has
(p165), except as above, and you can only teleport to a Chakra equal to the amount spent during its creation,
square containing a Hyoushou or Makyou Hyoushou and takes 50% extra damage from Fire and Water.
When its duration expires or it is killed, it splashes onto
the ground as lifeless ink. Such a summoned monster your other abilities have reduced effectiveness (see be-
obeys your mental commands perfectly, and can oper- low).
ate within a range of 10 miles. It lasts 1 hour per level, KEEN SIGHT (SU)
and can have up to your level in Hit Dice (maximum 5 This ability cannot be deactivated and costs 1 Chakra
HD). every two hours while you are awake, conscious and
INK VISION (SU) not blinded. While active, you gain a bonus to Search
By concentrating, you can see through the eyes of one and Spot checks. While veiled, this bonus is halved
of your summoned monsters and directly control it, (maximum +2).
directing how it moves and what abilities to use (and GAZE OF THE PREDATOR (SU)
how). You gain a bonus to attack rolls while Keen Sight is
ADVANCE MONSTER (SU) active. While veiled, this bonus is reduced by 1.
You can advance a monster if it can be advanced, in- HIGH SPEED SIGHT (SU)
creasing its HD and improving it as normal. Such an You gain High Speed Sight while Keen Sight is active.
advanced monster requires extra time to draw and has While veiled, this bonus is reduced by 1.
an increased DC due to its increased HD, though you
still cannot summon it if it has more Hit Dice than your
FAR SIGHT (SU)
The range penalty to Spot checks applies every 20 feet
Summon Monster abilities allow.
instead of every 10 feet. This ability does not function
KATSUGAN [DOUJUTSU] while veiled.
Not beholden to any one clan or village, the Katsugan KATSUGAN TECHNIQUE
offers its users excellent observational abilities, but re- ZENMOU NO JUTSU (SIGHTLESS EYES TECHNIQUE)
quires a level of proficiency in controlling your chakra Ninjutsu (Requires Katsugan (a))
to avoid it draining your reserves quickly. Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
16); Time: Attack action; Components: H, Mas; Range:
REQUIREMENTS Personal; Duration: 1h/level (D); Save: Fortitude partial
Skills: Spot 2 ranks. *; Cost: 1
Your Katsugan deactivates: you no longer pay its cost or
Level Katsugan Minor Level Katsugan Minor
gain its benefits. You also become blinded for the tech-
1st Light Sensitivity -1 11th -
nique’s duration (Fortitude DC 20 negates).
2nd - 12th Gaze of the Predator +2
Mastery – Each step grants a cumulative +2 bonus to
3rd Keen Sight +2 13th Far Sight
the save to resist being blinded.
4th Darkvision 30 ft. 14th -
5th - 15th Keen Sight +6
6th Light Sensitivity -2 16th Light Sensitivity -3
KEIRIGAN [DOUJUTSU]
7th Gaze of the Predator +1 17th -
This bloodline shows itself as a white cross in a com-
8th - 18th Darkvision 90 ft.
pletely black eye, which is capable of spotting weak-
9th Keen Sight +4 19th High Speed Sight 3
nesses in objects and people alike.
10th High Speed Sight 1 20th -
touch Defense or the object or structure's Craft DC. If 10th Koimeigan +5 20th Koimeigan +10
successful, your next offensive action against the target KOIMEIGAN (SU)
ignores all of its hardness, damage reductions, energy As an attack action that does not provoke attacks of
resistances, energy immunities, Chakra resistance and opportunity, you gain a bonus to Initiative checks and
Chakra immunity, as well as bypassing all armor, natu- Spot checks against fast-moving objects (such as certain
ral armor and deflection bonuses to Defense. The attack Taijutsu techniques that grant a Spot check to avoid
can score a critical hit and deal sneak attack damage, additional effects). You cannot lose your Dexterity bo-
even against creatures normally immune to either, and nus to Defense and cannot be flanked unless the flank-
if you roll a critical threat on the attack, it is automati- ing creature has at least 2 Hit Dice more than you.
cally confirmed. Concentrating for a move-equivalent action allows you
Alternatively, you can spend a full-round action to to See Chakra for as long as you keep concentrating,
apply the knowledge gained to destroy the object or plus 3 rounds. This ability costs 1 Chakra per 2 rounds,
structure (some limitations may apply, GM's call). and can be deactivated as a free action.
Defensive Maneuver (1/day): You can attempt to HIGH SPEED SIGHT (SU)
counter a Chakra Control, Genjutsu, Ninjutsu or Taijut- While Koimeigan is active, gain High Speed Sight.
su technique being performed within range. Make a
Spot check (DC 11 + origin's level or HD) followed by a
ADRENALINE SURGE (SU)
As a free action during anyone's turn, you gain a +1
perform check opposed by the technique's Perform DC.
circumstance bonus per 2 levels (maximum +10) to a
The attempt must be declared before the result of the
single attack roll, Reflex save, check to make use of a
technique is known. If successful, the technique fails to
defensive maneuver or avoiding an attack technique, or
be performed (as though its user had failed its perform
to Defense against a single attack. If the surge is used to
check), though its user must still spend half the Chakra
gain a bonus to a Reflex save or Defense, it consumes a
cost.
daily use of both defensive maneuver and avoiding an
Using the technique in this manner costs 10 Chakra.
attack. If the action it was used against is interrupted or
Failure by more than 10 means you waste the Chakra
left unperformed, the bonus is wasted.
cost in addition to failing to defend yourself.
Mastery – Each step grants a +1 bonus to the Spot
check made as part of this technique. Each step after
KYUUSHOU KOUSEI
the first allows you to use this technique as a defensive This bloodline offers the promise of resilience and a
maneuver an additional time per day. The fifth step long, healthy life.
allows you to use this technique as a swift action once
per day. REQUIREMENTS
Ability Score: Constitution 14+.
Kyuushou Kousei Kyuushou Kousei within 50 feet. If it hits, it deals Earth damage (as indi-
Level Intermediate Level Intermediate cated in the table), and has a critical of 20/x2. A target
1st Extended Life (10 y) 11th Extended Life (20 y) killed by this attack turns to stone, which can be re-
2nd Pseudomortality 1 12th Pseudomortality 3 versed by a Doton Elementalist of 5th level or higher
3rd Deathless Fortitude +1 13th Deathless Fortitude +3 using the Reiki technique. This ability cannot be used if
4th - 14th - your Chakra Pool is empty.
5th - 15th -
6th Extended Life (15 y) 16th Extended Life (40 y) Medusa Eye Medusa Eye
Level Intermediate Level Intermediate
7th Pseudomortality 2 17th Pseudomortality 4
1st - 11th -
8th Deathless Fortitude +2 18th Deathless Fortitude +4
2nd Medusa Eye (1d6) 12th Doton Specialization
9th - 19th -
3rd Petrifying Glare (Str) 13th Medusa Eye (5d6)
10th Ageless 20th -
4th - 14th -
EXTENDED LIFE (EX) 5th Medusa Eye (2d6) 15th Greater Earth Control
The age limits for your normal age, old age and venera- 6th - 16th Medusa Eye (6d6)
ble age increase, slowing the effect of aging. 7th Earth Control 17th -
PSEUDOMORTALITY (SU) 8th Medusa Eye (3d6) 18th Petrifying Glare (Dex)
As an attack action that does not provoke attacks of 9th - 19th Medusa Eye (7d6)
opportunity, you gain Fast Healing. This ability costs 3 10th Medusa Eye (4d6) 20th -
Chakra per 2 rounds, and can be deactivated as a free PETRIFYING GLARE (SU)
action. Activated as an attack action that does not provoke at-
DEATHLESS FORTITUDE (SU) tacks of opportunity, this ability lasts until deactivated
While Pseudomortality is active, gain a bonus to Forti- as a free action, and costs 1 Chakra per round. While
tude saves and Constitution checks. While below 0 hit active, your Medusa Eye attacks deal 1 temporary
points, you do not lose consciousness and remain disa- Strength damage, lasting for 5 minutes. At 18th level,
bled. you may choose to deal Dexterity damage instead. If a
AGELESS (EX) target's Strength or Dexterity is reduced to 0 by this
You no longer suffer penalties when reaching new age ability, it turns to stone (as Medusa Eye), causing it to
categories. Aging penalties you are already affected by be unable to act and counts as helpless.
do not disappear, however, and you can still die of old While this ability is active, you can concentrate as a
age. move action to See Chakra for as long as you keep con-
centrating, plus 3 rounds.
KYUUSHOU KOUSEI FEATS EARTH CONTROL (SU)
The following feat is an Epic feat, and requires its user While Petrifying Glare is active, you can ignore the
to be level 21 or higher before it can be acquired. half-seals of any Doton technique you perform.
TIMELESS BODY [EPIC FEAT] Greater: You can also ignore the hand-seals compo-
Prerequisites: Kyuushou Kousei, Wis 17 nent of Doton techniques while Petrifying Glare is ac-
Benefit: Your lifespan increases by 10d6 years. tive.
Special: Can be selected multiple times. DOTON SPECIALIZATION
You receive the Elemental Specialization (Doton) feat.
CLASS INFORMATION
Hit Die: 1d8
Action Points: 6 + ½ your level, rounded down.
CLASS SKILLS
The White Knight's class skills are Balance (Dex),
Chakra Control (Wis), Hide (Dex), Intimidate (Cha),
Knowledge (behavioral science, ninja lore) (Int), Move
Silently (Dex), Ninjutsu (Int), Read/Write Language
(none), Search (Int), Sense Motive (Wis), Sleight of
Hand (Dex), Speak Language (none), Spot (Wis), Taijut-
su (Str) and Tumble (Dex).
Skill Points: 3 + Int modifier.
CLASS FEATURES
GENTLE KNIGHT
While Byakugan is active, you apply your Wisdom
modifier to Taijutsu checks and Taijutsu save DCs in-
stead of your Strength modifier.
PRIDEFUL KNIGHT
Whenever a class offers you a Bonus Feat, add All-
Seeing Eye, Battle Ready (Byakugan), Byakugan Sight
and Farseeing Eye to the list of available feats.
RUTHLESS KNIGHT
While Byakugan is active, you can apply your Wisdom
modifier to melee damage rolls instead of your Strength
or Dexterity modifier. This bonus also applies to
Jyuuken attacks.
CHAPTER 11 – FRIENDS AND FOES
This chapter presents entries for the various beasts and as any Extraordinary special attacks not derived
characters you may encounter or obtain as allies. from class levels.
Gains the natural weapons, natural armor, move-
READING A CREATURE ENTRY ment modes and Extraordinary special attacks of its
See the ModernD20 Friends and Foes chapter to see new form.
how to read a creature's description. NarutoD20 also Retains the Special Qualities of its original form,
adds the Chakra Pool (CP) entry and Known Tech- but does not gain those of its new form.
Retains its Spell-like and Supernatural abilities (ex-
niques if the creature has access to techniques. Crea-
cept breath weapons and gaze attacks), but does not
tures without Constitution scores usually have no gain those of its new form.
Chakra Pool. If they do, their Chakra Pool is based on Gains the Strength, Dexterity and Constitution
their Wisdom score. scores of its new form, and their modifiers (apply to
whatever is necessary), but retains its own Intelli-
TELEPORT MOVEMENT MODE gence, Wisdom and Charisma. Its Hit Points do not
change despite a change in Constitution.
In NarutoD20, some creatures may have a movement
Retains its save bonuses (though changes in ability
speed of the teleport movement mode (similar to how scores may alter them).
they might have a fly speed or a climb speed). A tele- Retains all statistics of its original form that are not
port speed allows a creature to disappear from its cur- listed here.
rent location and reappear at a location within range Does not lose the ability to perform techniques it
(the range being their teleport speed). As they do not knows (though its new form may prevent it from
meeting certain Components)
physically move, they are unaffected by terrain penal-
Gains a +10 bonus to Disguise checks when its new
ties, do not provoke attacks of opportunity for moving form is used as a disguise.
through threatened areas and do not trigger traps (un- Drops all equipment that cannot be worn or carried
less the trap is located where they arrive). The target by its new form. Equipment does not change size or
location must be within line of sight, unoccupied, and form if the creature does, and as such it may suffer
large enough to fit the creature. penalties for improperly sized weapons, or may not
be able to use certain kinds of equipment (non-
This mode of movement usually carries an audiovisu-
humanoids cannot wear armor made for human-
al component (a pop, a bang, a flash, etc), which pre- oids, for example).
vents the creature from using Hide or Move Silently
while moving this way. A creature’s description will
BANISH RESISTANCE (SU)
This grants a bonus to saves to resist being unsum-
explain whether the creature has these components to
moned (such as Tsuihou no Jutsu). If the unsummon
their teleport speed (if any).
effect depends on a target's HD, add this resistance to
A creature cannot combine its teleport speed with a
the creature's effective HD.
run or charge action.
BLINDSENSE (EX)
SPECIAL QUALITIES This ability is like a lesser version of blindsight, allow-
Presented below are all abilities used in the Naruto-D20 ing a creature to detect nearby creatures, but without
system not present in D20 Modern. an exact sense of where they are. The creature does not
need to make Spot or Listen checks to detect creatures
ALERNATE FORM
within range, but creatures it cannot see still have total
The creature can assume one or more specific forms,
concealment from it, and it does not have the ability to
listed with its entry. Separated body parts retain their
ignore concealment, invisibility, displacement or blur
alternate form, but if the creature is slain the main
effects. Your movement still relies on sight, and you are
body reverts to its natural state. Alternate form cannot
still denied your Dexterity to Defense against creatures
be used to acquire a new Template or Subtype (some
you cannot see.
exceptions).
When the creature changes form, it: CHAKRA DRAIN
If a creature drains Chakra, it gains temporary Chakra
Gains the size of its new form. If the new form has
equal to the amount drained. If that would exceed its
the Aquatic subtype, it acquires that subtype.
Loses the natural weapons, natural armor, move- maximum Chakra Pool, or if it has no Chakra Pool (no
ment modes gained from its previous form, as well
Constitution score), you gain 2 temporary HP for each til a specific condition is met (as described in its de-
point of Chakra drained, lasting 1 hour. scription). A specific type of damage can be used to stop
CHAKRA IMMUNITY (EX) this ability for one round, and if this ability is stopped
Works like Chakra Resistance, but it cannot be over- while the creature is at -10 hit points or below, it dies.
come or voluntarily lowered. FRIGHTFUL PRESENCE (EX)
CHANGE SHAPE The creature is especially intimidating. This ability ac-
The creature can change its shape to one of another, tivates automatically when the creature does something
but retains most of its physical qualities. Such a crea- particularly frightful or intimidating, such as snarling
ture reverts to its true form when killed, but severed loudly, attacking or charging. Opponents within range
appendages retain their shape. Cannot be used to gain witnessing the creature must make a Will save (DC 10 +
Templates or Subtypes. When it changes shape, it: ½ creature's HD + its Cha mod) or suffer an effect given
in the creature's description. Basic range is 30 feet and
Gains the size of its new form. lasts 5d6 rounds. A creature that succeeds its save is
Loses the natural weapons and movement modes
immune to the creature's Frightful Presence for 24
gained from its previous form, as well as any Ex-
traordinary special attacks not derived from class hours. Not related to the feat of the same name.
levels. IMPROVED EVASION (EX)
Gains the natural weapons, movement modes and When the creature makes a Reflex save for half dam-
Extraordinary special attacks of its new form.
age, it takes half damage on a failed save and no damage
Retains the Special Qualities of its original form,
but does not gain those of its new form. on a successful save. Only functions while the creature
Retains its Spell-like and Supernatural abilities (ex- is wearing light or no armor and is unencumbered.
cept breath weapons and gaze attacks), but does not INCORPOREAL (EX OR SU)
gain those of its new form.
The creature has no physical body. It is immune to any
Retains its own ability scores.
Retains its save bonuses (though changes in ability nonmagical, nonchakra source of damage, and it has a
scores may alter them). 50% chance to ignore damage from techniques or spells
Retains all statistics of its original form that are not used by corporeal creatures. Force damage and weapons
listed here. enhanced with a Soulflayer Weapon Seal can deal dam-
Does not lose the ability to perform techniques it age to the creature normally. The creature can pass
knows (though its new form may prevent it from
through solid objects, but not through force effects (like
meeting certain Components)
Gains a +10 bonus to Disguise checks when its new barriers). Its natural attacks ignore natural armor, ar-
form is used as a disguise. mor and shield bonuses to Defense.
Drops all equipment that cannot be worn or carried The creature has no scent, leaves no footprints and
by its new form. Equipment changes size when the does not make any noise unless it intends to. It can
creature does, though it may not be able to use cer- move up and down at will as though flying, cannot fall
tain kinds of equipment (non-humanoids cannot
or take falling damage, cannot Trip or Grapple, has no
wear armor made for humanoids, for example).
Any equipment that is discarded or dropped chang- weight and cannot be detected by nonvisual senses.
es back to its normal size. INVISIBILITY
EVASION (EX) The creature acts as though permanently affected by
When the creature makes a successful Reflex save for the Invisibility spell.
half damage, it takes no damage instead. Only functions POSSESSION (SU)
while the creature is wearing light or no armor and is The creature's description explains how this ability can
unencumbered. be used. If it allows a save, it is a Will save (DC 10 + ½
FAST REGENERATION (EX OR SU) HD + Cha modifier). If successful, the creature takes
The creature is not killed when it reaches -10 hit control of the target's body, and leaves it previous body
points, and its HP can continue to decrease. It recovers (if any), which falls to the ground lifelessly. In some
an amount of HP per round as indicated, and can re- cases, the creature simply 'trades souls', leaving the tar-
generate lost limbs if it focuses on it. A limb takes one get's soul in it's current body, in which case the crea-
round to regenerate, and while so focused the creature ture also benefits from the effects described below.
doubles its regeneration amount that round. Once a creature possesses a new body, it:
The creature continues to recover HP this way until Loses all of its current body's physical ability scores,
its body is entirely destroyed, its head is severed or un- abilities, movement modes, Types, Subtypes and
Templates, Bloodlines, Bloodline Levels, natural the creature is vulnerable to. If using cumulative nonle-
weapons, Extraordinary Special Qualities, Power thal damage rules, all damage taken from types it isn't
Units, Strength and Speed Ranks and Power Rank
vulnerable to becomes nonlethal damage, and the the
(if any).
No longer suffers from any Ability Damage, Ability healing it receives per round heals its nonlethal damage
Drain, Negative Levels, Poisons, Diseases and other instead of its HP. If a creature with Regeneration falls
conditions currently afflicting its body. unconscious due to its nonlethal damage, a coup de
Gains all of its current body's physical ability grace can be made, but only if it deals damage of a type
scores, abilities, movement modes, Types, Subtypes the creature is vulnerable to.
and Templates, Bloodlines, Bloodline Levels, natu-
ral weapons, Extraordinary Special Qualities, Pow- REMOTE SENSING (SU)
er Units, Strength and Speed Ranks and Power The creature can let its senses wander away from its
Rank (if any). It also gains half the subject's perma- body. While using Remote Sensing, it remains unmov-
nent Power Units (minimum 0) ing and unaware until shaken or attacked, at which
Now suffers from any Ability Damage, Ability
point this ability stops being active. While remote sens-
Drain, Negative Levels, Poisons, Diseases and other
conditions currently afflicting its new body. ing, the creature can send its senses in any direction at
Retains use of any supernatural or spell-like abili- 200 feet per round, with a maximum range of 400 feet
ties it had (except breath attacks and gaze attacks), per level or HD. The creature can Sense Chakra with a
techniques known and Chakra Signature, but does range of 50 feet from where its senses are, and can de-
not acquire any of these the new body possessed. tect and pinpoint any living creatures with a Chakra
Retains all of its Hit Dice, class levels and associated
Signature of Faint strength or higher. It can focus on a
statistics (base attack bonus, base saves, etc). Its
maximum HP does not change, but its current HP single creature to detect whether it is speaking the
changes based on the acquired body's HP percent- truth or if it's under a Genjutsu effect by making a level
age just before it was possessed. check (instead of a Sense Motive or Genjutsu check,
respectively) as long as it can sense its Chakra Signa-
If the possession is not permanent, the creature returns
ture, and it can track the use of Chakra within range
to its previous form or body when the possession ends.
with absolute precision.
If the target was sent into the creature's own body, it
The creature's senses emit a Chakra Signature with a
returns to it's original body as well. If a creature tries to
strength two steps lower than its own from their loca-
return to a form or body that has been killed, it dies.
tion, detectable by creatures who can Sense Chakra. If a
Some creatures may have special conditions or methods
creature has this ability and senses another creature's
with regards to their Possession (see creature descrip-
remote senses, it can trace them back to their origin,
tions).
determining its precise direction and approximate dis-
Soulless Vessels and Muscle Atrophy: If a body is left
tance.
without a soul to sustain it, it dies of hunger and thirst.
After the ability is dismissed or ended, the creature is
A body can be preserved with the appropriate medical
dazed for 1 round.
equipment (such as what is used to support comatose
patients). Every 1d3 months, a preserved body suffers 1 REND (EX)
Strength and 1 Dexterity damage (down to 3 Str and If the creature hits with the specified attack(s), it latch-
Dex minimum), which can heal at a rate of 1 per 2 es on and tears, dealing additional damage as indicated,
weeks, or 1 per week with medical aid, as soon as the without the need for an attack roll.
body regains a soul. A body that is possessed or re- SENSE CHAKRA (EX OR SU)
turned to is unable to run or charge until such ability As the Sense Chakra ability (p10).
damage has been healed. SPELL-LIKE ABILITIES
POISON RESISTANCE (EX) If you have a spell-like ability that allows you to use a
The creature gains a bonus to saves against the effects technique, you can perform it normally, without pay-
of poison. ing its Chakra cost (though it does generate a normal
POWERFUL CHARGE (EX) Chakra Signature). It does not require Hand Seals, Half-
The creature deals additional damage on the first seals or Concentration, or a Focus, Expendable Material
charge attack it makes each round. or XP Cost unless specified in the creature's description.
Such a technique cannot be Empowered unless speci-
REGENERATION (EX) fied. The number of uses per day, the level of Mastery
See ModernD20 rulebook, p228. Attacks causing instant
death are non-effective unless they are of a type that
and at what level it is performed are listed as part of the AWESOME BLOW
technique. Prerequisite: Str 25, Power Attack, Improved Bull Rush,
at least Large size.
SUPPRESS CHAKRA (EX OR SU) Benefit: As an attack action, you can make an attack
As the Suppress Chakra ability (p11).
against a corporeal creature smaller than you, at a -4
TELEPORT (EX OR SU) penalty. If hit, the creature must make a Reflex save
Creatures with this ability have a teleport speed. If the (DC damage done) to avoid being knocked back 10 feet
ability is supernatural, it is inactive inside an antimagic and falling prone.
field or an antichakra field (depending on the source of
FLYBY ATTACK
its ability). If the ability is supernatural, the creature
Prerequisite: Fly speed.
can move with their teleport speed even while entan-
Benefit: The creature can take an attack action at any
gled, grappled or held by physical restraints.
point while it is taking a move action (including a di-
If the ability is extraordinary in nature, the creature
ve).
requires sure footing in order to teleport using its tele-
port speed. IMPROVED BANISH RESISTANCE
Prerequisite: Banish Resistance +1, Cha 13.
TREMORSENSE (EX OR SU) Benefit: The creature's Banish Resistance increases by
The creature can sense the location of anything in con-
1. Can be selected up to four times.
tact with the ground within its Tremorsense range (cal-
culate range based on distance traveled through the IMPROVED MULTIWEAPON FIGHTING [EPIC]
ground and/or connected surfaces). Aquatic creatures Prerequisite: Dex 19, Base Attack Bonus +10, three or
can also use Tremorsense to detect anything moving more hands, Multiweapon Fighting.
through water. A creature must be in contact with the Benefit: The creature can make second attack with
ground to make use of its Tremorsense, and it cannot each off-hand weapon, at a -5 penalty.
detect creatures or objects that are standing completely IMPROVED NATURAL ARMOR
still (for example, if they are moving their hands, they Prerequisite: Natural armor bonus +1, Con 13.
can be sensed). Benefit: The creature's natural armor bonus increases
VULNERABILITY TO ENERGY by 1. Can be selected multiple times.
Whenever a creature takes damage of the listed energy IMPROVED NATURAL ATTACK
type, it is increased by 50%. Prerequisite: Natural Weapon, Base Attack Bonus +4.
Benefit: One of the creature's natural weapons in-
MONSTER FEATS creases its base damage as though it had gained a size
Note: The multiweapon fighting feats replace the Two- category. Basic progression is 1d2, 1d3, 1d4, 1d6, 1d8,
Weapon Fighting feats for creatures with more than 2d6, 3d6, 4d6, 6d6, 8d6 and 12d6. If the natural attack
two hands. As such, Two-Weapon Fighting feats do not had a base damage of 1d10, the progression is 1d10,
apply to them. 2d8, 3d8, 4d8, 6d8, 8d8 and 12d8.
ABILITY FOCUS Special: Can be selected multiple times, applying to a
Prerequisite: Special Attack. different natural weapon each time.
Benefit: Choose one Extraordinary, Supernatural or MULTIATTACK
Spell-like ability that the creature has because of a Prerequisite: Three or more natural weapons.
Race, Template or Class. The save DCs of that ability Benefit: The creature's secondary attacks with natural
increase by 2. weapons have their attack penalty reduced from -5 to -
Special: Can be selected multiple times, choosing a 2.
new ability each time. Cannot be applied to a spell, MULTIWEAPON FIGHTING
technique or item. Prerequisite: Dex 13, three or more hands.
ADVANCED MULTIWEAPON FIGHTING [EPIC] Benefit: The creature's penalties for fighting with
Prerequisite: Dex 25, Base Attack Bonus +15, three or more than one weapon are reduced to -4 for the main
more hands, Multiweapon Fighting, Improved Multi- hand and each of its off-hands, as long as it is fighting
weapon Fighting. with at least three weapons. The weapons must all be of
Benefit: The creature can make a third attack with the same type (melee or ranged).
each off-hand weapon, at a -10 penalty.
SNATCH Challenge Rating: Grants one fourth the experience of
Prerequisite: Huge or larger size. its base creature when fought alone. If fought as part of
Benefit: The creature can start a grapple when it hits a bigger encounter, count four Minions as a CR equal to
with a claw or bite attack. If it successfully grapples a their base creatures'.
creature at least three sizes smaller than it, it can
squeeze each round for automatic bite or claw attack ELITE (SUBTYPE)
damage. If a creature is held in its mouth, that creature Elite forces are more powerful than their typical peers,
cannot make a Reflex save against its breath attacks. and more resilient as well. They pose a greater threat
A Snatched creature can be dropped as a free action, and could be used to finish up a mid-length chapter or
or flung as an attack action. A flung creature is thrown quest chain.
1d6x10 feet in a direction, and takes 1d6 points of dam- Hit Dice and HP: An elite creature has the maximum
age per 10 feet traveled. If the flung target would take number of hit points per level or HD, and applies its
falling damage because the Snatcher is flying, apply Constitution score once (a creature with an HD of
that damage or the fling damage, whichever is greater. 10d10 and a Con of 20 would have 105 HP).
WINGOVER Defense: +1 luck bonus to Defense.
Prerequisite: Fly speed. Extra Actions: An elite creature receives an additional
Benefit: Once per round as a free action while flying, swift, move or attack action each round, which cannot
the creature can turn up to 180 degrees regardless of its be used to cast spells, perform techniques, or use similar
manoeuvrability, which does not count against its nor- effects (such as manifesting a psionic power).
mal turn limit per round. This turn consumes 10 feet of Challenge Rating: Grants 150% of the experience of
movement, and cannot be used to gain altitude (though its base creature when fought alone. If fought as part of
it can allow a dive) a bigger encounter, count it as though it's CR its base
creature's.
SPECIAL GM CREATURE SUBTYPES
BOSS (SUBTYPE)
The following subtypes are for use by GMs to allow
Incredibly powerful, even being near a Boss gives you a
them to create interesting encounters and opponents.
sense of real power and a tension in the air. Bosses have
These subtypes are meant to increase or decrease crea-
a tendency to fight alone, and are excellent ways to end
ture power. These subtypes are not permanent, so a GM
a long chapter of a campaign.
can alter them as needed as a campaign progresses,
Hit Dice: The Boss has the maximum number of hit
turning once docile minions into strong Elites, or once
points per level or HD and applies its Constitution
powerful Bosses to become normal creatures after de-
modifier at every level or HD (a creature with an HD of
feat.
15d10 and a Con of 20 would have 225 hp). Toughness
Warning: Boss and Solo are incredibly powerful sub-
grants a Boss creature 5 HP instead of the usual 3.
types, as they can turn already challenging creatures
Defense: +2 luck bonus to Defense.
into ones (nearly) impossible to beat. Make sure your
Saves: +1 luck bonus to saving throws.
party is equipped to handle a threat of such propor-
Extra Actions: Receives an additional swift, move and
tions.
attack action each round, which cannot be used to cast
MINION (SUBTYPE) spells, perform techniques, or use similar effects (such
as manifesting a psionic power). Twice per encounter,
Minions are drones, the workers that do the menial
it may ignore these restrictions or trade its extra actions
labor. They pose little to no threat and are useful to
during a full-attack action to gain an additional attack
create large-scale battles where players fight a massive
at its highest attack bonus, plus a second additional at-
wave of enemies.
tack at a -5 penalty, stacking with other effects that
Hit Dice and HP: A minion's total HP is equal to the
grant extra attacks. Either way, a Boss cannot use more
amount of Hit Dice or levels it has, plus its Constitution
than one full-round action per round.
modifier (For example, a creature who has a Hit Dice of
Immunities: Choose up to four: Ability Damage,
4d8 and Con 12 would make a Minion with 5 hp).
Daze, Death, Paralysis and/or Stun.
Toughness grants only 1 HP to a minion.
Challenge Rating: Grants double the experience of its
Damage: Minions deal half damage with attacks and
base creature when fought alone. If fought as part of a
techniques.
bigger encounter, count it as though it's CR was two
higher than its base creature's.
SOLO (SUBTYPE) CHAKRA WRAITH
The ultimate enemy, a force of nature whose power is These creatures are the result of experiments with de-
almost like that of a god. It is clear to anyone who can monic Chakra and possession. They look like decaying,
see it that this creature has an unshakeable will and an ghostly corpses and tend to focus on the largest source
unyielding power. A Solo enemy is the ultimate way to of Chakra nearby.
end a long and arduous campaign, defeating the ulti- SPECIES TRAITS
mate evil afflicting the world. A Solo creature is rough- Skills: +4 racial bonus to Hide and Move Silently, +8
ly twice as powerful as a Boss creature. racial bonus to Sense Motive.
Hit Dice: Four times the maximum number of HP per Special Qualities: Blindsight (Ex) (360ft, Chakra-
HD or level, plus its Constitution modifier for each lev- based), Fear Aura (Su) (100ft, shaken), DR 10/Chakra,
el or HD (which is not multiplied). Toughness grants a Immunities (Fear)
Solo creature 10 HP.
Defense: +3 luck bonus to Defense. Chakra Wraith: CR 9; Medium undead; HD 8d12;
Saves: +2 luck bonus to saving throws. HP 52; Mas —; Init +1; Spd 20ft, fly 40ft (good);
Actions: Choose one of the following: Defense 18, touch 11, flat-footed 17 (+1 Dex, +7 natu-
Extra Actions: Receives an additional swift, move and ral); BAB +4; Grap +7; Atk +7 melee (1d8+4 slam);
attack action each round, which cannot be used to cast Full Atk +7 melee (1d8+4, 2 slams);
spells, perform techniques, or use similar effects (such FS 5ft by 5ft; Reach 5ft; SQ Blindsight 360ft, Fear Aura
as manifesting a psionic power). Twice per encounter, (DC 18), DR 10/Chakra, Immunities (Fear), Leech, Psy-
it may ignore these restrictions or trade its extra actions chic Scream (DC 16), Sense Chakra 360ft, Soul Leech,
during a full-attack action to gain an additional attack Telepathy, Undead Traits;
at its highest attack bonus, plus a second additional at- AL Chaos, and Neutral or Evil;
tack at a -5 penalty, stacking with other effects that SV Fort +2, Ref +3, Will +6; CP —;
grant extra attacks. Either way, a Solo cannot use more Str 17, Dex 12, Con —, Int 8, Wis 13, Cha 14.
than one full-round action per round. Skills: Hide +7, Move Silently +12, Sense Motive +18.
Multiple Turns: The Solo rolls initiative twice (or Feats: Ability Focus (Fear Aura), Improved Natural
more), and halves the highest roll. The creature has a Weapon (Slam).
turn on each initiative count it rolled each turn. If an Advancement: 9-14 HD (Medium-size); 15-24 HD
ability would end or take effect at the start of the crea- (Large).
ture's turn, use it's first turn in a round. If it ends or Leech (Su): A Chakra Wraith drains 2 Chakra when it
takes effect at the end of the creature's turn, use the hits with a slam attack.
end of it's last turn that round. Such abilities do not Psychic Scream (Sp): Attack action, 30-ft long cone.
take effect multiple times in a round. Will save vs stunned 1d4 rounds.
Immunities: Immune to death effects or effects that Sense Chakra (Su): The wraith can Sense Chakra pas-
cause a loss of turns, as well as up to five of the follow- sively and continuously at a range of 360ft
ing: Ability Damage, Ability Drain, Daze, Fear, Nausea, Soul Leech (Su): A Chakra Wraith that has a foe
Negative Levels, Paralysis and/or Stun. pinned drains 10 Chakra each round the pin is main-
Challenge Rating: Grants triple the experience of its tained. A creature killed by this effect has its soul de-
base creature when fought alone. If fought as part of a voured, and has a 5% chance to return as a Chakra
bigger encounter, count it as though it were three of its Wraith 24 hours after it was killed in this manner.
base creature. Telepathy (Su): Chakra Wraiths cannot speak, but
they can share simple thoughts, feelings and concepts
CREATURES through mental imagery with any willing creature that
has an Intelligence score of 3 or more.
Unless otherwise mentioned, a creature's abilities that
allow for a save have a DC equal to 10 + ½ the crea- ELEMENTAL SPIRITS
ture's HD + its relevant ability modifier (Con for Fort These creatures are natural manifestations of elemental
saves, Int for Ref saves, Cha for Will saves). A creature Chakra, unleashed by nature for reasons still unknown.
without the relevant ability score counts as having a +0 Ordinary Elemental Spirits speak their own elemental
modifier, as normal. languages, though Elder Elemental Spirits learn to
speak in human words as well. Spirits like these assume
a vaguely humanoid shape, constantly shifting as it rounds. The save DC depends on the elemental's size:
moves. Medium (12), Large (15) or Huge (18).
SPECIES TRAITS Heat Wave (Su): Attack action, cone attack. Reflex
Blindsight (60ft), Sense Chakra (100ft), DR 20/Chakra. halves (DC 15, Con-based). Deals 1d6 fire damage per 5
Elemental Immunity (Su): An Elemental Spirit is im- Chakra spent. Range and maximum damage based on
mune to damage of its own element. size: Medium (30ft, 5d6), Large (60ft, 10d6) and Huge
Elemental Vulnerability (Su): An Elemental Spirit is (90ft, 20d6).
vulnerable to the element their own is weak against, LIVING ROCKFALL
and suffer 50% extra damage from such attacks or ef- Living Rockfall: CR 6; Medium elemental; HD 10d8+20;
fects. HP 65; Mas —; Init +2; Spd 20ft, burrow 30ft;
Elemental Traits: Immunity to Poison, Sleep, Paralysis Defense 15, touch 9, flat-footed 15 (-1 Dex, +6 natural);
and Stun. They are also immune to critical hits, flank- BAB +7; Grap +10; Atk +10 melee (1d6+4 earth, slam);
ing and massive damage. They cannot be raised or res- Full Atk +10 melee (1d6+4 earth, slam);
urrected once slain. FS 5ft by 5ft; Reach 5ft; SQ Push, Rock Toss, Blindsight
ELDER SPIRITS (60ft), DR 20/Chakra, Earth Immunity, Electricity Vul-
Elder spirits are elementals that have grown to greater nerability, Sense Chakra (100ft), Elemental Traits;
power (usually 30+ HD). Elder Spirits gain +4 Intelli- AL —; SV Fort +8, Ref +2, Will +4; CP 33;
gence, +8 Wisdom and Charisma, lose the Elemental Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12.
Vulnerability trait and gain the following: Skills: Listen +8, Speak Terran, Spot +8.
Extra Attacks: Elder Spirits make two slam attacks in- Feats: Power Attack.
stead of one. Advancement: 10-15 HD (Medium-size); 16-24 HD
Alter Self (Su): Elder Spirits can change their shape as (Large), 25-34 HD (Huge), 35-45 HD (Gargantuan), 46+
an attack action, becoming a humanoid, animal or con- HD (Colossal).
struct of some sort (but not an object). This change is The Living Rockfall burrows through any sort of
purely visual and does not change their statistics or earth or rock with ease, leaving no trace of its passage.
abilities. Push (Ex): Living Rockfalls can make a Bull Rush at-
Manyspeak (Ex): An Elder Spirit can speak, read and tempt without provoking attacks of opportunity.
write all mortal languages and the Draconic language. Rock Toss (Su): Attack action, 6 CP. Ranged attack,
Telepathy (Su): Elder Spirits can communicate tele- Range increment and damage is size-based: Medium
pathically with any creatures within 100 feet. (60ft, 1d6), Large (80ft, 2d6), Huge (100ft, 3d6), Gar-
Special: Some particularly unique or powerful Elder gantuan (120ft, 4d6) and Colossal (140ft, 5d6). Damage
Spirits may have additional abilities (GMs discretion). is earth damage, and modified by Strength. Thrown
rock is created by the Living Rockfall as part of the at-
LIVING BLAZE tack.
Living Blaze: CR 6; Medium elemental; HD 10d8+20;
HP 65; Mas —; Init +7; Spd 30ft; LIVING TSUNAMI
Defense 18, touch 12, flat-footed 16 (+2 Dex, +6 natu- Living Tsunami: CR 6; Medium elemental;
ral); BAB +7; Grap +9; Atk +10 melee (1d6+3 fire, slam); HD 10d8+10; HP 55; Mas —; Init +2; Spd 5ft, swim 70ft;
Full Atk +10 melee (1d6+3 fire, slam); FS 5ft by 5ft; Defense 18, touch 12, flat-footed 16 (+2 Dex, +6 natu-
Reach 5ft; SQ Sear, Heat Wave, Blindsight (60ft), DR ral); BAB +7; Grap +9; Atk +9 melee (1d6+3 water,
20/Chakra, Fire Immunity, Water Vulnerability, Sense slam); Full Atk +9 melee (1d6+3 water, slam);
Chakra (100ft), Elemental Traits; FS 5ft by 5ft; Reach 5ft; SQ Drench, Tsunami Blast,
AL —; SV Fort +3, Ref +8, Will +3; CP 33; Blindsight (60ft), DR 20/Chakra, Water Immunity,
Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 12. Earth Vulnerability, Sense Chakra (100ft), Elemental
Skills: Listen +6, Speak Ignan, Spot +6. Traits; AL —; SV Fort +7, Ref +5, Will +6; CP 22;
Feats: Dodge, Improved Initiative, Mobility, Weapon Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 8.
Finesse. Skills: Listen +10, Speak Aquan, Spot +10.
Advancement: 10-18 HD (Medium-size); 19-45 HD Feats: None.
(Large), 46+ HD (Huge). Advancement: 10-18 HD (Medium-size); 19-45 HD
Sear (Su): Anyone hit by a Living Blaze's slam attack (Large), 46+ HD (Huge).
must make a Reflex save to avoid catching fire for 1d4 The Living Tsunami gains a +8 bonus to Swim checks
to perform a special action or avoid a hazard, and can
always take 10 on a Swim check. It can run while Skills: Listen +7, Speak Aquan, Spot +7.
swimming, as long as it keeps swimming in a straight Feats: Toughness.
line. Advancement: 10-18 HD (Medium-size); 19-45 HD
Drench (Ex): The Living Tsunami can put out Large (Large), 46+ HD (Huge).
size or smaller exposed fires with its touch. A Large or The Living Snowstorm burrows through any sort of
larger Living Tsunami can quench flames created by snow or ice with ease, leaving no trace of its passage.
Amaterasu as an attack action. Frozen Nova (Su): Attack action, burst area attack.
Tsunami Blast (Su): Attack action, ranged touch at- Reflex halves (DC 17, Con-based). Deals 1d6 cold dam-
tack with 200ft range. Damage based on elemental's age per 5 Chakra spent. Radius and maximum damage
size: Medium (3d6), Large (6d6), Huge (12d6). Attack based on size: Medium (10ft, 5d6), Large (20ft, 10d6)
deals water damage and knocks target back 5ft per and Huge (30ft, 20d6).
damage die. LIVING THUNDER
On hit, the target is knocked back (Fort DC 5 + dam- Living Thunder: CR 6; Medium elemental;
age dealt negates). Double damage against more than HD 10d8+20; HP 65; Mas —; Init +3; Spd fly 60ft (per-
waist-deep in water. fect); Defense 19, touch 13, flat-footed 16 (-3 Dex, +6
LIVING TYPHOON natural); BAB +7; Grap +9; Atk +10 melee (1d6+3 elec-
Living Typhoon: CR 6; Medium elemental; HD 10d8; tricity, slam); Full Atk +10 melee (1d6+3 electricity,
HP 45; Mas —; Init +7; Spd fly 60ft (perfect); slam); FS 5ft by 5ft; Reach 5ft; SQ Call Lightning, Blind-
Defense 19, touch 13, flat-footed 16 (-3 Dex, +6 natu- sight (60ft), DR 20/Chakra, Wind Immunity, Cold Vul-
ral); BAB +7; Grap +9; Atk +10 melee (1d6+3 wind, nerability, Sense Chakra (100ft), Elemental Traits;
slam); Full Atk +10 melee (1d6+3 wind, slam); AL —; SV Fort +3, Ref +9, Will +3; CP 33;
FS 5ft by 5ft; Reach 5ft; SQ Tornado Rush, Blindsight Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 12.
(60ft), DR 20/Chakra, Wind Immunity, Cold Vulnera- Skills: Listen +6, Speak Auran, Spot +6.
bility, Sense Chakra (100ft), Elemental Traits; Feats: Dodge, Flyby Attack, Weapon Finesse.
AL —; SV Fort +3, Ref +9, Will +3; CP 11; Advancement: 10-18 HD (Medium-size); 19-45 HD
Str 14, Dex 17, Con 10, Int 12, Wis 10, Cha 8. (Large), 46+ HD (Huge).
Skills: Listen +7, Speak Auran, Spot +7. Call Lightning (Su): Attack action, range 100ft, 10ft-
Feats: Flyby Attack, Improved Initiative, Weapon Fi- wide, 300ft-high cylinder. Reflex halves (DC 16, Dex-
nesse. based). Costs 4 Chakra per damage die, maximum based
Advancement: 10-15 HD (Medium-size); 16-24 HD on element's size: Medium (4d6), Large (8d6), Huge
(Large), 25-34 HD (Huge), 35-45 HD (Gargantuan), 46+ (12d6). Damage is electric. A Large elemental can call
HD (Colossal). down 2 bolts per use, and a Huge one can call down 3,
Tornado Rush (Su): Once per three rounds, the Living though each must be paid for. Rainy or stormy weather
Typhoon can charge a target within 60ft without pro- increases the save DC by 2. Stormy weather also in-
voking attacks of opportunity, The charge deals double creases the damage by 50%.
damage, and knocks up all creatures adjacent to it based
on its size: Medium (1d4x5ft), Large (1d6x5ft), Huge MESSENGER BIRD
(1d8x5ft), Gargantuan (1d10x5ft) and Colossal These birds have been trained to deliver messages.
(1d12x5ft). The knockup can be negated with a Reflex Skills: Messenger Birds gain a +4 racial bonus to Hide,
save (DC 16, Dexterity-based). Costs 4 Chakra. Move Silently and Spot checks.
LIVING SNOWSTORM Messenger Bird: CR ¼; Tiny Magical Beast;
Living Snowstorm: CR 6; Medium elemental; HD 1d8; HP 4; Mas 50; Init +5; Spd 10ft, fly 50ft (aver-
HD 10d8+30; HP 78; Mas —; Init +2; Spd 30ft, burrow age); Defense 17, touch 17, flat-footed 12 (+5 Dex, +2
(ice) 30ft; Defense 18, touch 12, flat-footed 16 (+2 Dex, size); BAB +1; Grap -8; Atk +7 melee (1d2-4, talons);
+6 natural); BAB +7; Grap +9; Atk +9 melee (1d6+3 cold, Full Atk +7 melee (1d2-4, talons); FS ½ft by ½ft; Reach
slam); Full Atk +9 melee (1d6+3 cold, slam); 0ft; SQ Evasion, Magical Beast Traits;
FS 5ft by 5ft; Reach 5ft; SQ Frost Nova, Blindsight AL varies; SV Fort +2, Ref +7, Will +2; CP 2;
(60ft), DR 20/Chakra, Water Immunity, Earth Vulnera- Str 2, Dex 20, Con 10, Int 4, Wis 14, Cha 2.
bility, Sense Chakra (100ft), Elemental Traits; Skills: Hide +18, Move Silently +10, Spot +8.
AL —; SV Fort +9, Ref +5, Will +3; CP 44; Feats: Endurance, Weapon Finesse.
Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 8.
MESSENGER LIZARD ated for 1 round, Characters inside a swarm are dis-
These lizards have been bred and trained to deliver tracted, with a base DC of 20 (see the Concentration
messages, much like a messenger bird would. skill, ModernD20 rules).
Skills: Messenger Lizards gain a +8 racial bonus to Puppet Swarm Traits: Puppet swarms are made up of
Balance and Climb checks, and a +4 circumstance bo- Medium-sized Constructs (puppets).
nus to Hide checks in rocky terrain. Distraction (Ex): The DC is calculated as though the
swarm was 10 HD lower.
Messenger Lizard: CR ¼; Tiny Magical Beast; Damage Type: The swarm's damage type (Bludgeon-
HD 1d8; HP 4; Mas 50; Init +5; Spd 30ft, climb 20ft; ing, Piercing or Slashing) is determined when creating
Defense 17, touch 17, flat-footed 12 (+5 Dex, +2 size); it.
BAB +1; Grap -8; Atk +7 melee (1d2-4, bite);
Full Atk +7 melee (1d2-4, bite); FS ½ft by ½ft; Reach Huge Swarm: Huge construct; HD 15d10+20; HP 102;
0ft; SQ Evasion, Water Walk, Magical Beast Traits; Mas —; Init —; Spd fly 30ft (poor); Defense 22, touch 7,
AL varies; SV Fort +2, Ref +7, Will +2; CP 2; flat-footed 21 (-1 Dex, -2 size, +15 natural); BAB +11;
Str 2, Dex 20, Con 10, Int 4, Wis 14, Cha 2. Grap —; Atk swarm (2d8+10, swarm); Full Atk swarm
Skills: Balance +15, Climb +6, Hide +14 (+18 in rocky (2d8+10, swarm); FS 20ft by 20ft; Reach 0ft;
terrain), Listen +4, Spot +4. SQ Swarm Traits, Distraction (DC 17), Damage Type;
Feats: Endurance, Weapon Finesse. AL —; SV Fort —, Ref +4, Will —; CP 35; Str 24, Dex 8,
Water Walk (Ex): Messenger Lizards can walk on liq- Con —, Int —, Wis —, Cha —.
uid surfaces as though using the Tadayou technique. Gargantuan Swarm: Gargantuan construct;
HD 18d10+40; HP 139; Mas —; Init —; Spd fly 30ft
PUPPET SWARMS (poor); Defense 24, touch 4, flat-footed 24 (-2 Dex, -4
The following swarms are those used by the Akahigi – size, +20 natural); BAB +13; Grap —; Atk swarm
Hyakki no Souen technique, and have Swarm Traits. (3d8+16, swarm); Full Atk swarm (3d8+16, swarm); FS
Swarm Traits: Swarms have no discernible anatomy. 30ft by 30ft; Reach 0ft; SQ Swarm Traits, Distraction
They have no front or back (they face every direction (DC 19), Damage Type;
simultaneously), and are immune to critical hits and AL —; SV Fort —, Ref +5, Will —; CP 50;
flanking. Swarms made up of Tiny creatures take half Str 40, Dex 6, Con —, Int —, Wis —, Cha —.
damage from Slashing and Piercing weapons, Swarms
made up of smaller creatures are completely immune to Colossal Swarm: Colossal construct; HD 21d10+60;
weapon damage. HP 174; Mas —; Init —; Spd fly 30ft (poor);
Swarms cannot be Tripped, Bull Rushed, Disarmed or Defense 26, touch 0, flat-footed 26 (-2 Dex, -8 size, +26
Grappled and they cannot use such actions against oth- natural); BAB +15; Grap —; Atk swarm (4d8+22,
ers. They are immune to techniques with a specific swarm); Full Atk swarm (4d8+22, swarm); FS 50ft by
number of targets, but take 50% extra damage from 50ft; Reach 0ft; SQ Swarm Traits, Distraction (DC 20),
area attacks. The exception is mind-affecting effects, Damage Type;
which can affect swarms with an Intelligence score and AL —; SV Fort —, Ref +5, Will —; CP 80;
a hive mind. Str 40, Dex 6, Con —, Int —, Wis —, Cha —.
Swarms made up of Diminutive or Fine creatures are
susceptible to powerful winds. A swarm reduced to 0
SYMBIOTE SWARMS AND BUGS
HP disperses. A swarm is never staggered by damage, Insect swarms are collections of small insects banding
and cannot be made to be dying. together. They have the characteristics of their basic
Swarms do not make attack rolls: they enter a crea- type (Vermin), but gain Swarm traits (see Puppet
ture's square (provoking attacks of opportunity for do- Swarms, above).
ing so) and deal damage automatically each round, ac- Symbiotic Swarm Trait: Symbiotic Swarms are slight-
cording to their size. They do not suffer miss chances ly more resilient than normal insect swarms because
due to concealment or cover. Swarms cannot make at- they are stronger and slightly more intelligent. They
tacks of opportunity, and do not threaten any squares. have all the normal traits for a Swarm (see Swarm
Distraction (Ex): Any creature vulnerable to a Traits, p362), but when affected by area effects that
swarm's damage that begins its turn within the swarm's allow for a save, the Symbiote swarm does not take
square must make a Fortitude save (DC 10 + ½ Swarm's 50% extra damage, but suffers a -10 penalty to its Re-
HD + Swarm's Constitution modifier) or become nause- flex save instead. Symbiotic Swarms have a 50% chance
to ignore weapon-based damage from Taijutsu tech- Telepathy (Su): A Hive Mother can communicate
niques. By their nature, Symbiote Swarms are immune everything it sees or senses with its host via telepathy,
to mind control effects (as per the Symbiote ability). up to a range of 100ft The Hive Mother has no
Symbiotic Swarms gain 2 skill points per level of their memory, and cannot communicate ideas or thoughts (it
host, which can be distributed among Handle Animal, has no Int).
Hide, Listen, Move Silently, Search, Sense Motive, Spot
and/or Survival, without regard for their HD. They also SYMBIOTE SWARM TYPES
gain one additional feat per 6 levels of their host. Sym- ADAPTIVE SWARM
biotic Swarms can come in different swarm types. You Adaptive swarms gain a +4 bonus to saves against
can distribute skill points and choose feats separately weather or environmental effects, and its energy re-
for each type of Swarm. The different types are listed sistance values (as well as their maximum values) in-
below, and modify the basic Symbiotic Swarm. crease by 5.
Size Atk Def Maneuver Hide FS (ft)* Reach SUMMON CHAKRA AND DURATION
Tiny +2 +2 -8 +8 2½ by 2½ 0 ft
A summon's Chakra Pool is calculated like that of a
Small +1 +1 -4 +4 5 by 5 5 ft
heroic character, and decreases by 1 every 10 minutes
Medium +0 +0 +0 +0 5 by 5 5 ft
while it is summoned. An Elite summon instead loses
Large -1 -1 +4 -4 10 by 10 5 ft
only 1 Chakra every 20 minutes, and a Paragon loses 1
Huge -2 -2 +8 -8 15 by 15 10ft
chakra only every 30 minutes. Summons cannot have
Gargantuan -4 -4 +12 -12 20 by 20 15 ft
their Chakra restored or increased by any means while
Colossal -8 -8 +16 -16 30 by 30 20 ft
summoned, and once a summoned creature's Chakra
Size modifiers: The applicable bonuses are listed in Pool reaches 0, it is immediately unsummoned. If the
the table above. Maneuver applies to all Bull Rush, summon was unique, its Chakra Pool is restored to 1
Grapple, Overrun and Trip checks. A creature's FS when it is unsummoned and starts recovering Chakra
(Fighting Space) may differ, but will be listed if so. normally until summoned again.
Reach assumes the creature is longer than it is tall. If it A summon with free will, or one who is ordered to,
is not, the summon type's entry will notify you. can unsummon itself as a full-round action.
BLOOD PACT DESCRIPTIONS Creature Type: Magical Beast (Good Fortitude, Poor
Reflex, Poor Will).
Summon Type (Japanese): The type or race of the blood Natural Weapons: Two claws (Primary), one bite.
pact, and its Japanese name. Rank Requirements: Guardian (4 + Summon Level),
Creature Type: The creature's type, which determines Noble (7 + Summon Level), Champion (11 + Summon
how it advances as it gains additional HD (see the D20 Level).
Modern Friends and Foes chapter for the different crea- Cost: Soldier (3/Level), Protector (3/Level + 3),
ture types and their advancement). If a summon's sta- Guardian (3/Level + 10), Noble (3.5/Level + 18), Cham-
tistics differ from those of it's type, they will be listed pion (5.5/Level + 20).
(if a summon does not list its saves or HD, they are thus Special Qualities: Darkvision (60 ft), Improved Grab,
identical to those of its creature type). Page 217 of the Scent.
D20 Modern manual lists the save types and BaB types.
Improved Grab (Ex): Usable when the bear hits with
Any save that isn’t ‘Good’ is ‘Poor’. A summon may
both claw attacks in a single round.
have higher Intelligence than its creature type may
Skills: Bear summons receive a +4 species bonus to
suggest, which will be listed in its description if so.
Swim checks, and favor Climb, Listen, Spot and Swim.
Hit Dice: If the summon's HD is different from what
its creature type would normally have, it is listed here.
Natural Weapons: Lists all of the creature's natural
weapons.
Champion (8 + Summon Level). Improved Grab (Ex): Usable if the hawk hits with its
Cost: Soldier (1.5/Level), Protector (2/Level + 3), talon attack. If successful, the target is held in the
Guardian (3/Level + 7), Noble (2/Level + 12), Champion Hawk's talons and can be carried aloft. If the hawk
(3.5/Level + 15). stops grappling or the creature breaks free, it may fall.
Special Qualities: Darkvision (60 ft), Scent. Skills: Hawk summons receive a +8 species bonus to
Spot and Survival in daylight. They favor Listen, Spot
Skills: Hares gain a +8 species bonus to Hide, Jump,
and Survival.
Listen and Spot checks, and a +4 species bonus to Move
Silently checks. They favor Balance, Hide, Jump, Listen, HIVEMIND (MUSHIGOKORO)
Move Silently and Spot.
These insects are mindless soldiers, following orders
HAWK (TAKA) without question regardless of personal safety, but only
if the summoner has earned such loyalty. They serve
Hawks are powerful predators, relying on their keen
anyone with a commanding presence.
eyesight, speed and agility to hunt their foes. Hawks
serve those who try to protect their close friends and Creature Type: Vermin.
family, as well as those that follow its way of hunting. Natural Weapons: Varies (see below).
(See next page for table) Rank Requirements: Guardian (4 + Summon Level),
Noble (6 + Summon Level), Champion (10 + Summon
Creature Type: Magical Beast (Poor Fortitude, Good
Level).
Reflex, Poor Will, Base Attack Bonus (A)).
Cost: Soldier (2/Level), Protector (3/Level + 3),
Hit Dice: 1d6.
Guardian (3/Level + 10), Noble (3/Level + 18), Champi-
Natural Weapons: One talon (Primary, uses both tal-
on (4.5/Level + 20).
ons).
Special Qualities: Armored Chitin, Darkvision (60 ft),
Rank Requirements: Noble (5 + Summon Level),
Telepathy, Variable Summons.
Champion (9 + Summon Level).
Cost: Soldier (1.5/Level), Protector (2/Level + 3), Armored Chitin (Ex): Hivemind summons gain an ad-
Guardian (3/Level + 7), Noble (3/Level + 12), Champion ditional +1 natural armor bonus per 2 Levels (minimum
(4/Level + 18). +1). This bonus is not included in the tables showing a
Special Qualities: Darkvision (180 ft), Fling, Improved summon's stats per rank.
Grab. Telepathy (Su): Hivemind insects cannot speak, but
they communicate telepathically. Soldiers, Protectors
Fling (Ex): Hawks can fling a grabbed creature aside
and Guardians can communicate with their summoner,
as an attack action. A flung creature travels 30 feet in
up to a 30 ft range. Nobles can communicate with any
any direction and takes 3d6 damage. If the hawk was
sentiant creature within 30 ft. Champions can com-
flying, the creature takes this damage or falling damage,
municate with anyone within 100 ft. The Hivemind
whichever is greater.
can understand speech.
Variable Summons: The Hivemind contains a host of GIANT BEETLE (GUARDIAN RANK AND UP)
different insects, and the available insects are based on Natural Attacks: 1 Gore (Primary).
the rank of your summon. Each of these summons can Trample (Ex): Deals damage equal to the beetle's gore
be summoned at this rank and higher ranks. All of attack.
these summons have the statistics listed above, but may Improved Armored Chitin (Ex): The natural armor
have additional special qualities. bonus provided by Armored Chitin increasesby 50%.
Skills: Giant Beetles gain no skill points.
WASP (SOLDIER RANK AND UP) SCORPION (NOBLE RANK AND UP)
Natural Attacks: 1 Sting (Primary). A sting attack Natural Attacks: Two claws (Primary), one sting.
deals damage equal to a claw of its size. (Stings deal damage equal to a claw of their size)
Poison (Ex): When the wasp's sting attack deals dam- Poison (Ex): When the scorpion's sting attack deals
age, the target must make a Fortitude save (DC 10 + damage, the target must make a Fortitude save (DC 10 +
Level + Constitution modifier) against an injury poison. Level + Constitution modifier) against an injury poison.
Initial and secondary damage is 1d6 Dexterity. Initial and secondary damage is 1d6 Strength.
Skills: Wasps gain a +4 species bonus to Spot checks, Improved Grab (Ex): Usable when the scorpion hits
and to Survival checks made to orient themselves. with both claw attacks in a single round.
CENTIPEDE (PROTECTOR RANK AND UP) Constrict (Ex): Deals damage equal to the scropion's
Natural Attacks: 1 Bite (Primary). claw damage.
Improved Grab (Ex): Can be used when the centipede Skills: Scorpions receive a +4 species bonus to Climb,
hits with its bite attack. Hide and Spot checks, and favor those skills.
Constrict (Ex): Deals damage equal to the centipede's MANTIS (CHAMPION RANK ONLY)
bite attack. Natural Attacks: Four claws (Primary), one bite.
Skills: Centipedes gain a +4 species bonus to Climb, Rend (Ex): If the mantis hits with two or more claw
Hide and Spot checks. It can use its Strength or Dexter- attacks in a round, it automatically deals another 1d8
ity modifier for Climb checks (whichever is higher), damage to the target, plus 150% of the mantis's
and can always take 10 on Climb checks. Strength modifier.
Powerful Charge (Ex): If a mantis hits with a charge
attack, it deals an additional 2d6 damage.
TABLE 12-7: HIVEMIND SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
HIVEMIND (WASP)
Soldier S +2 13 17 10 - 9 2 Weapon Finesse - Fly 50 (good)
Protect S +3 13 17 11 - 9 2 - - Fly 50 (good)
Guard S +4 14 18 12 - 9 2 Impr Natural Attack (Sting) - Fly 50 (good)
Noble M +6 18 16 14 - 9 2 - - Fly 60 (good)
Champ L +9 26 16 18 - 9 2 - +2 Fort and Ref Fly 60 (good)
HIVEMIND (CENTIPEDE)
Protect M +4 15 14 13 - 12 3 Impr Natural Attack (Bite) - 30, climb 30
Guard M +5 16 14 14 - 12 3 - - 30, climb 30
Noble L +9 24 12 18 - 12 3 - - 30, climb 30
HIVEMIND (GIANT BEETLE)
Guard L +6 19 12 17 - 13 4 Impr Natural Attack (Gore) - 30
Noble H +11 27 10 19 - 13 4 - - 30
Champ G +18 36 8 24 - 13 4 - +4 Fortitude 30
HIVEMIND (SCORPION)
Noble M +6 16 15 16 - 14 5 Multiattack - 30
Champ L +12 26 12 20 - 14 5 Impr Natural Attack (Sting) +2 Fort and Will 30
HIVEMIND (MANTIS)
Improved Initiative, Weapon Finesse,
Champ L +12 28 20 18 - 14 6 Impr Natural Attack (Claw), - 30
Multiattack
TABLE 12-8: HORSE SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier L +2 19 13 14 8 9 5 Alertness, Endurance - 40
Protect L +5 21 14 17 8 10 6 - - 40
Guard L +7 22 15 18 8 11 7 Run - 50
Noble L +9 24 16 20 10 11 8 Impr Natural Attack (Hoof) - 50
Champ H +13 33 14 25 10 12 9 - Runs at x6 speed 60
Skills: A mantis gains a +4 species bonus to Listen, Natural Weapons: One bite (Primary), two claws and
Move Silently and Spot checks, and a +8 species bonus a tail slap.
to Hide checks during nighttime, and they favor those Rank Requirements: Protector (4 + Summon Level),
skills. Guardian (6 + Summon Level), Noble (8 + Summon
Level), Champion (12 + Summon Level).
HORSE (UMA) Cost: Soldier (4/Level), Protector (5/Level + 5),
Horses are creatures of speed and extreme stubborn- Guardian (5/Level + 15), Noble (6/Level + 20), Champi-
ness, often refusing to yield to fatigue, leading to their on (7/Level + 30).
untimely deaths. They serve only those with vigor and Special Qualities: Darkvision (60 ft), Mending Touch.
determination and detest laziness. Mending Touch (Su): As an attack action that does
not provoke attacks of opportunity, the imperial wyrm
Creature Type: Magical Beast (Good Fortitude, Poor can touch another creature (not itself) to heal it by 2
Reflex, Good Will). HP for each 1 Chakra the imperial wyrm spends on the
Hit Dice: 1d8. ability. An imperial wyrm can restore an amount of hit
Natural Weapons: Two hooves (Primary). points per day based on its Level, Rank and Charisma,
Rank Requirements: Noble (5 + Summon Level), as shown in the table below.
Champion (9 + Summon Level).
Cost: Soldier (2/Level), Protector (3/Level + 3), Rank Healing Per Day
Guardian (3/Level + 10), Noble (3/Level + 18), Champi- Soldier Level
on (4.5/Level + 20). Protector Level + Cha modifier
Special Qualities: Darkvision (60 ft), Increased Carry- Guardian (2 x Level) + Cha modifier
ing Capacity, Scent. Noble (2 x Level) + Cha modifier
Increased Carrying Capacity (Ex): Horses are treated Champion (3 x Level) + Cha modifier
as one size larger when determining their carrying ca- Skills: Imperial wyrms receive a +4 species bonus to
pacity. Diplomacy and Sense Motive checks and a +2 species
Skills: Horses favor Spot and Listen. bonus to Concentration checks. They favor Concentra-
tion, Diplomacy and Sense Motive.
IMPERIAL WYRM (TENRYUU) Sense Hostility (Su): The imperial wyrm can sense
These draconids are long, serpentine dragons without any hostile intent (not necessarily directed at the impe-
wings. They are a symbol of strength and fortune, and rial wyrm) within 60 feet of it and get a sense of its
have incredible natural healing abilities. They serve general direction, but cannot pinpoint its precise dis-
only those with integrity, loyalty and strength of char- tance. 'Hostile intent' covers aggressive thoughts, but
acter. not those of vigilance. The imperial wyrm is never
caught flat-footed against any creature that is not im-
Creature Type: Dragon.
mune to mind-affecting effects.
Hit Dice: 1d8.
Champ L +12 28 14 20 12 15 12 Impr Natural Attack (Bite) Cold and Water Resist 15 40, climb 30
TABLE 12-11: MONKEY SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Alertness, Weapon Finesse,
Soldier T +1 6 16 8 10 12 8 - 30, climb 30
Simple Weapons Prof
Protect T +2 8 19 10 12 12 10 - - 30, climb 30
Guard S +4 12 18 11 13 13 11 - Evasion 30, climb 30
Noble M +6 19 16 14 14 14 12 - - 40, climb 40
Champ L +9 28 14 19 16 16 13 Impr Natural Attack (Claw) Transform 40, climb 40
Skills: Lizards use their Dexterity modifier for Climb
LIZARD (TOKAGE) checks. They gain a +8 species bonus to Balance checks,
Lizards are patient and capable warriors. They can be as well as a +4 species bonus to Hide, Move Silently,
bipeds or quadrupeds, and are suited to a number of and to Survival checks while tracking by scent. In
different tasks. They are often seen as lesser cousins of wooded or overgrown areas, their bonus to Hide check
dragons, a comparison they heavily dislike. Lizards love improves to +8.
to win, and will only serve those who do not look
down upon the weak. MONKEY (SARU)
Creature Type: Magical Beast (Poor Fortitude, Good Playful, intelligent and shy, monkeys can use almost
Reflex, Poor Will, Base Attack Bonus (A)). any weapon or tool a human could, and are extremely
Hit Dice: 1d8. dangerous when angered. Monkeys only serve those
Natural Weapons (Quadruped): One bite (primary). with creative minds that like to have fun.
Natural Weapons (Biped): Two claws (primary), one Creature Type: Magical Beast (Poor Fortitude, Good
bite. Reflex, Good Will).
Rank Requirements: Noble (6 + Summon Level), Hit Dice: 1d6.
Champion (10 + Summon Level). Natural Weapons: Two claws (primary), one bite.
Cost: Soldier (1.5/Level), Protector (2/Level + 3), Rank Requirements: Noble (6 + Summon Level),
Guardian (3/Level + 7), Noble (3/Level + 12), Champion Champion (10 + Summon Level).
(4.5/Level + 18). Cost: Soldier (2/Level), Protector (3/Level + 3),
Special Qualities: Darkvision (60 ft), Posture, Scent, Guardian (3/Level + 10), Noble (3/Level + 18), Champi-
Weaponry. on (4.5/Level + 20).
Posture (Ex): As a move-equivalent action, a lizard Special Qualities: Darkvision (60 ft).
can switch between being a biped or a quadruped. As a Transform (Sp): A Champion monkey can use Henge
biped, the Lizard has more natural attacks and can no Jutsu at will, as a spell-like ability.
wield weapons or objects. As a quadruped, it has fewer Skills: Monkeys gain a +4 species bonus to Balance
natural attacks, but its carrying capacity doubles and checks, and favor Balance, Climb, Hide, Listen and
its base speed increases by 10 ft. Spot.
Weaponry: An Elite or Paragon lizard has a 50%
chance of being summoned with a random melee
weapon with which it is proficient.
TABLE 12-12: OGRE SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier M +6 16 11 17 12 14 9 Power Attack Kanabo +1 30
Protect M +8 19 11 20 14 16 9 - Kanabo +2 30
Guard M +10 22 12 21 15 17 11 - Kanabo +3 30
Noble L +14 30 12 24 16 18 12 - Kanabo +4 40
Champ H +19 38 13 28 16 18 14 - Kanabo +5, Fear Aura 40
TABLE 12-13: OX SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier M +2 18 5 20 8 4 3 Improved Bull Rush - 30
Protect M +4 21 5 23 8 4 3 - - 30
Guard L +8 30 6 24 10 6 4 Impr Natural Attack (gore) - 30
Noble L +10 31 6 29 10 7 5 - - 40
Champ H +15 40 4 32 12 8 6 - Strength Rank 2 40
Rushing Charge (Ex): Once per encounter, a ram can Disease Carrier (Ex): A creature damages by a rat's
make a successful charge attack into a rushing charge. bite attack is affected with an injury disease. It has a
The target must succeed at a Strength check (DC 10 + save DC of 15, an incubation time of 1 day, and deals 1
Level + Strength modifier) or be knocked prone and Constitution damage. The disease can be healed nor-
take double damage from the charge attack. mally.
Skills: Rams gain a +4 species bonus to Balance, Climb Skills: Rats gain a +8 species bonus to Balance and
and Jump checks, and favor those skills. Move Silently, as well as a +8 species bonus to Hide
checks during nighttime.
RAT (NEZUMI)
Rats are quiet, stealthy, and opportunistic when it RAVEN (KARASU)
comes to stealing what they need. Though rats are not Ravens carry a bad reputation, but in reality they are
often seen as powerful combatants, they carry diseases very clever creatures. Ravens serve only those who re-
and can overwhelm the less wary in numbers. Rats spect them and have at least average intelligence.
serve only quiet personalities.
Creature Type: Magical Beast.
Creature Type: Magical Beast (Base Attack Bonus Hit Dice: d6.
(A)). Natural Weapons: One talon (primary, uses both tal-
Hit Dice: d6. ons).
Natural Weapons: One bite (primary). Rank Requirements: Noble (5 + Summon Level),
Rank Requirements: Noble (4 + Summon Level), Champion (9 + Summon Level).
Champion (8 + Summon Level). Cost: Soldier (1.5/Level), Protector (2/Level + 3),
Cost: Soldier (1.5/Level), Protector (2/Level + 3), Guardian (3/Level + 7), Noble (3/Level + 12), Champion
Guardian (3/Level + 7), Noble (3/Level + 12), Champion (4/Level + 18)
(4/Level + 18) Special Qualities: Darkvision (60 ft).
Special Qualities: Darkvision (60 ft), Disease Carrier,
Scent. Skills: Ravens gain a +2 species bonus to Listen and
Spot, and a +4 species bonus to Hide checks during
nighttime, and they favor Listen, Spot, Hide and Move
Silently.
TABLE 12-17: SALAMANDER SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier S +2 8 14 10 6 12 5 - - 30, swim 30
Protect S +3 12 14 12 6 13 5 - - 30, swim 30
Guard M +7 17 12 14 7 14 5 Impr Natural Attack (Tail) Breath Weapon 30, swim 30
Noble L +10 26 12 19 8 15 7 - Swallow Whole 30, swim 40
Champ H +14 36 10 22 8 16 9 Multiattack Resist Fire and Water 15 30, swim 40
TABLE 12-18: SHARK SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Weapon Finesse, Track,
Soldier M +3 12 15 13 6 12 4 - Swim 50
Impr Natural Attack (Bite)
Protect M +5 16 17 15 6 13 6 - - Swim 60
Guard L +9 24 15 18 7 14 8 - - Swim 70
Noble L +11 25 14 20 8 14 9 - - Swim 80
Champ H +16 32 12 24 8 16 10 - Resist Water (20 + 2xLevel) Swim 80
swallowing one creature two sizes smaller, the sala-
SALAMANDER (HANZAKI) mander can also swallow four creatures three sizes
Salamanders are aquatic reptilians that can develop a smaller.
steaming breath attack. They are not particularly smart, Skills: Salamanders gain a +4 racial bonus to Spot and
but they are very loyal. Salamanders serve only those Listen checks.
with a forceful or commanding personality. (See next
page for table) SHARK (SAME)
Sharks are the apex predators of the seas and oceans, a
Creature Type: Magical Beast (Good Fortitude, Poor
symbol of unrelenting strength and danger. Sharks
Reflex, Poor Will); gains Aquatic subtype.
cannot operate out of water, and they serve only those
Hit Dice: d8.
with a ruthless and determined personality.
Natural Weapons: Two slams (primary), one tail
whip. Creature Type: Magical Beast; gains Aquatic subtype.
Rank Requirements: Noble (5 + Summon Level), Natural Weapons: One bite (primary).
Champion (10 + Summon Level). Rank Requirements: Noble (5 + Summon Level),
Cost: Soldier (1.5/Level), Protector (2/Level + 3), Champion (10 + Summon Level).
Guardian (3/Level + 10), Noble (3.5/Level + 15), Cham- Cost: Soldier (3/Level), Protector (3/Level + 3),
pion (5.5/Level + 20). Guardian (3/Level + 10), Noble (3/Level + 15), Champi-
Special Qualities: Amphibious, Salamander Regenera- on (5/Level + 20).
tion. Special Qualities: Keen Scent, Power Charge.
Keen Scent (Ex): Sharks can smell creatures within
Amphibious (Ex): Salamanders can breathe normally
180 feet, and can detect blood at a distance of up to a
on land or underwater.
mile. They can also track by scent.
Salamander Regeneration (Ex): Salamanders can re-
Powerful Charge (Ex): Once per encounter, a shark
grow lost limbs. Regenerating a limb takes between a
can make a charge attack and move at four times its
day and a week, depending on the size of the limb
speed.
(GMs discretion).
Skills: Sharks favor Spot, Listen, Survival and Swim.
Breath Weapon (Su): As an attack action once every
1d6 rounds, the salamander can breathe out a 30 ft SLUG (NAMEKUJI)
cone, dealing 2d4 damage per Level (half fire, half wa-
Not often chosen due to their appearance and apparent
ter). The reflex DC is Constitution-based.
lack of combat ability, slugs are kind, compassionate
Swallow Whole (Ex): When a salamander successfully
and clever creatures above all else. They serve those
grapples a creature at least two sizes smaller than it, it
with great compassion.
can swallow the grappled creature with its next suc-
cessful grapple check. A swallowed creature takes 2d8 Creature Type: Magical Beast (Good Fortitude, Poor
damage each round (typed equal to its breath weapon), Reflex, Good Will, Base Attack Bonus (C)).
and can cut itself free by dealing 5 damage per sala- Hit Dice: d6.
mander's Level to its innards (Defense 16). Instead of
TABLE 12-19: SLUG SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier T +3 1 5 10 10 14 8 Alertness - 10
Protect S +8 7 3 10 10 16 10 - - 10
Guard M +10 10 2 14 10 18 12 Impr Natural Attack (Slam) Poison and Disease Immunity 10
Noble L +15 20 2 18 12 19 14 - - 20
Champ H +20 29 3 22 14 20 15 - Acid Spit DC +2 20
TABLE 12-20: SNAKE SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier S +1 14 16 9 8 9 7 Weapon Focus (Bite) - 20, climb 20, swim 20
Protect S +3 15 18 10 10 9 8 - - 20, climb 20, swim 20
Guard M +6 19 16 14 12 10 9 Track - 30, climb 30, swim 30
Noble L +8 27 14 19 13 12 10 Impr Natural Attack (Bite) Swallow Whole 30, climb 30, swim 30
Champ H +11 36 14 25 14 13 12 - Improved Constrict 40, climb 40, swim 40
Alternate Form Protector Rank Summon can transform into a specific shape
Greater Alternate Form Level 6, Alternate Form, Paragon Summon can make natural attacks while transformed
Giant Size Level 4 Summon grows one size, costs more Chakra
Titanic Size Level 8, Paragon, Giant Size Summon grows additional size, up to Gargantuan
4 ranks Chakra Control,
Ninja Training Summon can learn some techniques
Genjutsu, Ninjutsu or Taijutsu
Level 4, Ninja Training,
Improved Ninja Training 9 ranks Chakra Control, Genjutsu, Summon can learn more techniques
Ninjutsu or Taijutsu
Level 8, Ninja Training, Improved Ninja
Advanced Ninja Training Training, 12 ranks Chakra Control, Summon can learn more techniques
Genjutsu, Ninjutsu or Taijutsu
Oversized Weaponry Str 19, Level 3, Summoned with weapon Summon's weapon becomes larger
Resilient Summoning Protector Rank Summon loses less Chakra over time
Share Chakra Level 8 Summoner can transfer Chakra and certain techniques to summon
Deceptive Size Level 4, Tiny Size Summon retains some of its original Strength and Constitution
Battlemaster Taijutsu Master Level 4 Summon gains Taijutsu ranks and unarmed attack bonus
Blackguard Shinobi Swordsman Level 2 Summon gains Invisible Strike and Power of the Elite
Enlightened Warrior Sacred Fist Level 4 Summon's attacks bypass DR/Chakra, can gain Enlightened Defense
Force of Nature Elementalist Level 4 Summon gains Ninjutsu ranks and Elemental Fury
Master Illusionist Genjutsu Master Level 4 Summon gains Genjutsu ranks and a spell-like ability
Mystic Healer Medical Specialist Level 6 Summon can learn Medical techniques and can discharge them
Ninja Hunter Ninja Hunter Level 4 Summon gains Trap Sense and Technique Counter
Sentry Ninja Scout Level 2 Summon gains Track and Hide in Plain Sight
Shadow Assassin Shade Level 6 Summon gains Sneak Attack and Death Attack
Level 4, Summoned
Sword Sage Sword Savant Summon gains Chakra State and Sword Weaving
with melee weapon
Wandering Warrior Samurai Level 2+ Summon gains Traditional Path, Frightening Presence and a weapon
Utility Puppets: Often used to carry materials or peo- Size Hardness Head Limb Chest Combat Utility
bodies, and often reflect their original abilities. Component Slots: A puppet core also lists its compo-
Animal Puppets: Fashioned from a deceased animal, nent slot types (Head, Limb, Chest), indicating how
they often employ their natural attacks and abilities. many components could be attached to it. For example,
Human Puppets: Created from deceased people, these a Small combat puppet cannot receive a component for
puppets retain a remarkable degree of skill. a head slot and up to two components in its chest slot
(so long as they do not exceed the core's available
points).
Strength: The puppet core’s starting Strength score. ARMOR PLATING, LIGHT
Animal and Human Puppets have a base Strength score Slot: Chest; Points: 1 Utility; Cost: 15; Weight: 15 lbs
based on the creature they were made from, and how The puppet gains integrated suit of light armor. It offers
they were crafted. a +2 armor bonus to Defense. Cannot be sundered or
removed.
PUPPET COMPONENTS
Components are added to puppet cores (via the Repair
ARMOR PLATING, MEDIUM
Slot: Chest; Points: 1 Utility; Cost: 20; Weight: 30 lbs
skill). If a component has an attack or effect requiring a
The puppet gains integrated suit of medium armor. It
save, the DC for that save is 10 + half the puppet's HD +
offers a +4 armor bonus to Defense, a -2 armor check
puppeteer's Intelligence modifier.
penalty, a +4 maximum Dexterity bonus to Defense and
Name (Requirements) [Activated]: The name of the
its movement speed is reduced by 10 ft. This compo-
component and its requirements. If it must be activated
nent cannot be sundered or removed.
by the puppeteer, it will carry the [Activated] de-
scriptor. Activating such a component is an attack ac- AUTO-REPAIR KIT
tion, unless otherwise noted. Slot: Chest; Points: 2 Utility; Cost: 19; Weight: 5 lbs
Slot: The type of slot the component fits into. This automated component activates when the puppet
Points: The number of weapon or utility points the gains an equipment penalty from being defeated, re-
component uses. moving -1 from the penalty after 1 round. Once acti-
Cost: The purchase DC for buying the component. vated, the component is removed. It cannot be repaired
Difficulty: If a component is particularly tricky to use, or reused.
this entry lists what rank of chakra threads the puppet
must be animated by (as per the Ninpou: Chakra no Ito BLADES
technique) in order to activate or use the component. Slot: Limbs; Points: 1 Weapon; Cost: 15; Weight: 1 lbs
Weight: Add this weight to the puppet's core (as per The puppet's main hand holds a weapon equivalent to a
the Equipment chapter). Longsword made for its size. Cannot be disarmed.
Installing a Component: To install a component, make A puppet cannot combine multiple blades in the same
a Repair check with a DC equal to the component’s limb/hand.
Cost. BLADES, HIDDEN (REQUIRES BLADES (ANY))
ADDITIONAL LIMBS Slot: None; Points: 1 Weapon; Cost: 20; Weight: 0 lbs
Slot: Limbs; Points: 1 Weapon; Difficulty: C-Class; Cost: This component is attached to the Blade component,
20; Weight: 4 lbs. allowing the weapon to be held inside the puppet's
The puppet gains an additional slam attack. You can limb or body, and can be drawn or released as a free
add multiple of this component. Each time, the weapon action. It can also be released as part of an attack, in
point cost to add another increases by 1. This compo- which case the target is required to make a spot check
nent can be added at half its normal cost (rounded up) (DC equal to the attack roll) or be denied its Dexterity
to living puppets whose bodies have multiple limbs, up bonus to Defense against the attack. The blade can be
to the number of limbs their body has. Such limbs must sheathed as a full-round action.
be identical to its original limbs in function. BLADES, HUGE
ADEPT BODY Slot: Limbs; Points: 3 Weapon; Cost: 25; Weight: 5 lbs
Slot: Chest; Points: 1 Utility; Cost: 20; Weight: reduced As Blades, but the weapon deals 2d8 damage (2d6 for a
by 5 lbs. Small puppet, 3d6 for a Large one).
The puppet can be used to perform skills without the BLADES, LARGE
usual -4 penalty. Slot: Limbs; Points: 2 Weapon; Cost: 20; Weight: 3 lbs
ARMOR PLATING, HEAVY As Blades, but the weapon deals 2d6 damage (1d8
Slot: Chest; Points: 2 Utility; Cost: 25; Weight: 50 lbs Small, 2d8 Large).
The puppet gains integrated suit of heavy armor. It of- BLADES, HOLLOW
fers a +8 armor bonus to Defense, a -4 armor check Requires Venomous or Blades (any)
penalty, a +1 maximum Dexterity bonus to Defense and Slot: None; Points: 1 Weapon; Cost: 15; Weight: none
its movement speed is reduced by 10 ft. This compo- Cannot be used with Blades, Hidden. This component
nent cannot be sundered or removed.
allows a Blade or Venomous component to hold one DRAGON'S BREATH [ACTIVATED]
extra dose of poison. Slot: Head; Points: 1 Weapon, 1 Utility; Difficulty: C-
Class; Cost: 18; Weight: 2 lbs
BOMB [ACTIVATED] The puppet can spend 2 Chakra to release a 20 ft cone
Slot: Any; Points: 1 Weapon; Cost: 15; Weight: 10 lbs
of fire, dealing 3d8 fire damage (Reflex halves). This
This component lets the puppet self-destruct, dealing
component can be used once before being reloaded,
1d6 damage for each 2 Chakra it has (maximum 10d6),
requiring a Repair check (DC 18, cost DC 4).
halved with a successful Reflex save. The blast radius is
10 ft (Small), 20 ft (Medium) or 30 ft (Large or larger). DRAGON'S BREATH, GREATER [ACTIVATED]
When used, the puppet is immediately destroyed. Each Slot: Head; Points: 2 Weapon, 1 Utility; Difficulty: B-
component has a 10% chance of becoming irreparably Class; Cost: 18; Weight: 4 lbs
destroyed (roll for each component separately). As Dragon's Breath, but costs 4 Chakra, creates a 40 ft
cone dealing 6d8 fire damage, and can be reloaded with
CALTROPS TRAP [ACTIVATED] a Repair check (DC 23, Cost DC 7).
Slot: Any; Points: 1 weapon, 2 utility (head or limb) or
2 weapon, 1 utility (chest); Cost: 14; Weight: 2 lbs ELEMENTAL CANNON
The puppet covers a 10ft square with caltrops, as Slot: Limb; Points: 2 Weapon; Cost: 19; Weight: 2 lbs
though throwing a grenade. Using the component costs This component cannot be installed at the same time as
a charge, and the component carries 1 charge if in- a Blades component, and is 'charged' by an Elemental
stalled as a limb or head component, or 2 if installed as Scroll (which is bought or made with Craft (Calligra-
a chest component. A charge is replaced with a Repair phy)), and the element of the scroll determines the type
check (DC 13, Cost DC 5, Time 1 minute). of damage this component deals. Loading a scroll into
the component is an attack action requiring a Repair
CANNON check (DC 13).
Slot: Head or Limb; Points: 1 Weapon; Cost: 20;
The puppet can use this component to make a ranged
Weight: 5 lbs.
attack or full-attack, firing one elemental 'bullet' per
This hidden weapon allows the puppet to hold five
attack. The attack has a range increment of 20 feet
throwing weapons of Small or smaller size (including
(maximum 10 increments) and deals 2d6 energy dam-
smoke bombs and grenades and the like) hidden within
age (based on the Elemental Scroll's element). Each
its body, which can be thrown normally without need-
bullet consumes one charge from the scroll. Each round
ing to be drawn. Replacing the projectiles requires a
this component is used costs the puppet 1 Chakra.
Repair check (DC 12) and takes one round per projec-
tile. ELEMENTAL CANNON, SUPERIOR
Slot: Limb; Points: 2 Weapon; Difficulty: C-Class; Cost:
CHAKRA ACCELERATOR 22; Weight: 2 lbs
Slot: Chest; Points: 2 Utility; Cost: 24; Weight: 15 lbs
As Elemental Cannon, but each 'bullet' deals 1d6 splash
The puppet's body circulates Chakra to strengthen it,
damage (of the same element as the bullet) to all crea-
granting it 1 extra HP per 2HD.
tures adjacent to the target(s).
CHAKRA ACCELERATOR, GREATER ELEMENTAL CANNON HOLSTER
Slot: Chest; Points: 3 Utility; Difficulty: B-Class; Cost:
Requires Elemental Cannon (Any)
28; Weight: 15 lbs
Slot: None; Points: 1 Utility; Cost: 14; Weight: 3 lbs
As Chakra Accelerator, but the component is more effi-
Installed with an Elemental Cannon, this component
cient, granting the puppet 1 extra HP per HD.
can carry up to four Elemental Scrolls, allowing the
DETACHABLE LIMBS puppet's Elemental Cannon to be reloaded as a move-
Slot: Limbs; Points: 2 Utility; Difficulty: C-Class; Cost: equivalent action.
15; Weight: 10 lbs
ENHANCED MACHINERY
The puppet's limbs can be detached and re-attached
Slot: Chest or Limb; Points: 1 Weapon, 1 Utility;
easily. It gains a +4 bonus to Escape Artist checks, and
Difficulty: C-Class; Cost: 22; Weight: 10 lbs
can free itself from being Entangled with an Escape
A puppet carrying Armor Plating, Medium or Armor
Artist check (DC 20) as a full-round action.
Plating, Heavy cannot receive this component. The
puppet can utilize its own Chakra to amplify its ma-
chinery, gaining Speed Rank 1 and Strength Rank 1.
ENHANCED MACHINERY MK II IMPROVED SERVOS
Slot: Chest or Limb; Points: 2 Weapon, 1 Utility; Slot: Limb; Points: 2 Utility; Cost: 24; Weight: 10 lbs
Difficulty: B-Class; Cost: 27; Weight: 10 lbs The puppet gains a +2 equipment bonus to Strength,
As Enhanced Machinery, but the puppet gains Speed and it's natural attacks deal damage as though it were
and Strength Rank 2. one size category larger.
Minor 4 14 Greater 12 32
Special: Thorium or ironium weapon only. Power (3/day, Attack Action): The next Chakra Control,
Enhancement: Attack and damage rolls. Genjutsu or Ninjutsu technique with a perform time of
Property: The weapon can be imbued with elemental one attack action you perform in the next three rounds
properties by Ninpou: Chakra Nagashi (p178) without is stored in this seal, lasting three days or until another
mastery. The technique's duration increases when used technique is stored. The technique must be used nor-
on this weapon, and the Cost may be reduced. The in- mally, and can be empowered or enhanced by meta-
crease to ‘successful attacks’ affects only the Fire (Sear- chakra feats as normal.
ing), Wind (Slicing) and Water (Slowing) effects. Can only hold techniques up to a certain total Chakra
Superior: Duration increased by 5 minutes and 2 Cost, as indicated (including empowering and meta-
successful attacks. chakra, if any).
Greater: Duration increased by 10 minutes and 4 suc- Minor (1 Chakra): Up to 10 Chakra.
cessful attacks. Cost reduced to 4 Chakra. Superior (2 Chakra): Up to 15 Chakra.
Epic and Legendary: Duration increased to Perma- Greater (3 Chakra): Up to 20 Chakra.
nent and 8 successful attacks. Cost reduced to 2 Chakra. Epic (4 Chakra): Up to 30 Chakra.
Power [Varies] (1/day, Swift Action) (Greater): As Power (At-Will, Free Action): Use when you hit. The
Ninpou: Chakra Nagashi (p178), applied to this weapon. stored technique is released, as though performed nor-
Lasts 1 minute or until discharged. mally. If it requires a touch attack, it automatically hits.
Once released, the seal must be charged again.
CHAKRA DEVOURING [WEAPON]
Rank Level Cost ELEMENTAL BURST [WEAPON]
Greater 16 36 Rank Level Cost
Epic 30 55 Minor 3 13
Superior 7 22
Power (At-Will, Free Action): Use when you attack an
Greater 13 33
opponent which is performing a technique. The attack
deals no damage, but the target must make a Concen- Epic 20 40
tration check (DC varies, as shown) to maintain the Special: This weapon is crafted in one of six varieties:
technique. If they fail, they lose the Chakra spent on Cold Burst (cold), Earth Shock (earth), Flame Burst
the technique. (fire), Hurricane Force (wind), Shocking Burst (electric)
Greater: DC 20 + Technique Rank. or Tidal Force (water). Powers gain the appropriate
Epic: DC is 25 + Technique Rank, and the attack deals descriptor, and ‘elemental’ refers to the element corre-
1d6 Chakra damage. sponding to the specific seal that was crafted (e.g. the
CONCEALING [WEAPON] Cold Burst weapon deals bonus cold damage). Each seal
Rank Level Cost also has a unique power, presented with its name.
Power [*] (At-Will, Free Action): Half the damage
Minor 4 14
dealt is elemental damage. Deactivate as a free action.
Superior 8 23
Power [*] (At-Will, Attack Action): Deal bonus ele-
Property: This seal does not emanate a Chakra aura. mental damage for 1 minute.
Power (1/day, Swift Action) (Superior): Your Chakra Superior (4 Chakra): +1d6.
Signature is completely suppressed for 5 rounds. Greater (6 Chakra): +1d10.
Epic (10 Chakra): +2d6.
Special: Projectile weapons apply these bonuses to
their ammunition when fired.
Cold Burst: Power [Cold] (1/Encounter, Free Action): Greater: 2d8 damage, plus 2 per round.
Gain cold resistance for 3 rounds. Epic: 3d8 damage, plus 3 per round.
Greater: 10 cold resistance.
Epic: 15 cold resistance.
EXPAND [WEAPON]
Rank Level Cost
Earth Shock: Power [Earth] (1/Encounter, Free Ac-
tion) (Greater): Ignore the hand seals and half-seals Minor 4 14
component of the next Doton technique you perform. Power (At-Will, Attack Action, 4 Chakra): The weapon
Lasts 3 rounds. becomes an Oversized weapon. Deactivate as a free ac-
Flame Burst: Power [Fire] (1/Encounter, Free Action) : tion.
Attacks become touch attacks for 1 round.
Greater: As above. FLICKERING [WEAPON; MELEE]
Epic: Melee attacks also gain +5 ft reach. Rank Level Cost
Hurricane Force: Power [Wind] (3/Encounter, Free Superior 8 23
Action): Use after scoring a critical hit. The target suf- Greater 14 34
fers a penalty to attack rolls, damage rolls, skill checks
and saves for 1 round (as indicated). Power (3/day, Free Action): Attacks have a chance to
Greater: -1 penalty. deny the target its Dexterity bonus to Defense for 1
Epic: -2 penalty. round. Creatures that cannot see or do not rely on sight
Shocking Burst: Power [Electric] (3/Encounter, Attack are immune to this effect.
Action): Fire a ray attack with 200 ft range, which deals Superior (1 Chakra): 10% chance.
electric damage. Targets hit are stunned for 1 round Greater (2 Chakra): 20%, increases uses to 5/day.
(Fortitude negates). HEALING [WEAPON; MELEE]
Greater: 3d6 damage, save DC 15. Rank Level Cost
Epic: 6d6 damage, save DC 21.
Greater 12 32
Tidal Force: Power [Water] (1/Encounter, Free Ac-
Epic 24 46
tion) (Greater): You can ignore the material focus for
the next Suiton Ninjutsu you perform. Lasts 3 rounds. Power [Medical] (5/day, Free Action): Your next attack
deals no damage, but heals based on the damage it
ELEMENTAL SURGE [WEAPON]
would have dealt (as shown)
Rank Level Cost
Greater (2 Chakra): Heals for half damage.
Superior 7 22
Epic (4 Chakra): Heals for full damage.
Greater 13 33
Epic 21 42 MANIFESTING [WEAPON]
Rank Level Cost
Special: This seal is created as one of six varieties: Minor 5 15
Chilling (cold), Pulsing (electric), Quaking (earth),
Superior 9 24
Scorching (fire), Squalling (wind) or Surging (water).
Greater 13 33
Powers gain the appropriate descriptor, and ‘elemental’
refers to the element corresponding to the specific seal Special: This seal must be bound to a single creature,
that was crafted. (i.e. the Chilling weapon can enhance which takes 30 minutes and cannot be undone.
a Ninjutsu with the Cold descriptor). Power [Teleportation] (3/day, Move Action): Summon
Power [*] (At-Will, Free Action): Half the damage the weapon to your hand.
dealt is elemental damage. Deactivate as a free action. Minor (1 Chakra): Range 100 ft.
Special: Projectile weapons apply the bonus to their Superior (2 Chakra): Range 500 ft.
ammunition when fired. Greater (3 Chakra): Range 1 mile.
Power [*] (3/day, Free Action): You can perform your
next Ninjutsu with the elemental descriptor this round MURDERING [WEAPON]
without the need for hand seals or half seals. The tech- Rank Level Cost
nique deals additional elemental damage to one affected Greater 12 32
target, which also takes elemental damage per round
Power (3/day, Attack Action, 6 Chakra): Hits apply a
for 3 rounds (does not stack).
mark to the target. When you hit a marked target with
Superior: 1d8 damage, plus 1 per round.
a natural 20, it dies (Fortitude DC 20 negates). Even on
a successful save, the target takes 2d6+10 negative ener- not stack with other techniques or abilities granting
gy damage. Lasts 1 minute or until you hit a marked extra attacks, including itself.
target with a natural 20.
RETURNING [WEAPON; THROWN]
MYSTICAL [WEAPON] Rank Level Cost
Rank Bonus Level Cost Minor 3 13
Minor +1 5 15 Superior 7 22
Superior +2 10 25
Power (At-Will, Free Action): The next time you throw
Greater +3 15 35
this weapon, it returns to your hand at the start of your
Epic +4 21 42 next turn. Range 50 ft.
Legendary +5 26 49 Minor: As above.
Superior (1 Chakra): If the weapon hit, it deals 1
Enhancement: Attack rolls and damage rolls.
damage upon return as it tears itself from the opponent.
Special: Projectile weapons bestow this bonus to their
ammunition. SCATTERING [WEAPON; MELEE]
Rank Level Cost
MYSTIFYING [WEAPON]
Rank Level Cost Superior 8 23
Greater 14 34 Greater 12 32
Epic 24 46 Power (At-Will, Attack Action): You can make a melee
attack against an enemy within 30 ft, which must make
Power [Mind-Affecting] (At-Will, Attack Action): You
a Spot check or be denied its Dexterity bonus to De-
create a body double within 5 ft of you, which looks
fense against the attack.
lifelike and seems to alter its surroundings as a normal
Superior (2 Chakra): Spot DC 13.
creature would, but it cannot physically interact with
Greater (8 Chakra): Spot DC 16, and you can make a
objects. It creates sound as normal. The double can be
full-attack instead.
attacked, and looks as though appropriately damaged,
but cannot be killed (it shares your Defense score). The SCREAMING BURST [WEAPON]
double can be identified as an illusion with a Genjutsu Rank Level Cost
check, and it can then be disbelieved with a Will save. Superior 8 23
A save to disbelieve can also be made each time it is
Greater 14 34
attacked.
Epic 22 43
The double can physically interact with creatures
who have not disbelieved it, but can't use special abili- Power [Sonic] (At-Will, Free Action): Half the damage
ties or attack. Its actions can be controlled while hold- dealt is sonic damage. Deactivate as a free action.
ing this weapon, as long as you are capable of mental Power [Sonic] (At-Will, Attack Action): Deal bonus
effort. Costs 4 Chakra per round to maintain. sonic damage (as shown) for 1 minute.
Greater (4 Chakra): DC 28 to identify, save DC 23. Greater (4 Chakra): +1d4
Epic (8 Chakra): DC 33 to identify, save DC 27. The Epic (6 Chakra): +2d4
double can attack with the same physical attacks you Special: Projectile weapons apply these bonuses to
have, and deals half your normal damage as nonlethal their ammunition when fired.
damage. It deals no damage against targets that have
disbelieved it, are unaware of it, or those immune to SHAPESHIFTING [WEAPON]
mind-affecting effects. Rank Level Cost
Superior 7 22
QUICKBLADE [WEAPON; MELEE] Greater 12 32
Rank Level Cost
Greater 12 32 Special: A secondary form of weapon is chosen when
creating this seal. A double-headed weapon must have
Property: This weapon can be drawn as a free action. the seal applied to both heads in order to work.
Power (At-Will, Free Action, 3 Chakra): You can Power (At-Will, Full-Round Action): The weapon
make an extra attack when making a full-attack. Does changes to its secondary form.
Superior: The secondary form must be the same size Superior: As above.
and of a similar shape as the weapon's normal form. Greater: Also gain a +2 bonus to attack rolls against
Greater: The secondary form can be up to 2 size cate- such creatures.
gories larger or smaller, and does not need to be of a
similar shape.
STAINLESS [WEAPON]
Rank Level Cost
SHIELDING [WEAPON; MELEE] Minor 3 13
Rank Bonus Level Cost Superior 10 25
Minor +1 4 14
Property: Non-damaging liquids of all kinds slide off
Superior +2 8 23
the weapon without leaving a trace.
Greater +3 12 32
Property (Superior): The weapon stays in perfect con-
Epic +4 20 40 dition without maintenance, unless damaged or de-
Legendary +5 26 49 stroyed.
CHAKRA WEAPON [SEALED ITEM; IRONIUM OR THORIUM MELEE Property: When you spend an action point to regain
WEAPON] Chakra, triple the result. After 1 minute or when the
This weapon has been crafted to adapt to Chakra easily, Chakra is used (whichever comes first), make a Fort
and is referred to as a 'chakra (weapon type)' (A katana save (DC 12 + Chakra gained) or suffer 2d4 Tenketsu
with a major seal would be a +2 chakra katana) damage.
Rank Bonus Level Cost
EXPERT'S HOLSTER [SEALED ITEM]
Minor 3 DC 14
This leather shuriken holster can charge weapons with
Superior +2 7 DC 24 power.
Enhancement: Attack and damage rolls. Rank Bonus Level Cost
Property: When you perform Ninpou: Chakra Na- Minor +1 5 16
gashi (p178) on this weapon without applying an ele- Superior +2 10 27
mental bonus, the Perform Time is reduced to a Swift Greater +3 15 38
action, and the Cost is reduced to 1 Chakra.
Power [Force] (1/round, Free Action) (Superior, 2 Special: This can be crafted as a shuriken holster or
Chakra): Your next melee attack deals +2d6 force dam- large shuriken holster.
age. Enhancement: Sleight of Hand checks made to con-
ceal a weapon inside the holster.
CHAKRA-SEALING EYEPATCH [SEALED ITEM; HEAD] Power (At-Will, Attack Action): Charge up to 15 tho-
A simple leather eyepatch. rium and/or ironium weapons held in the holster.
Rank Level Cost Weapons lose their charge one round after being re-
Greater 14 37 moved from the holster.
Property: Apply the enhancement bonus to attack
Property: Your current and maximum Chakra count as
and damage rolls with charged weapons.
though 100 lower.
Property: Take a -5 penalty to Spot checks and a -1
penalty to Speed and Strength Ranks.
Power (At-Will, Free Action): Remove the eyepatch
and release a burst of Chakra. Any creature that is sens-
ing your chakra is dazed for 2 rounds (Fortitude ne-
EXPLODING KUNAI [SEALED ITEM; KUNAI] Power [Sonic] (3/day, Attack Action): You sound the
This kunai can be turned into a deadly explosive. horn, firing a 30 ft Cone that knocks back affected crea-
Rank Level Cost tures by 15 ft, leaves them prone and deafens them for
Minor 3 14 1d4 rounds (Fortitude DC 18 negates). When used like
this, the horn can be heard up to a mile away, and im-
Power (At-Will, Attack Action, 2 Chakra): When the mediately wakes anyone within 500 feet. Those further
kunai strikes an enemy or hard object it explodes, deal- away may make a Listen check (DC 0) to wake up.
ing 4d6 fire damage in a 10 ft radius Burst (Reflex DC This power ignores barriers against sound that were
15 halves). Enemies hit by the kunai take a -4 penalty created by characters of level 15 and below.
to the save.
IMPERIAL BLADE [SEALED ITEM; KATANA]
FAUX BODY [SEALED ITEM] This ornate katana has a flawless edge that can cut
This featureless body is human-like, but obviously not a through almost anything.
real human. Rank Bonus Level Cost
Rank Level Cost
Legendary +4 35 67
Superior 8 25
Greater 12 35 Special: Cannot be crafted.
Property: Attacks ignore all hardness and up to 5
Property: This Medium-sized body can be possessed by points of DR. This blade's hardness cannot be bypassed
creatures with the Possession ability. It automatically by any means.
adapts its form to that of the possessing creature. Power (At-Will, Attack Action, 5 Chakra): The blade
Superior: The body has Str, Dex and Con 10. floats in your square and fights on its own. It can attack
Greater: The body has 15, 13 and 12 for its physical adjacent foes as though wielded by you, but cannot
ability scores, assigned when created. make attacks of opportunity. It moves with you to stay
in the same square as you, even if you teleport. Lasts 3
FIELD PACK [SEALED ITEM]
rounds, or until you grab the sword as a free action.
This belt pouch carries containment seals to expand its
Power (At-Will, Move Action, 2 Chakra): The weapon
capacity.
flies back into your hand. Usable only if you have
Rank Level Cost
touched the weapon in the last minute, but not if it is
Superior 10 27
being held by another creature.
Greater 13 36
MAGNETIZED DAGGER [SEALED ITEM; DARK IRON DAGGER]
Property (Superior): Can hold up to 50 lbs of material This ancient dagger acts like a compass when needed.
(up to 5 ft3 in volume). It always weighs 5 lbs. Rank Bonus Level Cost
Property (Greater): Can hold up to 100 lbs of material
Minor +1 4 15
(up to 10 ft3 in volume). It always weighs 10 lbs.
Superior +2 7 24
HITMAN'S FIREWORKS [SEALED ITEM]
Enhancement: Circumstance bonus to attack rolls
This small pouch contains an explosive powder, which
against targets wearing armor mostly made of metal.
functions only while inside the pouch.
Property: When laid on a flat surface, the dagger's tip
Rank Level Cost
automatically points north.
Minor 3 9
NINJA'S LOCK [SEALED ITEM]
Power [Fire] (1 Charge, Attack Action): Throw the
This lock contains a Chakra-based locking mechanism.
pouch into an open flame (10 ft range increment).
Rank Level Cost
If it lands in flames, it explodes as Kasumi Enbu no Jut-
Superior 7 24
su (p170), up to a medium explosion.
Property: This high-quality lock (Disable Device DC
HORN OF BATTLE [SEALED ITEM]
30) is also locked via the Jou no In technique (p117).
This ordinary seeming horn can be unusually loud
The Chakra lock must be disabled before the mechani-
Rank Level Cost
cal lock can be opened. The Chakra lock automatically
Superior 8 25
activates when the lock is locked.
Special: Can be crafted with with a code, in which
case it functions like Jou no In with mastery.
POTENCY SEAL [SEALED ITEM] Enhancement: Competence bonus to Spot checks.
This complex seal is written on a small paper tag. Property: Functions as a gas mask.
Rank Level Cost Power (At-Will, Free Action, 1 Chakra): Gain low-
Superior 8 20 light vision for 10 minutes.
Greater 14 32 Power (Superior) (At-Will, Attack Action): Use
Koemane no Jutsu as a spell-like ability for as long as
Special: Uses one body seal slot while active. Can only you concentrate on it (an attack action per round).
use one Potency Seal per day. Power (Greater) (3/day, Attack Action): Gain the Sense
Power (1 Charge, Swift Action): Gain a bonus to Chakra ability for 3 rounds.
Strength Ranks for 2 rounds.
Superior: +1 STARBURST GLOVE [SEALED ITEM; WRIST]
Greater: +2 This leather glove features a complex seal with a crystal
at its center.
QUICKDRAW SCABBARD [SEALED ITEM] Rank Bonus Level Cost
This wooden scabbard holds most curved blades, Superior +1 9 26
though it can be crafted to fit a specific weapon.
Greater +2 15 38
Rank Level Cost
Minor 5 16 Special: Cannot be crafted.
Enhancement: Attack rolls and skill checks made
Property: Any weapon held in the scabbard can be with unarmed or [Punch] attacks.
drawn as part of an attack or a technique that uses it. Power (At-Will, 1 Chakra): When you make an attack
Power (3/day, Free Action): Use Kenjutsu: Iaido or full-attack action, you can activate the glove and
(p212) or Kenjutsu: Iainuki (p212) as an attack action. replace one or more attacks with crystal burst attacks
RING OF CAMOUFLAGE [SEALED ITEM; FINGER] (cost paid per attack). Crystal burst attacks are ranged
This pale white ring contains powerful concealment touch attacks dealing 2d4 force damage, with a range
abilities. increment of 40 feet (maximum 10 range increments).
Rank Level Cost Attacking with a crystal burst provokes attacks of op-
portunity, as it is a ranged weapon.
Superior 11 28
You can make one Chakra Control check for each at-
Power (2/day, Full-Round Action): As Meisaigakure no tack (DC equal to the target’s touch Defense) to in-
Jutsu (p176), but ends automatically when you are hit crease the damage of crystal bursts against them to 2d8.
or take an offensive action. Lasts 5 minutes. Range penalties also apply to this check, using this
power's range.
RING OF MISDIRECTION [SEALED ITEM; FINGER] Power (5/day, 2 Chakra): As above, but crystal burst
This ring adapts to its wearers skin color.
damage is increased to 3d4 (or 3d8 with a check).
Rank Level Cost
Superior 8 25 STONEMANTLE CLOAK [SEALED ITEM; BACK]
Greater 15 38 This cloak is said to be woven from stone with secret
techniques.
Power (3/day, Attack Action): As Kagekomu no Jutsu Rank Level Cost
(p126), but the duration is limited and you need not Greater 17 40
pay Chakra to maintain it.
Superior: Lasts 2 minutes, save DC 16. Special: Cannot be crafted. Weighs 70 lbs.
Greater: Lasts 5 minutes, save DC 20. Property: The cloak acts as heavy armor granting a +8
armor bonus to Defense (+3 nonproficient) and has a -4
SENTINEL'S MASK [SEALED ITEM; HEAD] armor check penalty. It provides a +2 equipment bonus
This mask is white and featureless, save for the occa- to Hide checks in rocky environments.
sional line of color. It is held in place by the user's Property: The wearer gains earth resistance 15.
Chakra. Power (1/day, Free Action): Improve the earth re-
Rank Bonus Level Cost sistance to 30 for 3 rounds.
Minor +1 5 16
Superior +2 10 27
Greater +3 13 36
SUMMONER'S QUIVER [SEALED ITEM] Property: Counts as a Type V training weight, but
This quiver comes with a slot that can hold a small counts towards your encumbrance. Can be taken off as
scroll. a free action.
Rank Level Cost
WETSUIT [SEALED ITEM]
Superior 8 25
This suit is an ensemble of stretchy, rubbery material
Special: This quiver carries either bolts or arrows, de- that is resistant to shock and does not stain.
termined when crafted. Rank Bonus Level Cost
Special: Only functions while a Summoning Scroll is Minor +1 6 17
inserted. A lesser scroll creates 100 arrows, and a great- Superior +2 11 28
er scroll 200. A scroll can be inserted and attuned to the Greater +3 17 40
quiver as a full-round action. Once attuned, the scroll
cannot be used for any other purpose. Property: This item covers most of your body, but does
Power [Summoning] (At-Will, Free Action): Draw an not take up any item slots.
arrow or bolt from the quiver, which lasts for one Property: The suit is watertight, and all non-
round. damaging liquids slide off without leaving stains.
Enhancement: Competence bonus to Hide and Move
TRUE NATURE SEAL [SEALED ITEM] Silently checks.
This small note has an elaborate series of seals on it. Power (Superior) (1/day, Full-Round Action): All
Rank Level Cost strong and lesser scents are removed from you.
Greater 14 32
WRATH OF THE DEMIURGE [SEALED ITEM, LARGE KATANA]
Power [Mind-Affecting] (1 Charge, Attack Action) This large katana has a simple design, but an oddly long
Make a touch attack against a creature with the De- hilt. It is said to have the power to slay gods.
monic subtype using a rage or frenzy ability. If it hits, Rank Bonus Level Cost
the target's rage or frenzy ends, and it must succeed at a Legendary +3 35 67
Will save (DC 18) or fall unconscious for 5 minutes.
Enhancement: Attack and damage rolls.
TRUTHFINDING SEAL [SEALED ITEM] Property: Can threaten and score critical hits on crea-
This small note has an elaborate series of seals on it. tures normally immune to them.
Rank Level Cost Power (At-Will, Attack Action): The weapon changes
Superior 11 23 to overcome dark iron, silver or thorium damage reduc-
tions (your choice). Lasts until used again.
Power [Mind-Affecting] (1 Charge, Full-Round Action):
Power (At-Will, Attack Action, 20 Chakra): Make an
Make a touch attack against a helpless creature before
attack, which will ignore all armor, natural armor,
the end of your next turn. On hit, the creature is affect-
shield and deflection bonuses to Defense, and deals
ed by Magen – Kyuuten Jikaichou (p254) for 10 rounds
double weapon damage as divine damage that ignores
(Will DC 20 negates).
all hardness, damage reductions and energy resistances.
VOIDHEART CLOAK [SEALED ITEM; BACK] If hit, the target loses all hardness, energy resistances,
This strange but elegant cloak acts as a useful training damage reductions and immunities it possesses for 1
tool. round, and is unaffected by any effects that would re-
Rank Bonus Level Cost store HP or regenerates limbs during that time. Once a
Greater +2 18 41 creature has been hit with this power, it becomes per-
manently immune to any further uses of it.
Special: Cannot be crafted. Cannot be destroyed except
by extraordinary means (such as leaving it in lava for a
long time).
Enhancement: Armor bonus to Defense.
Property: The cloak weighs one lb per point its wear-
er's current Chakra Pool. Each 20 lbs increases the
cloak's armor bonus by +1, up to a maximum of +8.
RELICS Chakra systems create a feedback loop against each
other, causing a shock that deals 7d6 electric damage to
Relics, sometimes known as artifacts, are relatively both characters, and each armor has a 15% cumulative
unique items, whose origins have often been lost to the chance to overload (as above).
ages. Relics can be any kind of item, and are often the As this is a Chakra-based item, any clones you may
type of item that propels great people to legend, and create will not benefit from any of its special effects
may even gain a legend of their own. Relics often re- (other than it's properties as a medium armor). Such
quire some understanding of their use to be properly clones do not count as wearing chakra armor for the
utilized (GM's discretion), and are divided into two feedback loop effect.
general categories: Minor relics, whose powers are not
SNOW-NIN GAUNTLET
necessarily great or unique and which may potentially
This advanced, robo-mechanical gauntlet was designed
be reproduces, and Major relics, which are completely
in the Snow Country. Attacks with the gauntlet count
unique: only one of any Major relic ever exists in the
as armed, and deal damage as though it was a slam at-
world, and whatever arcane mysteries are required to
tack by a creature of your type and size (d3 for a Medi-
create more have been forgotten or lost.
um-sized humanoid). In addition, the gauntlet's fist
Relics follow the same general rules as sealed items
section can be fired at a target within 25 feet to deliver
do but, generally speaking, cannot be bought: they
a melee attack, melee touch attack or to attempt to ini-
must be found, taken from their previous owner or
tiate a grapple. The fist is connected to the rest of the
have been granted as a gift.
gauntlet via thick, steel rope, and once fired it must be
MINOR RELICS reeled back in as a move-equivalent action before it can
CHAKRA ARMOR be used again (either to make normal attacks with or to
These suits of armor were designed in the Snow Coun- fire).
try, and were designed for shinobi to effectively fight
other shinobi. Chakra armor counts as a medium ar-
MAJOR RELICS
ADVANCED CHAKRA ARMOR
mor, and grants a +4 armor bonus to Defense,(+2 non-
This armor functions much like its normal counterpart,
proficient). It has a maximum Dexterity bonus of +4,
with the following exceptions:
and carries no armor check penalty or movement speed
penalty. The Chakra Armor has powerful Chakra am- It is a heavy armor, granting a +6 armor bonus to
plifying mechanics, which increase your maximum Defense (+3 nonproficient).
It has a -2 armor penalty, and its maximum Dexter-
Chakra by 12 and project a field of Chakra that grants a
ity bonus is +2.
+4 deflection bonus to Defense against ranged attacks. The amount your Chakra Pool increases by is im-
As long as you are not suffering from Chakra deple- proved to 18.
tion, you have a flight speed equal to your base move- The armor absorbs techniques up to Rank 11, and
ment speed, with poor maneuverability, though you can store 220 Chakra before overloading.
cannot fly while carrying more than a medium load. Advanced Chakra Armor only triggers a Feedback
Loop against other Advanced Chakra Armors.
The armor absorbs any Chakra Control, Genjutsu or
Ninjutsu technique of Rank 6 or lower directed against In addition, while your Chakra Pool is at least half
you, storing its full Chakra cost. Once the armor has full, your unarmed attacks will target all creatures in a
stored 150 Chakra, it overloads, causing it to no longer 5-ft square, rather than a single creature.
grant its special benefits (maximum Chakra increase,
ARCANITE (AKA BLESSED THORIUM)
deflection bonus against ranged attacks, flight capabil-
Not so much a relic as a highly sought after material,
ity and protection against techniques). If absorbing a
Arcanite is a silvery white metal, which is created
technique would exceed the armor's capacity, it over-
when thorium veins form in areas with high concentra-
loads, but you still suffer the technique's full effects.
tions of ambient Chakra. Due to this, it is exceptionally
The armor can be 'vented', which will empty the
rare and has no listed market price. As a metal, only
stored Chakra over a period of eight hours, during
weapons or armor that can be crafted largely out of
which the armor cannot be worn. Repairing the armor
metal can benefit from being made with this material.
requires a Repair check (DC 35), which takes 24 hours.
Arcanite has a hardness of 15, and has 15 HP per inch
Feedback Loop: Should two characters wearing func-
of thickness. Items made from it weigh half as much.
tional Chakra Armor (i.e. not broken or overloaded)
In addition to the benefits listed below, arcanite
touch or attack each other in melee, the electrical and
equipment can be worn and wielded by incorporeal and
ethereal creatures. The items change their state to in- (keyed to Hitsugaya Toushiro), a Superior Soul Flayer
corporeal or ethereal to match, but still offer their seal and a Superior Midnight Chill seal. It is considered
normal benefits (protection from physical attacks, and an Epic weapon when bypassing DR.
the ability to strike against physical foes normally).
The following techniques are unique to Hyourin-
Armor and Shields made of arcanite will apply their
maru:
armor bonus to Defense against attacks from ethereal
and incorporeal creatures. HYOUKATOU (FREEZING ICE FLOWER)
Weapons made of arcanite can deal nonlethal damage Ninjutsu (Hyouton) [Cold]
without penalty, except against incorporeal creatures Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
and Outsiders. When attacking incorporeal creatures (DC 21); Time: Attack action; Components: C, F; Range:
with such a weapon, you suffer no chance to miss, and Melee Attack; Target: One creature; Duration: Instant *;
the creature cannot ignore the damage through it's in- Save: Fortitude partial; CR: Yes; Cost: 12
corporeal nature. If the weapon cannot deal nonlethal To use this technique, you must have Hyourinmaru's
damage (such as a foe is immune to it), it will deal no Cold Burst weapon seal's damage bonus active. You
damage. pour Chakra into the weapon seal to increase its poten-
Enhancement Seals places on an arcanite weapon ra- cy. Make an attack against the target, which deals an
diate Chakra at twice the usual strength. additional 3d6 bonus cold and 3d6 piercing damage. On
FORBIDDEN SCROLL OF SEALS (KONOHA) hit, the target is encased in ice, immobilizing them for
This unusually large and heavy scroll looks ancient, but 1d4+1 rounds (Fortitude negates). The target can break
well preserved, and is marked with a large symbol free by spending a full-round action to make a Strength
“Kin” (forbidden). The scroll contains detailed infor- check (DC 20).
mation on the following techniques, allowing you to Material Focus – Held Hyourinmaru.
self-teach them. If the scroll is studied while learning
HYOURINMARU (FLAWLESS ICE RING)
one of the techniques contained therein, it grants you a
Ninjutsu (Hyouton) [Cold]
+4 equipment bonus to Learn checks for those tech-
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
niques. (Most of these techniques can be found within
(DC 25); Time: Attack action; Components: C, E, F;
the Hijutsu and Kinjutsu section, p245, or the Ha-
Range: Long; Target: One creature; Duration: Instant *;
chimon Tonkou section, p232).
Save: Fortitude partial; CR: Yes; Cost: 16
The techniques contained are: Chakramane no Jutsu,
You fire a perfectly formed, serpentine ice dragon from
Chikara no In, Edo Tensei, Jikoku Kage Bunshin no
your blade. Make a ranged touch attack. If you hit, the
Jutsu, Juuin Jutsu, Kage Bunshin no Jutsu, Kage Bun-
dragon deals 3d6 piercing and 5d6 cold damage, and the
shin Sai, Kai-mon Kai, Kei-mon Kai, Kokuangyou no
target must save to avoid being immobilized for 1 mi-
Jutsu, Kyouka Kage Bunshin no Jutsu, Kyu-mon Kai,
nute as it is encased in ice. If they succeed at the save,
Kyuukyoku Enkoudate, Magen - Kyounomen, Magen –
they still suffer a -2 penalty to attack rolls and Defense
Kyuuten Jikaichou, Nan Kaizou no Jutsu, Omote Renge,
for 1 minute due to the biting cold.
Ransoutengai no Jutsu, Sei-mon Kai, Sennei Jashuu,
Empower – Spend 2 Chakra to increase the cold dam-
Sennei Tajashuu, Sennen Goroshi, Shiki Fuujin, Shou-
age by 1d6 (up to 9d6 cold damage total).
mon Kai, Shuriken Kage Bunshin no Jutsu, Souja Sousai
Material Focus – Your Hyourinmaru.
no Jutsu, Tajuu Kage Bunshin no Jutsu, Tenma Muku-
rode, To-mon Kai, Tomegane no Jutsu, Ura Renge and KONGOU NYOI
Yuukaifuu. This beautiful quarterstaff is, in fact, the transformed
shape of Enma (a unique Monkey summon), which
HOKAGE NECKLACE grants a +2 enhancement bonus to attack and damage
This simple pendant contains a unique blue stone,
rolls. It has 10 hardness but still uses Enma's own HP
which is highly valued but is rumored to be cursed.
pool. As such, if the staff is destroyed, Enma will be
When the Hokage Shiki Jijun Jutsu: Kakuan Nitten
dismissed (as normal). The staff can freely expand and
Suishu technique (p293) is used by or against the wear-
contract, becoming as small as Tiny size or large
er, its save DC increases by 4 and the one performing it
enough to grant you 10 ft reach with it. Once per
can concentrate on it twice as long.
round, you may have Enma extend an arm from the
HYOURINMARU staff to make two attacks (claw +17, 1d4+3 clashing).
This unique weapon is a mastercraft +3 (to damage) While in this form, Enma remains fully aware of his
arcanite hansori, carrying a Greater Soulbind Seal surroundings, and is still capable of speaking. He may
change back to his regular form at any time, as a free Samehada's Monster Form:
action.
Samehada: CR 10; Medium Aberration; HD 12d8+24;
Any physical clones (such as those made by Kage
HP 78; Mas 50; Init +4; Spd 20 ft, climb 20 ft;
Bunshin no Jutsu) will gain the staff with its enhance-
Defense 20, touch 14, flat-footed 20 (+2 Dex, +10 natu-
ment bonuses, but the staves cannot resize, and Enma
ral); BAB +9; Grap +12; Atk +12 melee (2d4+3, bite);
cannot attack from the copies.
Full Atk +12 melee (2d4+3, bite) and +10 melee (1d6+1,
MUGENJIN 2 spines); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Aberration
This mastercraft +5 (to damage) katana was once wield- Traits, Chakra Resistance 24, Chakra Leech, Evasion,
ed by the master assassin Shishio Makoto, and grants its Immunities, Rend (2d4+3), Sense Chakra, Shapeshift;
wielder a +4 bonus to Perform checks when performing AL varies; SV Fort +6, Ref +6, Will +8; AP 0; CP 1;
the Kaengiri (p168), Homura Dama (p260) and Tsui no Rep +0; Str 16, Dex 15, Con 14, Int 3, Wis 11, Cha 4.
Hiken – Kaguzuchi (p270) techniques. It counts as an Feats: Multiattack.
Epic weapon when bypassing DR.
Chakra Leech (Ex): When Samehada hits with one of
SAMEHADA, THE MONSTER BLADE
its attacks (bite, spines, Rend), it drains Chakra equal to
This extremely unusual blade comes from Kirigakure,
the damage dealt and heals the same amount of HP. If a
where it was one of the signature weapons of the Seven
technique fails to overcome Sadehama's Chakra Re-
Swordsmen of the Mist, and was wielded by Hoshigake
sistance, it absorbs part of it, gaining 1 temporary Chak-
Kisame of Akatsuki. The weapon is a large, semi-
ra per 2 technique Ranks.
sentient sword covered in rows of sharp scales, and has
When Sadehama has absorbed or drained more than
a deadly maw hidden at its tip. The weapon was often
5 Chakra in a round, it gains a +1 enhancement bonus
carried wrapped in bandages to conceal its true nature.
to attack and damage rolls until the end of the encoun-
It counts as a Greatsword with an Epic Soulbound
ter or for up to 5 minutes, whichever is shorter.
weapon seal and an Epic Chakra Devouring weapon
Immunities: Samehada is immune to Negative Levels,
seal. When Samehada successfully disrupts a technique
Chakra Damage, Chakra Coils Damage, Tenketsu Dam-
with its Chakra Devouring seal, it absorbs half the
age, Ability Damage and Ability Drain.
Chakra the target lost.
Rend (Ex): Used when Samehada hits with both of its
When you attack a creature or object which has tem-
spine attacks in the same round.
porary Chakra, or a creature currently under the effects
Sense Chakra (Ex): Samehada can Sense Chakra pas-
of a bijuu transformation, you may change the attack to
sively, with a range of 750 feet.
a melee touch attack, dealing samehada's base weapon
Shapeshift (Ex): As a free action, Samehada returns to
damage as Chakra damage. If the target was in a bijuu
its weapon form, and loses any temporary Chakra it
transformation, its power decreases by 1d3 tails (mini-
has.
mum 0). Samehada absorbs half the Chakra damage
dealt, plus 5 Chakra per bijuu transformation tail de-
The following technique is unique to Samehada:
stroyed, if any.
As a Full-Round action while holding Samehada, you OOUZUMATOI (GREAT WHIRLPOOL BLADE)
may gain temporary Chakra or temporary HP equal to Ninjutsu (Suiton) [Water, Hoshigaki Kisame Hijutsu]
the amount of Chakra Samehada has absorbed thusfar. Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
You cannot gain more than 2 points of Chakra or HP (DC 22); Time: Full-attack action; Components: C, F,
per level per day from this ability, and using this ability Mas, S; Range: Medium; Area: 5 ft wide Line *; Dura-
immediately resets Samehada's absorbed Chakra to 0. tion: Instant; Save: Reflex halves *; CR: Yes; Cost: 6
Samehada is semi-sentient, and can change the per- You focus Chakra around Samehada, drawing nearby
son bonded to its Epic Soulbound weapon seal. It often water to it and sending it forth, dealing 3d8 slashing
chooses to bind itself to people with unusually potent damage, plus your Strength modifier. The line cannot
stores of Chakra. It can transform into its monster form extend further than 50 ft. Alternatively, you may target
(as presented below) as a free action at any time, mov- a single creature, in which case the attack deals 4d8
ing around as a large, animated sword. If killed, Same- piercing damage, plus your melee damage bonus, and
hada is destroyed. Transforming purges any stored the attack ignores cover (except nine-tenths or better).
Chakra in the sword. Mastery – The fifth step increases the maximum
range of the line by 30 ft, and allows the single-target
attack to ignore nine-tenths cover as well.
Material Focus – At least 30L of water nearby, and ITEM SETS
Samehada.
Item sets are combinations of relics that amplify each
SHINSOU
other, increasing their power when more items of the
This mastercraft +3 (to hit) arcanite wakizashi has a
set are worn or used at the same time.
Greater Soulbound Seal (attuned to Ichimaru Gin), a
Greater Soul Flayer seal and a Minor Expand weapon THUNDER GOD'S BATTLEGEAR
seal, and is considered an Epic weapon when bypassing
This set consists of two minor relic items: Raijin's Ar-
DR.
mor and Raijin's Sword, both of which cannot be craft-
The following technique is unique to Shinsou. ed.
Lore: Characters can make a Knowledge (Ninja Lore)
SHINSOU (HEAVEN'S SPEAR) check to uncover information about this set.
Chakra Control
DC 20: Raijin's Sword was used by the Second
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
Hokage during the Great Shinobi War, and is a favored
(DC 23); Time: Full-attack action; Components: C, F;
weapon of water elementalists.
Range: Medium (up to 100 ft); Area: 5 ft wide Line; Du-
DC 25: Raijin's Armor and Sword are part of a set that
ration: Instant; Cost: 6
can negate electricity and unleash a blast of lightning.
You expand Shinsou at an extreme rate to skewer your
enemies, after which it immediately returns to its nor- RAIJIN'S ARMOR
mal size. Make a ranged attack with Shinsou against This is is a set of worn and battered, but fully functional
each creature in the area. The attack deals 4d8 piercing Battle Armor, which grants electric resistance 20 while
damage, has Kawarimi Defense 2, and targets must suc- worn.
ceed at a Spot check (DC 20) or lose their Dexterity RAIJIN'S SWORD
bonus to Defense. This item seems nothing more than a worn, wooden
Material Focus – Held Shinsou. hilt, but at the press of a button a blade of crackling
ZANGETSU energy will spring forth, ready to shock and sear your
This weapon is said to have been wielded by a master enemies. The sword is wielded as as a kunai with a +3
swordsman that battled against evil spirits in numerous enhancement bonus to attack and damage rolls, but
occasions. It is a mastercraft +3 (to hit) arcanite once drawn the electric blade automatically forms,
greatsword has an Epic Soulbound seal (attuned to Ku- causing the blade to cast bright light up to 60 ft away,
rosaki Ichigo), and a Greater Soul Flayer seal. It counts though the light's intensity can be controlled as a move
as an Epic weapon when bypassing DR. action (between bright and as little as a candle's glow).
Though it is wielded with the ease of a kunai, the blade
The following technique is unique to Zangetsu: deals damage as though it was a katana, and deals all of
its damage as electric damage.
GETSUGA TENSHOU (HEAVEN'S FANG CUTS THE MOON)
Abilities that improve attacks with a kunai or katana
Chakra Control (Body)
both apply, but similar bonuses will not stack between
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
the two. (if you gain a +1 bonus to hit with kunai and a
(DC 25); Time: Attack action; Components: C, E, F;
+2 bonus to hit with a katana, apply the +2 bonus)
Range: Close; Area: 5 ft wide Line; Duration: Instant;
The blade has hardness 10 and 25 HP, but if sundered
Save: Reflex halves; CR: Yes; Cost: 8
it can be reformed as a free action on your next turn.
You channel Chakra through Zangetsu and swing it,
sending forth a devastating slicing blast that deals 6d6 SET BONUS
slashing damage. Once per day as an attack action you may release an
Empower – Spend 2 Chakra to increase the damage electric shockwave, dealing damage in a 10 ft radius as
by 1d6, up to 1d6 per level or 12d6 (whichever is low- though you had hit creatures with a melee attack using
er). Raijin's Sword. You can only do this while wearing
Material Focus – Held Zangetsu. both items of the set.
CRAFT (MECHANICAL) (INT) Add Body Slot: The puppet core gains a Head, Chest
Seal Slot Craft DC Chakra Time or Limbs slot.
Epic Seal Slot 45 40 48 hr Optimize Dexterity: The puppet's Dexterity increases
Legendary Seal Slot 55 80 72 hr by 4, but its Strength decreases by 4.
Extra Minor Seal Slot 45 25 12 hr Optimize Hardness: The puppet's hardness increases
Extra Superior Seal Slot 60 35 24 hr by 2, but its HP decreases by 10.
Optimize Resilience: The puppet's HP increases by 10,
Extra Greater Seal Slot 75 45 72 hr
but its hardness decreases by 2 (minimum 0).
Enhancement Seal Slots (Requires Craft Epic Seals): You
Optimize Strength: The puppet's Strength increases
can add Epic and Legendary Seal Slots to equipment.
by 4, but its Dexterity decreases by 4.
Extra Seal Slot: You can add up to one extra Minor,
Superior or Greater seal slot to a piece of equipment, KNOWLEDGE (NINJA LORE) (INT)
exceeding its normal limit on the number of seal slots. Synergy: A character with 25 or more ranks in
A weapon (or weapon head of a double headed weap- Knowledge (Ninja Lore) gains a +1 bonus to Learn
on) with three seal slots is considered an epic weapon checks to learn new techniques. This bonuses increases
for the purposes of bypassing damage reductions. A by +1 for every 5 additional ranks a character has in
failed check eliminates the possibility of an extra seal this skill.
slot on the equipment permanently. SURVIVAL (WIS)
Obstacles DC
Craft Epic Puppet Component (Requires Craft Puppets):
Rare +40
You can craft components with a difficulty of S-Class.
Such a component has a Craft DC equal to its Cost plus Few +45
10, a material cost equal to its Cost minus 2, and takes 4 Frequent +50
hours per 5 points of the material cost. Ubiquitous +60
Epic Modifications: You modify your puppets to even
Check (Track Teleport, Requires Track): You make a
greater heights, making them unmistakable as your
check like you normally would when tracking, but you
work. These modifications do not stack with the non-
can only pick up the trail at the point where someone
epic modifications of the same kind (i.e. Optimize
departed or arrived via teleportation. When tracking a
Hardness does not stack with Improve Hardness).
teleporting creature, the number of obstacles in your
Modification Craft DC Cost Time path serves to significantly increase the base DC of the
Add Body Slot 75 45 72 hr check, which is then modified as any normal check to
Optimize Dexterity 55 35 24 hr track a creature.
Rare: An occasional tree, boulder or stream.
Optimize Hardness 65 40 48 hr
Few: A few additional minor obstacles like some
Optimize Resilience 65 40 48 hr
bushes.
Optimize Strength 55 35 24 hr Frequent: An area with a fair amount of obstacles, but
which does not restrict movement.
Ubiquitous: Any area restricting free movement, like EPIC FEATS
a town or densely grown forests.
The only modifiers that apply when tracking a tele- These feats are divided into the same categories as nor-
porting creature are Poor Visibility and Fresh Snow mal feats. All epic feats have the (unlisted) requirement
Cover. Each hour since the trail was made adds +1 to that you be of 21st level or above.
the DC, and every hour of rain or similar precipitation
since the trail was made adds another +3 to the DC
GENERAL FEATS
(these two increases stack).
ARMORED SKIN
Benefit: Gain a +2 natural armor bonus to Defense, or
increase your existing natural armor bonus by +2. This
feat does not stack with natural armor bonuses granted
by non-permanent effects (such as techniques).
Special: Can be selected multiple times.
This feat can only be applied to a subtype you've se- Determination: The summon gains +1 to Will saves
lected the Technique Focus feat for. per Level, and can act normally while reduced below 0
Special: Can be selected multiple times, applying it to HP.
a different subtype each time. Compassion: The creature is summoned with a desire
to aid and protect those weaker than it, or to protect a
META-CHAKRA FEATS specific creature. When protecting creatures with 5 or
SOUL OF THE SUMMONER [META-CHAKRA] more HD less than the summon, it gains the Harm's
Prerequisites: Int or Cha 19, Empower Summoning, Way ability (see the Shinoby Bodyguard class) and a +1
Retrieval Expert bonus to Defense and saves per 2 Levels.
Benefit: You can spend a meta-chakra charge when Heroism (Good allegiance only): The summon radi-
you summon a creature to imbue it with a specific emo- ates a heroic aura. It becomes immune to fear effects,
tion, altering its thought pattern and granting it bonus- and grants all allies within 30 ft of it a +1 bonus to at-
es. The emotion is always explicitly present in the crea- tack rolls and saves against fear per 3 Levels (increased
ture's thoughts, and seems natural to it. A Paragon by 1 if Elite, or by 2 if Paragon). Once per encounter, it
summon may make a Will save (DC 25 + Charisma can utter a battle cry, granting all allies within 30 ft of
modifier) on being summoned to resist the emotion. it a +1 bonus to damage rolls per Level on their next
These emotions only affect the summon while it is attack.
summoned.
Anger: The summon is frenzied (as a Frenzy ability), CLASS-BASED FEATS
gaining a +8 bonus to Strength and Dexterity scores, EPIC DODGE
but becomes unable to use Intelligence-, Wisdom- or Prerequisites: Dex 25, Tumble 30 ranks, Dodge, Im-
Charisma-based skills or the Concentration skill. It proved Evasion class ability, Defensive Roll talent.
cannot perform techniques, and always attacks the Benefit: Once per round, if struck by an attack against
nearest enemy to the best of its ability. This frenzy lasts which you applied your Dodge bonus, avoid all damage
until the summon is slain or banished. When sum- from the attack.
moned, the summoner has one round to give orders to
the summon, which it will attempt to carry out until
GREATER SACRED FLURRY
Prerequisites: Dex 19, Base Attack Bonus +11, Sacred
threatened by an outside source. While frenzied, the
Fist Stance (d10), Buddhist Palm (Dark Iron)
summon cannot be dismissed.
Benefit: When you make a sacred flurry, you gain a
Hatred (Evil allegiance only): The summon is imbued
second additional attack at your highest attack bonus -
with hatred for a specific creature or type of creature
5. You no longer suffer the normal -2 penalty to attack
that you had in mind when summoning. It gains a +2
rolls when making sacred flurry attacks.
bonus to damage and Listen, Sense Motive, Spot and
Survival checks made against its hated creature(s) per 3 IMPROVED SNEAK ATTACK
Levels. If the hatred is directed against one specific Prerequisites: Sneak Attack (3d6).
creature, these bonuses are doubled, and the summon Benefit: Improve your existing Sneak Attack ability
gains all knowledge of the target that you have until it by 1d6.
is dismissed. Special: Can be selected multiple times.
Your epic class levels stack with your normal class lev- EPIC MELEE SMASH TALENT TREE
els when determining the power of class abilities that Epic Melee Smash: The melee damage bonus increases
are based on your class level. If an Epic Class adds a by +1 (total +4).
class ability based on your Epic Class level, it does not Requires: Advanced Melee Smash, Str 18.
count your levels in its base class. When advancing past Improved Epic Melee Smash: The melee damage bo-
10th level, the Save DC of class abilities that are based nus increases by +1 (total +5).
on your level also keeps increasing, but your epic levels Requires: Epic Melee Smash, Str 18.
only count as half a class level for doing so. Advanced Epic Melee Smash: The melee damage bo-
nus increases by +2 (total +7).
EPIC STRONG HERO Requires: Improved Epic Melee Smash, Str 18.
erate, you can also read and write any language with an Level Special
alphabet. 11st Epic Talent
Requires: Savant, Linguist. 12nd Epic Bonus Feat
EPIC STRATEGY TALENT TREE 13rd Epic Talent
Epic Plan: As Plan, but forming an Epic Plan takes 1 14th Epic Bonus Feat
minute and the bonus gained is doubled. An epic plan 15th Epic Talent
never fails, granting a +1 bonus even if the check result 16th Epic Bonus Feat
was 9 or lower.
17th Epic Talent
Requires: Plan, one talent from the Epic Research tal-
18th Epic Bonus Feat
ent tree.
Canny Tactics: You can apply your Intelligence modi- 19th Epic Talent
fier to attack rolls and Defense instead of Strength or 20th Epic Bonus Feat
Dexterity. If you would be denied your Dexterity bonus EPIC HEALING TALENT TREE
to Defense, you cannot use this ability. Epic Healing Knack: You gain a +4 bonus to Treat In-
Requires: Epic Plan. jury checks. Can be selected more than once.
Greater Canny Tactics: You can apply your Intelli- Requires: Healing Touch 2.
gence modifier to attack rolls and Defense in addition Epic Healing Touch 1: When using a medkit or sur-
to any Strength or Dexterity modifiers. If you would be gery to restore health, restore an additional 1d4 hit
denied your Dexterity bonus to Defense, you cannot points to the target.
use this ability. Requires: Epic Healing Knack.
Requires: Canny Tactics. Epic Healing Touch 2: When using a medkit or sur-
EPIC BONUS FEAT gery to restore health, restore an additional 1d4 hit
Choose a feat from among the following, for which you points to the target.
must meet any prerequisites: Distant Shot, Elemental Requires: Epic Healing Touch 1.
Specialization, Epic Ninjutsu Adept, Epic Reputation, EPIC INSIGHT TALENT TREE
Epic Will, Great Intelligence or Trap Sense. Alterna- Epic Skill Emphasis: You gain a +5 bonus to skill
tively, choose a bonus feat from the Smart Hero's bonus checks for a single skill of your choice. Can be selected
feat list. multiple times, applying to the same or a different skill
each time.
EPIC DEDICATED HERO Requires: Wis 18, Skill Emphasis.
CLASS INFORMATION Epic Faith: When you spend an action point to im-
prove the result of a roll, add another die to the result
Origin: D20 Modern Core Rulebook, p 27.
(in addition to the Wisdom bonus gained from Faith).
CLASS FEATURES Requires: Wis 18, Faith, Epic Skill Emphasis.
EPIC TALENT Epic Composure: You can take 20 on a skill you can
Choose a talent from among the following talent trees apply Cool Under Pressure to, even when distracted or
under pressure. If you normally cannot take 20 for the
EPIC EMPATHY TALENT TREE skill, this talent does not allow you to.
Epic Aid Another: When you make a check to aid an-
Requires: Epic Faith
other, the bonus you grant on success is increased by
+3. Can be selected multiple times. EPIC BONUS FEAT
Requires: Aid Another. Choose a feat from among the following, for which you
Epic Empathy: You can make a Sense Motive check must meet any prerequisites: Combat Archery, Distant
(DC 35) and study a creature for one minute to detect Shot, Elemental Specialization, Epic Fortitude, Epic
its surface thoughts and gain a +4 insight bonus to at- Harmony, Epic Reputation, Epic Will, Epic Weapon
tack rolls, skill checks and Defense against that crea- Focus, Great Wisdom, Instant Reload, Legendary
ture. You gain a bonus to the check equal to your Epic Tracker, Trap Sense. Alternatively, choose a bonus feat
Dedicated level. from the Smart Hero's bonus feat list.
Requires: Wis 19, Empathy, Epic Aid Another.
EPIC CHARISMATIC HERO Charisma Check Result HD
15 or lower 8
CLASS INFORMATION 16 to 23 12
Origin: D20 Modern Core Rulebook, p 29.
24 to 30 16
TABLE 14-13: THE EPIC CHARISMATIC HERO 31 or higher 21
Level Special
11st Epic Talent Epic Taunt: You can make a Bluff check (DC 10 + tar-
get's HD) against a creature with an Intelligence score
12nd Epic Bonus Feat
of 3 or greater within 50 feet of you, as long as it can
13rd Epic Talent
hear and understand you. The creature must succeed at
14th Epic Bonus Feat a Will save (DC 20 + Epic Charismatic Hero level + Cha
15th Epic Talent modifier) or become flat-footed and dazed for one turn.
16th Epic Bonus Feat A target cannot be taunted more than once every 10
17th Epic Talent minutes. You gain a bonus equal to your Epic Charis-
18th Epic Bonus Feat matic Hero level to the Bluff check. This is a mind-
affecting effect.
19th Epic Talent
Requires: Cha 20, Epic Dazzle.
20th Epic Bonus Feat
EPIC LEADERSHIP TALENT TREE
CLASS FEATURES Cohort: You attract up to 1 cohort (a loyal follower)
EPIC TALENT per 3 Epic Charismatic Hero levels, but any cohort's
Choose a talent from among the following talent trees level may not be higher than your level, minus 10. Co-
horts are equipped appropriately for their level, do not
EPIC FAST-TALK TALENT TREE change the amount of experience the party earns, but
Epic Fast-Talk: You increase the bonus gained from
do gain half the amount of XP you do. If gaining xp
Fast Talk by your Epic Charismatic Hero level.
would have a cohort come within 10 levels of you, in-
Requires: Cha 18, Taunt.
stead it does not level and its xp is at 1 less than re-
Epic Barter: When purchasing an item, you can spend
quired for it to gain a level. If a cohort is slain, you may
an action point to reduce its purchase DC by your Epic
recruit a new one.
Charismatic Hero level.
Though loyal, cohorts do have their own minds and
Requires: Cha 21, Taunt.
may not always be susceptible to your orders. If treated
Epic Dazzle: As Dazzle, but the Charisma check has a
badly or its ideology is too different from your actions,
DC of 25 and the penalty is -3. Your Epic Charismatic
it may leave your service, but can be replaced.
Hero levels are added to your Charismatic Hero levels
Requires: Cha 20, Greater Inspiration.
to determine the check bonus, save DC and duration of
Motivate: You can spend an action point to grant all
the effect. Can be selected multiple times, increasing
your cohorts within 50 ft a +4 bonus to attack rolls, skill
the penalty by -3 each time.
checks and saves, as well as an immunity to fear effects.
Requires: Cha 19, Epic Fast-Talk
Lasts one round per point of Charisma modifier you
Surrender!: You can spend an action point and make a
have.
Charisma check with a bonus equal to your Epic Char-
Requires: Cohort.
ismatic Hero level. Based on the result, you can target a
Epic Inspiration: As Inspiration, but the Charisma
number of HD worth of creatures within 50 feet of you
check DC is 15, and the bonuses improve to +6 total.
(see table below).
Does not affect Cohorts.
Targets must have an Intelligence score of 3 or high-
Requires: Motivate.
er. Each affected creature must make a Will save (DC
10 + Epic Charismatic Hero level + Cha modifier) or EPIC BONUS FEAT
suffer a -6 morale penalty to attack rolls, damage rolls Choose a feat from among the following, for which you
and skill checks for 2d6+2 rounds. This is a mind- must meet any prerequisites: Distant Shot, Elemental
affecting effect. Specialization, Epic Fortitude, Epic Genjutsu Adept,
Requires: Epic Fast-Talk. Epic Prowess, Epic Reputation, Epic Reflex, Epic Will,
Great Charisma, Instant Reload or Superior Initiative.
Alternatively, choose a bonus feat from the Charismatic
Hero's bonus feat list.
EPIC NINJA SCOUT TABLE 14-15: THE EPIC PUPPETEER
Level Special
CLASS INFORMATION 11st Epic Puppeteer Skill
Origin: Ninja Scout (p80). 12nd Epic Bonus Feat
TABLE 14-14: THE EPIC NINJA SCOUT 13rd Epic Puppeteer Skill
Level Special 14th Epic Bonus Feat
11st Epic Bonus Feat 15th Epic Puppeteer Skill
12nd Sneak Attack +4d6 16th Epic Bonus Feat
13rd Epic Bonus Feat 17th Epic Puppeteer Skill
14th Increased Speed (15 ft) 18th Epic Bonus Feat
15th Epic Bonus Feat 19th Epic Puppeteer Skill
16th Sneak Attack +5d6 20th Epic Bonus Feat
17th Epic Bonus Feat
Epic Grapple: Your puppets gain a +4 bonus to grap-
18th Increased Speed (20 ft) ple checks, improving to +6 at 15th level, +7 at 20th level
19th Epic Bonus Feat and +8 at 25th level.
20th Sneak Attack +6d6 Epic Puppet: You can control an additional 10 HD
worth of puppets. Does not stack with Master Puppet-
CLASS FEATURES eer.
SNEAK ATTACK Epic Range: The range at which you can control a
Increases by 1d6 every 4 levels after level 20. puppet without penalties increases by 20 ft, improving
INCREASED SPEED by another 10 ft at 20th level.
Increase your base movement speed by the indicated Epic Sneak Attack (Requires Sneak Attack Puppeteer
amount (total), as long as you are unencumbered. Skill): Your sneak attack damage improves by 1d6, and
Stacks with the Increased Speed talent (Fast Hero). puppet attacks within 30 ft benefit from this sneak at-
tack die (but no other sneak attack dice).
EPIC BONUS FEAT
Choose a feat from among the following, for which you EPIC BONUS FEAT
must meet any prerequisites: Dextrous Fortitude, Dex- Choose a feat from among the following, for which you
trous Will, Distant Shot, Epic Genjutsu Adept, Epic must meet any prerequisites: Craft Epic Poisons, Epic
Harmony, Epic Ninjutsu Adept, Epic Reputation, Epic Mastercrafting, Epic Ninjutsu Adept, Epic Prowess,
Taijutsu Adept, Epic Technique Focus or Sneak Attack Epic Reputation, Epic Will, Great Intelligence, Im-
of Opportunity. Alternatively, choose a bonus feat from proved Sneak Attack, Maestro, Sneak Attack of Oppor-
the Ninja Scout's bonus feat list. tunity or Superior Initiative. Alternatively, choose a
bonus feat from the Puppeteer's bonus feat list.
EPIC PUPPETEER
EPIC SACRED FIST
CLASS INFORMATION
Origin: Puppeteer (p81).
CLASS INFORMATION
Origin: Sacred Fist (p83).
CLASS FEATURES
EPIC PUPPETEER SKILLS CLASS FEATURES
Choose one of the following. Unless specified, a Skill DR /CHAKRA
cannot be chosen more than once. Alternatively, you You gain the indicated damage reduction. In addition,
can choose a Puppeteer Skill from the Puppeteer class. all of your unarmed attacks (not just those in the Sacred
Fist Stance) count as chakra-enhanced for the purpose
Epic Defense (Requires Puppet Defense): The bonus of bypassing damage reduction. Increases by another 5
gained from Puppet Defense improves to +4. It further every 8 levels beyond 19th.
improves to +5 at 18th level, and +6 at 24th level.
Epic Flight (Requires Puppet Flight): The puppet's
SACRED FIST STANCE
As the Sacred Fist ability, but the damage increases as
flight speed increases to its normal speed, and it gains
indicated. At 21st level, it reaches the maximum of
average maneuverability.
2d10.
TABLE 14-16: THE EPIC SACRED FIST EPIC BONUS FEAT
Level Special Choose a feat from among the following, for which you
11st DR 5/Chakra must meet any prerequisites: Armor Skin, Dire Charge,
12nd Epic Bonus Feat Energy Resistance, Epic Chakra Pool, Epic Endurance,
Epic Fortitude, Epic Prowess, Epic Taijutsu Adept, Epic
13rd Sacred Fist Stance (2d6)
Toughness, Epic Weapon Focus or Epic Weapon Spe-
14th Epic Bonus Feat
cialization. Alternatively, choose a bonus feat from the
15th Timeless Body Shinobi Swordsman's bonus feat list.
16th Epic Bonus Feat
17th Sacred Fist Stance (2d8) EPIC TAIJUTSU MASTER
18th Epic Bonus Feat CLASS INFORMATION
19th DR 10/Chakra
Origin: Taijutsu Master (p93).
20th Epic Bonus Feat
TABLE 14-18: THE EPIC TAIJUTSU MASTER
TIMELESS BODY Level Special
You are no longer affected by any aging penalties to
11st Epic Taijutsu Mastery, Epic Unarmed Attack
ability scores.
12nd Epic Bonus Feat
EPIC BONUS FEAT 13rd Epic Taijutsu Mastery
Choose a feat from among the following, for which you
14th Epic Bonus Feat
must meet any prerequisites: Armor Skin, Dire Charge,
Energy Resistance, Epic Fortitude, Epic Prowess, Epic 15th Epic Taijutsu Mastery
Reflexes, Epic Taijutsu Adept, Epic Will, Greater Sacred 16th Epic Bonus Feat
Flurry, Superior Initiative. Alternatively, choose a bo- 17th Epic Taijutsu Mastery
nus feat from the Sacred Fist's bonus feat list. 18th Epic Bonus Feat
19th Epic Taijutsu Mastery
EPIC SHINOBI SWORDSMAN
20th Epic Bonus Feat
CLASS INFORMATION
Origin: Shinobi Swordsman (p87).
CLASS FEATURES
EPIC TAIJUTSU MASTERY
TABLE 14-17: THE EPIC SHINOBI SWORDSMAN Choose one of the following. Unless specified, a Mas-
Level Special tery cannot be chosen more than once. Alternatively,
11st Hide in Plain Sight you can choose a Taijutsu Mastery from the Taijutsu
12nd Epic Bonus Feat Master class.
13rd Sneak Attack +3d6 Greater Weapon Mastery (Requires Weapon Mastery):
14th Epic Bonus Feat You can perform techniques with the [Armed] de-
scriptor while unarmed, and can perform [Punch]
15th -
techniques while wielding a kama, nunchaku or tonfa.
16th Epic Bonus Feat
Greater Stance Mastery (Requires Stance Mastery):
17th - You can perform two stances at the same time, and en-
18th Epic Bonus Feat joy the benefits of both. The perform time is equal to
19th Sneak Attack +4d6 the stance with the longest perform time of the two.
20th Epic Bonus Feat You still pay their Chakra costs (as modified by
Stance Mastery), and must adhere to limitations of
CLASS FEATURES both, if they have any. Certain bonuses, like adding
HIDE IN PLAIN SIGHT additional attacks, do not stack.
You can use the Hide skill while being observed, and Greater Weapon Focus (Unarmed) (Requires Weapon
can Hide as long as you are within 10 feet of some kind Focus (Unarmed)): The bonus granted by Weapon Fo-
of shadow (not counting your own), even if there is cus (Unarmed) is improved to +2.
nothing to hide behind. Greater Weapon Specialization (Unarmed) (Requires
Weapon Specialization (Unarmed) and Greater Weapon
Focus (Unarmed): The bonus granted by Weapon Spe-
cialization (Unarmed) increases to +4.
True Expertise (Requires Way of Expertise and one carry puppet components, and you do not grant your
Epic Taijutsu Mastery): You may use your Dexterity Defense or Reflex Save to a swarm. See p362 for infor-
modifier instead of your Strength modifier for damage mation in puppet swarms.
rolls with unarmed attacks. You control the swarm as though using the Puppetry
EPIC UNARMED ATTACK ability, but you spend a full-round action to control the
As Unarmed Attack, but the damage increases as fol- swarm every round. If you wish to march, you must
lows, according to your size: make a Concentration check (DC 25) or be unable to do
so (though you do not lose the action).
Level Small Medium Large While controlling the swarm, you do not suffer any
14th 2d6 2d8 2d10 distance penalties for fighting at a range of up to 100
18th 2d8 2d10 4d6 feet (plus any bonuses you may have). The swarm gains
any abilities you could normally grant your controlled
EPIC BONUS FEAT puppets, though you cannot make them use skills or
Choose a feat from among the following, for which you techniques. If the technique ends or the swarm is slain,
must meet any prerequisites: Armor Skin, Blinding it vanishes like a summoned creature would, and the
Speed, Dire Charge, Epic Fortitude, Epic Prowess, Epic scroll used to summon it becomes blank.
Taijutsu Adept, Epic Toughness, Epic Weapon Focus, Mastery – Increases the swarm's HP by 5 per step.
Epic Weapon Specialization, Improved Combat Reflex- Expendable Component – One puppet performance
es or Superior Initiative. Alternatively, choose a bonus scroll, details for which are:
feat from the Taijutsu Master's bonus feat list.
Swarm Craft Craft XP Mat. Poison Poison
EPIC TECHNIQUES Size DC Time Cost Cost Cost Craft
Huge 35 10 d 500 25 +20 +10
Epic techniques are among the most powerful and
Garg 40 15 d 1,000 27 +25 +15
unique techniques in existence. They require a large
amount of time and dedication to Learn, assuming that Coloss 45 20 d 1,500 30 +30 +20
you are even capable of finding a source to learn them The Craft check is made using Craft (Calligraphy).
from. Epic techniques function like any other tech- Applying poison to a swarm can be done, but the pur-
nique, with one exception: To learn any Epic Tech- chase DC for the poison increases as indicated. If you
nique, you must acquire the Epic Technique feat, craft the poison, its Craft DC and Material Cost increase
which allows you to learn a single Epic technique. as indicated.
Thus, to learn more than one epic technique, the feat
must be acquired multiple times. You must still learn CHOUSHINSEI NO JUTSU (SUPERNOVA TECHNIQUE)
the technique as normal. Ninjutsu
For more information on techniques, see Chapter 9, Rank: 19 (Epic); Learn DC: 44, 8 successes; Perform: 27
which explains techniques in greater detail. (DC 49); Time: 1 Minute; Components: C, H; Range: 100
ft + 20 ft/level; Area: 400 ft Burst; Duration: Instant *;
AKAHIGI: HYAKKI NO SOUEN (RED SECRET: Save: Reflex partial, Fortitude partial*; CR: Yes; Cost:
PERFORMANCE OF A HUNDRED PUPPETS) 48;
Ninjutsu (Spacetime; Requires Ninpou: Chakra no Ito This technique is the single most destructive Ninjutsu
(5), Puppetry (a) and Advanced Puppetry IV (a)) currently known, though there has not been a recorded
[Akasuna no Sasori Hijutsu, Summoning] use in centuries. A huge sun-like orb of the user's
Rank: 17 (Epic); Learn DC: 42, 9 successes; Perform: 25 Chakra will descend upon the area and implode, deal-
(DC 47); Time: 1 full-round action; Components: C, H, ing 8d12 fire damage, 8d10 sonic damage and 8d8 force
X, XP; Range: 10 feet; Effect: One puppet swarm; Dura- damage (Reflex halves). Creatures suffering damage
tion: Encounter (D); Save: None; CR: No; must make a Fortitude save to avoid becoming blinded
Cost: 35 (Huge), 50 (Gargantuan) or 80 (Colossal) *. and deafened for 1d6 hours.
You summon and control a swarm of puppets and be- All creatures that take damage are stunned for d4+1
come unable to control any other puppets (including rounds.
other puppet swarms) while doing so. The swarm is
summoned from a specially crafted scroll, which de-
termines its size and the type of damage it deals (bludg-
eoning, piercing or slashing). Puppet swarms cannot
EDO TENSEI (IMPURE RESURRECTION) FUSHI TENSEI NO JUTSU (LIVING CORPSE REINCARNATION
Ninjutsu (Spacetime) [Summoning, Lost Kinjutsu] TECHNIQUE)
Rank: 15 (Epic); Learn DC: 40, 10 successes; Perform: 23 Ninjutsu [Orochimaru Hijutsu]
(DC 45); Time: Full-round action; Components: C, H, F, Rank: 17 (Epic); Learn DC: 41, 9 successes; Perform: 25
XP; Range: 5 ft; Effect: Resurrects a creature; Duration: (DC 47); Time: 5 Weeks; Components: C, X, XP; Range:
1 day (D) *; Cost: 30 Personal; Duration: Instant; Cost: *
This extremely forbidden technique is kept under lock This complex technique is the result of extensive re-
and key from even the most accomplished ninja. You search. If you have a living or well-preserved body of
summon a vessel as prepared by the Kinjutsu: Seish- the same race as you with 12 HD or more available to
inkugi technique, and bind the soul of a deceased crea- experiment on, you gain a +2 synergy bonus to Learn
ture to it, temporarily resurrecting it at full HP and checks made to learn this technique.
Chakra, with all the statistics and abilities it had when The perform time represents a transformation process
it died, though the prepared vessel may limit its capa- and requires five well-preserved bodies of 12 HD or
bilities, and if it had abilities that depend on conditions more, with the same race and gender as you. Each body
that are no longer present (like being the host of a bi- with at least 18 HD grants a +1 synergy bonus to your
juu), those can no longer be used. effective skill threshold and Perform check when per-
Creatures summoned cannot be of a higher level than forming the technique. Performing the technique re-
you, and you must be familiar with them or have de- quires 8 hours per day, and counts as training time for
tailed information on your intended target. Once sum- the purposes of spending and restoring Chakra.
moned and bound, the creature has free will, but you When the technique is completed, you gain the
can use a half seal as a free action and immobilize any Corpsewalker template.
number of creatures you've resurrected for as long as Expendable Components – The bodies of at least 5
you concentrate. As an attack action, you can insert a creatures of 12 HD or more, of the same gender and
talisman created by Seishinkugi (p267) into a willing or race as you.
immobilized target, which immediately takes effect. A XP Cost – 5,000 XP.
summon always retains the ability to voluntarily fail a
save against a technique that would seal its soul away,
IRYOU NINJUTSU: CHIYU – GODAN JUTSU (MEDICAL NINJUTSU:
even if it is under the effect of a control talisman.
HEALING – FIFTH RANK)
Ninjutsu (Medical;
If the vessel is killed, it crumbles to dust, and the soul
Requires any 4 Iryou Ninjutsu: Chiyu techniques)
possessing it cannot be summoned for another 7 days.
Rank: 16 (Epic); Learn DC: 41, 8 successes; Perform: 24
After being summoned once, a soul gains a 90% chance
(DC 46); Duration: Concentration (up to 4m); Cost: 28
to resist any further summons by the same person (if
As Iryou Ninjutsu: Chiyu – Shodan Jutsu (p160). The
unwilling), +1% for each summon attempt after that.
healing is increased to 25% of the target's maximum HP
If the vessel is dispelled within a day of being sum-
each minute. Discharging the technique can be done
moned, which can be done individually, per summoned
only by a character with Medical Specialist level 10 or
creature, the vessel returns to where it came from and
higher, and heals 5 HP per level.
can be reused after 24 hours, in which case the soul’s
chance to resist the summons is reduced to 50%, +1% KATAKIUCHI NO ARASHI (STORM OF VENGEANCE)
per time you attempt to summon it. Any talismans in Ninjutsu (Fuuton) [Wind, Lost Kinjutsu]
the vessel must be removed before it can be inhabited Rank: 18 (Epic); Learn DC: 43, 10 successes; Perform: 26
by a soul again, which takes 1 minute, but the talisman (DC 48); Time: Full-round action; Components: C, H,
retains its powers and can be reused. Mas, P; Range: 50 ft/level; Area: 1,000 ft radius Emana-
Mastery – The first, third and fifth step allow you to tion; Duration: Concentration (up to 10 rounds); Save: *;
summon and bind one additional vessel and soul each. Cost: 80
Each additional soul costs 30 Chakra. This ancient technique was once used to decimate a
Material Focus – One vessel prepared by Kinjutsu: small nation, and has since been sealed deep within the
Seishinguki per summoned soul, which can be sum- earth, along with its owner. You create a massive black
moned from any distance. storm cloud over the area, infused with your Chakra,
XP Cost – 750 XP per summoned soul. which rains down vengeance upon friend and foe alike,
deafening creatures for 1d4 x 10 minutes (Fortitude
negates). If you choose to maintain concentration on
the technique after the first round, you must make a M, XP; Range: Close; Effect: Twelve summoned crea-
Fortitude save against the technique's save DC or fall tures; Duration: 10m/level (D); Cost: 74
unconscious for 1d4 days. If you succeed, you are ex- This ancient technique summons twelve heroes from
hausted for that amount of time instead. ages past, ready to defend and assist you in combat.
The effects of the technique while concentrating on The Juunishinshou are comprised of:
it are as follows, per round:
5 Level 2 Soldiers wielding a katana.
Second round: Acid rains down, dealing 1d8 acid 5 Level 2 Protectors wielding a katana.
damage (no save). 1 Level 3 Guardian wielding a naginata.
Third Round: You call down one bolt of lightning per 1 Level 4 Noble wielding two katanas.
3 levels (maximum 8), each dealing 18d6 electric dam-
All of the above are War Hero summons, and the
age in a 20 ft wide, 100 ft high Cylinder (Reflex halves).
Juunishinshou are considered unique: they can only be
Bolts cannot overlap.
summoned to one place at a time.
Fourth Round: Hailstones pelt the area, dealing 5d6
XP Cost – 1,500 XP.
bludgeoning damage (no save).
Material Focus – A greater summoning scroll for the
Fifth through Ninth Rounds: Violent rain and winds
war hero blood pact.
reduce visibility, obscuring all sight beyond 5 ft. Crea-
Expendable Component – Some of your blood.
tures gain 20% concealment against adjacent creatures.
All movement speeds are reduced by 75%, and ranged MAHOU KESHIN NO JUTSU (MYSTICAL AVATAR TECHNIQUE)
attacks within the area are impossible to make. Any Ninjutsu (Shadow; Requires Henge no Jutsu (5) and
creature attempting to perform a technique must make Gugenjuu no Jutsu (5)) [Lost Kinjutsu]
a Concentration check (DC equal to this technique's Rank: 15 (Epic); Learn DC: 40, 10 successes; Perform: 23
save DC + the rank of the technique being performed) (DC 45); Time: Full-round action; Components: C, H, P,
to do so successfully. XP; Range: Personal; Duration: 1r/level; Cost: 25
Tenth Round: The weather completely clears and ap- This technique lets you assume the guise and abilities of
pears to be back to normal, after which dark energy another creature, but in order to do so you must:
rushes down to infect creatures with a contact type
Know the creature's Chakra signature (either by
disease (Fortitude negates). The disease has an initial
currently sensing it or being intimately familiar
damage of 1d2 Con and paralysis 1d6+1 days, and a sec- with it)
ondary damage of 1 Con and 1 Int (Fort DC 16 negates). Know at least five of the creature's abilities.
The incubation time is one week. Be within 2 size categories of the creature.
Mastery – Every step increases the radius of the area
In addition, the creature must have Intelligence,
by 50 ft.
Wisdom and Charisma scores of at least 3. When you
KONGOURIKI (HERCULEAN STRENGTH) complete the technique, you lose all your own tech-
Training (Taijutsu; Requires Strength Rank 5 (a)) niques, special attacks, abilities and qualities, and gain
Rank: 16 (Epic); Learn DC: 41, 8 successes; the chosen creature's:
Components: Mas;
Creature type and size category.
You gain the Strength Rank 6 extraordinary ability. Total HP, maximum Chakra Pool (does not change
Mastery – Each step grants you a Strength Rank one your current Chakra unless your new maximum is
higher (up to Strength Rank 10 at step four). lower) and Chakra signature.
The fifth step makes you count as two size categories Ability Scores, skill modifiers and feats.
larger when resisting bull-rush, overrun, grapple and Extraordinary, supernatural and spell-like attacks,
abilities and qualities, as well as its templates (with
trip attempts, and when successfully resisting a bull
the exception of Moujuu Aishou)
rush, overrun or grapple attempt at Strength Rank 10, Known techniques of Rank 14 or lower.
you can push the attacker back 1d6 x 5 ft.
You assume the creature's personality and behavior,
KUCHIYOSE: JUUNISHINSHOU (SUMMONING: HEAVEN'S TWELVE but remain fully conscious of everything that happens.
GENERALS) If you assume the form based on your memory of a
Ninjutsu (Spacetime; creature and are not currently sensing its Chakra signa-
Requires Blood Pact (War Hero) (f)) [Summoning] ture, you will assume the creature's shape and abilities
Rank: 20 (Epic); Learn DC: 45, 8 successes; Perform: 28 as they were at the time of the memory.
(DC 50); Time: Full-round action; Components: C, F, H,
Once this technique ends, you return to your normal you will die after 1d4+1 minutes. If you die because of
shape and regain your abilities, but will have your HP this effect, your soul is lost and you cannot be resur-
set to half your maximum (if it is higher than that) and rected or revived by any means.
suffer 1d6 Chakra Coil damage (Fortitude DC 25 ne- Successful save: the target rolls a D%. Consult the ta-
gates). You cannot assume the form of the same crea- ble to determine the outcome, as the Death God is only
ture more than once per week. able to seal part of the target's spirit and body. Each of
XP Cost – 25 XP for each level or HD of the creature the afflictions can be cured by having someone perform
you wish to assume the shape of. Iryou Ninjutsu: Ryoji – Mannouyaku, Iryou Ninjutsu:
Hiken – Nikuteki Taisha and Iryou Ninjutsu: Hiken –
RYUUJIN BAKUHA (DRAGON KING BLAST) Idenshi Taisha no Jutsu on the target, all on the same
Ninjutsu (Katon) [Fire]
day.
Rank: 16 (Epic); Learn DC: 41, 8 successes; Perform: 24
Failed Save: You may use Power of Human Sacrifice
(DC 46); Time: Attack action; Components: E, H; Range:
or Death God Seal.
150 ft; Area: Cone; Duration: Instant; Save: Reflex
Power of Human Sacrifice: This method seals the spir-
halves; Cost: 18
it of the subject into an infant less than a week old,
You gather a large amount of Chakra in your lungs,
which must be within 5 ft of you. This requires one seal
breathing out an extremely powerful blast of flame that
slot on the infant's body, and the infant gains a bonus
deals 12d6 fire damage.
to a single ability score based on the subject's highest
Empower – Spend 1 Chakra to increase the damage
ability score modifier, up to +6. (For example, if the
by 1d6, up to 3d6 plus 1d6 per level total.
subject's highest ability score was 20 Constitution, the
SHIKI FUUJIN (DEATH GOD IMPRISONMENT) infant would gain a +5 bonus to Constitution; in case of
Fuinjutsu [Yondaime Hokage Kinjutsu] a tie, determine at random).
Rank: 20 (Epic); Learn DC: 45, 10 successes; Perform: 28 In addition, the infant gains any template or blood-
(DC 50); Time: Full-round action; Components: C, H, P; line the subject has (except Moujuu Aishou), and has a
Range: Personal *; Target: One living creature; Dura- 25% chance to gain the subject's primary allegiance as
tion: Instant; Save: Will partial; CR: Yes; Cost: 40 one of its own allegiances. The GM may decide to
This extremely dangerous technique was created to seal award additional effects or special templates depending
the spirit of the Kyuubi into its jinchuuriki host, but on the subject (such as granting the Ghastly Inheritance
has different, powerful effects on others as well. Unfor- (p336) template when sealing the Kyuubi's spirit).
tunately, a bargain with the god of death requires the After using the technique, the subject dies and cannot
user to sacrifice their life shortly afterwards. be resurrected or brought back in any means, as its soul
You summon the Death God, which appears above is still sealed.
you and makes a melee touch attack at a +40 bonus, and Death God Seal: You seal the subject's soul within
has 15 ft reach. If it hits, the effect depends on whether yourself and gain a bonus to all ability scores equal to
the target successfully saved against the technique, and the subject's respective ability score modifiers.
Dexterity reduced to 3, cannot make any movement (except those not relying on legs),
31-60 Legs sealed cannot use techniques requiring Mobility or Physically Able,
has a 20% chance to fail techniques requiring Concentration
61-90 Body sealed As Arms sealed and Legs sealed (failure chance does not stack), permanently paralyzed
100 Nothing -
In addition, you gain any of its templates and/or TAIJUTSU: ISSEN OUGI – SHINBATSU NO SOUEN (TAIJUTSU: SU-
bloodlines (except Moujuu Aishou). PREME SKILL – DIVINE WRATH)
This uses a seal slot on your body, and permanently Taijutsu (Strike)
kills the subject (as with Power of Human Sacrifice). Rank: 15 (Epic); Learn DC: 40, 8 successes; Perform: 23
(DC 45); Time: Swift action; Components: C, Mas, Mob;
SHUKUCHI (REDUCED EARTH) Range: Personal; Duration: Instant; Cost: 14
Training (Taijutsu;
You must be benefiting from a Speed Rank of 5 or
Requires Epic Technique (f) and Speed Rank 5 (a))
higher to use this technique. If you take a full-attack
Rank: 16 (Epic); Learn DC: 41, 8 successes;
action this round, you may make a second full-attack
Components: Mas;
with the same weapon, or unarmed if your first full-
You gain the Speed Rank 6 extraordinary ability.
attack was made unarmed.
Mastery – Steps one through four grant the Speed
You cannot benefit from effects granting additional
Rank 7 through 10 extraordinary abilities, respectively.
attacks while benefiting from this technique (other
The fifth step grants you a Teleport speed of 60 ft as an
than additional attacks from two-weapon fighting).
extraordinary ability (see p354), with no visual or audi-
This technique cannot be used more than twice per day
tory clues. Additionally, while moving at Speed Rank
Mastery – The third and fifth step each allow this
10, you can teleport up to 30 ft as a free action on your
technique to be used an additional time per day.
turn, once per encounter.
9 900 34 1,200,000
10 1,200 35 1,500,000 TABLE 15-2: ITEM REWARD TYPE
D% Item
11 1,500 36 2,000,000
1-25 Common Weapon (see table below)
12 2,000 37 2,750,000
26-40 Uncommon Weapon (see table below)
13 2,750 38 3,500,000
41-80 Armor (see table on the next page)
14 3,500 39 5,000,000 81-100 Sealed Item (choose yourself)
15 5,000 40 6,500,000
TABLE 15-3: WEAPON ITEM REWARDS
16 6,500 41 9,000,000
D% Common Weapon D% Uncommon Weapon
17 9,000 42 12,000,000
1 Fullblade 1 Scythe
18 12,000 43 15,000,000
2-10 Ninja-to 2-5 Daigama
19 15,000 44 20,000,000 11-15 Chakra Gauntlet 6-9 Hansori
20 20,000 45 27,500,000 16-20 Daikunai 10-13 Double Katana
21 27,500 46 35,000,000 21-25 Kama 14-17 Curved Kunai*
22 35,000 47 50,000,000 26-30 Kusari-gama 18-21 Shuko and Ashiko
23 50,000 48 65,000,000 31-35 Sword-cane 22-25 Spiked Greatmace
24 65,000 49 90,000,000 36-45 Shuriken* 26-29 Battleaxe
that type is determined, find one or more appropriate 1-70 Normal Material 90-93 Throwing Needle (25)
enhancement seals or sealed items to fit it. 71-75 Dark Iron 94-97 Long Battle Wire
76-90 Ironium 98-99 Knuckle Blade
91-95 Silver 100 Large Katana
96-100 Thorium
TABLE 15-4: ARMOR ITEM REWARDS sometimes jounin) captain. They are generally assigned
D% Item Type D% Armor Type
all manner of low-risk, local missions.
1-2 Cape, Mantle 1-25 Reinforced Suit
Chuunin: Reached upon graduating from the (notori-
3-4 Corset 26-40 Ninja Vest
ously difficult) chuunin exams, chuunin are either en-
5-6 Shoes, Shin Guards 41-50 Battle Vest
listed to help lead squads of genin, or maintain their
7-8 Bracers, Wristbands 51-60 Heavy Vest
previous squad composition to be assigned more dan-
9-10 Obi, Sash 61-70 Armored Suit
11-12 Girdle 71-75 Battle Armor
gerous missions. A chuunin with the appropriate feat
13-14 Helmet, Headband 76-80 Battlefield Unit
can call a favor from a genin who is friendly with them
15-16 Glasses, Goggles 81-85 Heavy Battle Armor once per month (as the Charismatic Hero talent, using
17-18 Brooch, Medallion 86-97 Samurai Armor half your level plus Charisma modifier), though doing
19-20 Pendant, Amulet 98-100 O-Yoroi so costs an action point.
21-22 Robe, Vest D% Special Material Special Jounin: Not being an official rank, this is a ti-
23-24 Coat 1-70 Normal Material tle reserved for chuunin who have reached jounin-level
25-30 Ring 71-75 Dark Iron skill within a single area of expertise. They are often
31-35 Earring 76-90 Ironium sent on high-risk missions suiting their talents, or used
36-40 Forehead Protector 91-95 Silver to lead platoons. Can call on a favor from a friendly
41-50 Cloak 96-100 Thorium chuunin or genin (as the Chuunin ability)
51-55 Boots, Greaves Jounin: The primary attack and defense force of most
56-60 Necklace ninja villages, jounin are sent on high-risk missions,
61-65 Sandals used as platoon leaders, as leaders of a 4-man chuunin
66-70 Gloves
cell or as instructors for genin teams. Can call on a fa-
71-75 Belt
vor from a friendly special jounin, chuunin or genin (as
76-84 Arm Guards, Vambraces
the Chuunin ability)
85-100 Armor
Elite Jounin: An honorary title for those Jounin that
are particularly powerful or skilled. They do not tech-
NINJA RANKS nically rank higher than any jounin, but oftentimes
Rank Average Level enjoy greater respect from their allies, or fear from
Civilian 1-3rd their enemies.
Captain: A kage's second in command. There is usual-
Academy Student 1-5th
ly only one such shinobi in any village.
Genin 1-5th
Kage: The Kage is the leader of a hidden village, and
Chuunin 6-11th usually the strongest ninja to be found there. A typical
Jounin 12th and up kage commands respect from their underlings and in-
Captain 18th and up spires fear in the enemy ranks whenever they step onto
Kage 21st and up the field of battle. The kage directly leads the ANBU
ANBU 7th and up and hunter-nin, and has their own elite guard known
as the younin. The identity of a kage is not always pub-
Hunter Nin 10th and up
lic knowledge.
Civilian: An average, non-shinobi person. Most of ANBU: A black ops unit under direct command of the
these are ordinary (i.e. non-heroic) characters, and cov- Kage. They are bound by only a few rules: always com-
er a wide variety of very basic jobs and functions with- plete the mission, never leave a body and do not be
in society. seen. As such, they make excellent assassins, spies, sab-
Academy Student: Students at the academy are usual- oteurs and infiltrators. They generally perceive the mis-
ly children between the ages of 5 and 12, sent by their sion to be more important than their own lives.
respective clans or families to start their training as ANBU have no official ninja rank, but are generally
shinobi. For most shinobi, the academy lasts 3 to 5 more skilled than other ninja of their age and experi-
years, though exceptional genius ninja could complete ence. They wear special animal masks to conceal their
it sooner. face while on duty, and their identities have been
Genin: The lowest official rank of ninja, attained up- stricken from records, leaving them a mystery to most.
on finishing the final exams at the Academy. Generally While they have no rank, ANBU may assume com-
formed into squads of three and led by a chuunin (or mand of ninja of any rank within their village, given
the proper orders.
Hunter Nin: A subdivision of the ANBU in certain Shinobi Rank Number
villages, this branch is dedicated to hunting rogue ninja Academy Student 10-25%
to retrieve them or dispose of them. They are trained to Genin 20-30%
neutralize specific opponents and can work alone or in
Chuunin 15-25%
cells. They otherwise operate similar to the ANBU.
Special Jounin 5-10%
Rogue Ninja: Sometimes referred to as missing nin,
these are shinobi who have abandoned their village. Jounin 2-6%
They are hunted by the village they left, and usually Elite Jounin 1-2%
have a bounty on their heads. Captain 1-2
Kage 1
HIDDEN VILLAGE GENERATION ANBU 5-10%
Many campaigns feature one or more hidden villages, War Promotions: During times of war, promotions
central points in a country where many shinobi gather may be handed out to fill gaps in the village's organisa-
and live, hidden away from the general populace. You tional structure, and the numbers may be skewed as less
can find a few bits of information about how you can skilled shinobi are promoted to higher ranks (such as
construct your own hidden village further down. genin being raised to chuunin early so they can take
charge of a team).
POPULATION
Hidden Villages are generally smaller than common WEALTH AND COMMERCE
cities, their hidden nature putting limits on attracting The average wealth of a hidden village (meaning the
new citizens. They are often populated by families who average Wealth score of its citizenry) lies between 5
have been there for generations, perhaps even since its and 10, which is equivalent to an economic middle
inception. class. Smaller villages, especially those with lower
D% Village Size Population shinobi populations, will often find themselves strug-
gling to survive, as the hidden nature of a village makes
1-25 Small (Minor) 200 to 500
it nearly impossible to trade with the outside world.
26-35 Small (Major) 350 to 800
On the other hand, very large villages are often not
36-50 Medium (Minor) 600 to 2,300 quite as hidden, their sheer size and population making
51-65 Medium (Major) 900 to 4,050 it hard to conceal (and its military strength is sufficient
66-90 Large (Minor) 2,550 to 6,000 enough that it does not truly need to be hidden). As
91-100 Large (Major) 3,750 to 9,999 such, they have more access to trade, and their strength
often causes them to receive many requests for assis-
The number of shinobi in a village is usually no tance, leading to a full schedule (and a full purse) for
greater than 15% of its total population, and often quite most, if not all, of its shinobi.
a bit less. Smaller villages tend to have proportionally
greater numbers of shinobi (sometimes up to 50%). CONDITION
Hierarchy: A hidden village is ruled by its highest D% Condition
ranking shinobi resident. In most cases, this will be the
1-60 Good
village Kage or Captain. While many villages may also
61-80 Worn
have a council of elders (usually a mixture of retired
shinobi, civilian residents and possibly a representative 81-89 Damaged
of the host country), ultimately the shinobi answer to 90-95 Critical
their ranking officers. 96-100 Destroyed
Shinobi Ranks: Shinobi ranks are generally divided as
As shown in the table, you might randomize a village's
indicated from among the shinobi population (for ex-
condition. In general, when casualties are determined,
ample a major medium-size village might boast some
the shinobi population is always a little worse off, since
3500 people, among which 450 shinobi. Of these shino-
they are on the front lines fighting (about a 40/60 split
bi, you might find a good 100 Genin and 80 Chuunin).
between civilians and shinobi).
Smaller villages may not always have a kage, or even a
Good: The village is in shape, and has all of its popu-
captain.
lation alive and well.
Worn: The village has suffered some recent damage. subject, and so they are able to disperse a crowd with-
Buildings seem to be holding up fine, but some 10% of out serious injury. They generally make it illegal to car-
the population is either dead or has moved away. ry weapons, although exceptions are made for shinobi
Damaged: The village has taken a hit, with many carrying out their duties. Larger villages also tend to
buildings being damages, and perhaps one or two have have a small portion of its shinobi population devoted
been mostly destroyed. Some 25% of its original popu- to the ninja police, which primarily deals with crimes
lation is either dead, lost or has moved away. It may not relevant to the shinobi in the village, but will be more
be possible to find all the goods and services you would than willing to aid the civilian law enforcement agen-
normally expect in a village of its size. cies, should they require it.
Critical: A part of the village has been destroyed,
some 50% of its population without a home, and even
those buildings that weren't destroyed have taken sig-
nificant amounts of damage. Some 50% of its popula-
tion is dead, missing or has moved away. You are very
unlikely to find services ready to cater to outsiders in
this time of need.
Destroyed: Practically the entire village is destroyed;
only the odd building still remains standing here and
there. Only 25% of the population (at most) remains,
and even they may consider leaving soon. It is practi-
cally impossible to find any services here, as everything
is used to scavenge the ruins to either rebuild or move
away.
EXAMPLE VILLAGES
Village Size
Small Medium Large
Inhabitants (Minor) (Major) (Major)
Wealth +1 to +4 +5 to +10 +6 to +15
Civilians 175-500 700-3,500 3,000-8,000
Shinobi 25-60 200-550 750-2,000
Academy Student 10-15 45-70 80-120
Genin 5-20 50-150 225-760
Chuunin 5-11 40-140 200-660
Special Jounin 1-6 20-80 75-205
Jounin 2-5 22-60 50-175
Elite Jounin 1 5-15 25-50
Captain 0 1 1-2
Kage 0 1 1
ANBU 1-2 16-32 90-140
TABLE INDEX
Table 1-1: Sense Chakra ........... 11 Table 7-9: Explosives ................ 64 Table 8-21: The Shuriken Expert
Table 1-2: Elemental Affinities 12 Table 7-10: Poisons................... 66 ...................................................... 89
Table 1-3: Elemental Relations 12 Table 7-11: Shinobi Drugs ........ 66 Table 8-22: The Soul Edge ........ 90
Table 1-4: Tenketsu Damage.... 14 Table 8-1: Advanced and Prestige Table 8-23: The Squad Captain .91
Table 1-5: Speed Ranks ............ 15 Class Overview ............................ 68 Table 8-24: The Summoner ...... 92
Table 1-6: Optional Starting Feats Table 8-2: The Blinkstrike ........ 69 Table 8-25: The Sword Savant ..92
..................................................... 16 Table 8-3: The Devastator ........ 70 Table 8-26: The Taijutsu Master
Table 1-7: Strength Ranks ........ 16 Table 8-4: The Elementalist ..... 71 ...................................................... 93
Table 2-1: Aging Effects ........... 21 Table 8-5: The Exarch .............. 72 Table 8-27: The Technique
Table 5-1: Skill Synergies ......... 29 Table 8-6: The Exemplar .......... 73 Analyst ......................................... 94
Table 6-1: General Feats........... 39 Table 8-7: The Genjutsu Master74 Table 8-28: The Weaponmaster 96
Table 6-2: First Level Feats ...... 41 Table 8-8: The Livewire ........... 75 Table 9-1: Technique List
Table 6-3: Weaponry Feats ...... 42 Table 8-9: The Master Strategist Example ...................................... 104
Table 6-4: Technique Feats ...... 44 ..................................................... 76 Table 10-1: Mangekyou
Table 6-5: Blood Pact Table 8-10: The Medical Sharingan Blindness ................... 319
Requirements .............................. 44 Specialist ...................................... 77 Table 10-2: Shikotsu Myaku ... 323
Table 6-6: Meta-Chakra Feats .. 47 Table 8-11: The Ninja Hunter .. 78 Table 10-3: The Battle Mime .. 347
Table 6-7: Class-Based Feats..... 50 Table 8-12: The Ninja Police .... 79 Table 10-4: The Beastlord ....... 348
Table 6-8: Item Creation Feats . 52 Table 8-13: The Ninja Scout ..... 80 Table 10-5: The Beastmaster ... 349
Table 7-1: General Equipment . 54 Table 8-14: The Puppeteer ....... 81 Table 10-6: Beastmaster Animal
Table 7-2: Weapon Damage by Table 8-15: The Sacred Fist ...... 83 Aspect Bonuses........................... 349
Size .............................................. 58 Table 8-16: Samurai .................. 84 Table 10-7: The Cursed Warrior
Table 7-3: Simple Weapons ..... 59 Table 8-17: The Shade .............. 85 .................................................... 350
Table 7-4: Nin Weapons .......... 60 Table 8-18: The Shinobi Adept 86 Table 10-8: The Elder Sage ..... 350
Table 7-5: Archaic Weapons .... 61 Table 8-19: The Shinobi 1. Table 10-9: The Hivemaster
Table 7-6: Exotic Weapons ...... 62 Bodyguard .................................... 87 351
Table 7-7: Armor Materials...... 62 Table 8-20: The Shinobi Table 10-10: The Warmonger. 352
Table 7-8: Armor...................... 63 Swordsman .................................. 88
Table 10-11: The White Knight Table 12-27: General Summon Table 14-13: The Epic
................................................... 353 Feats ........................................... 385 Charismatic Hero ....................... 432
Table 12-1: Bear Summons .... 371 Table 12-28: Pact Specific Table 14-14: The Epic Ninja Scout
Table 12-2: Boar Summons .... 372 Summon Feats............................ 386 .................................................... 433
Table 12-3: Dog Summons ..... 372 Table 12-29: Incite Confusion Table 14-15: The Epic Puppeteer
Table 12-4: Dragon Summons 373 Behavior ..................................... 387 .................................................... 433
Table 12-5: Hare Summons .... 374 Table 12-30: Heavenly Wyrm Table 14-16: The Epic Sacred Fist
Table 12-6: Hawk Summons .. 374 Control Weather Effects ............ 387 .................................................... 434
Table 12-7: Hivemind Summons Table 12-31: Multiclass Summon Table 14-17: The Epic Shinobi
................................................... 375 Feats ........................................... 388 Swordsman ................................. 434
Table 12-8: Horse Summons .. 376 Table 13-1: Building a Trap .... 390 Table 14-18: The Epic Taijutsu
Table 12-9: Imperial Wyrm Table 14-1: Epic Poisons......... 421 Master ........................................ 434
Summons ................................... 376 Table 14-2: General Epic Feats422 Table 14-19: Shiki Fuujin Results
Table 12-10: Lizard Summons 377 Table 14-3: Epic Weapon Feats .................................................... 438
Table 12-11: Monkey Summons ................................................... 424 Table 14-20: Colossal+ Size
................................................... 377 Table 14-4: Epic Technique Feats Category ..................................... 440
Table 12-12: Ogre Summons .. 378 ................................................... 425 Table 14-21: Colossal+ Creatures
Table 12-13: Ox Summons ..... 378 Table 14-5: Epic Meta-Chakra .................................................... 440
Table 12-14: Ram Summons .. 379 Feats ........................................... 426 Table 14-22: Enlightened Damage
Table 12-15: Rat Summons .... 379 Table 14-6: Epic Class-Based Reduction ................................... 441
Table 12-16: Raven Summons 379 Feats ........................................... 426 Table 15-1: Ryo Conversion Rates
Table 12-17: Salamander Table 14-7: Epic Item Creation .................................................... 449
Summons ................................... 380 Feats ........................................... 427 Table 15-2: Item Reward Type449
Table 12-18: Shark Summons. 380 Table 14-8: The Epic Strong Hero Table 15-3: Weapon Item
Table 12-19: Slug Summons ... 381 ................................................... 428 Rewards ...................................... 449
Table 12-20: Snake Summons 381 Table 14-9: The Epic Fast Hero Table 15-4: Armor Item Rewards
Table 12-21: Acid Spit ............ 381 ................................................... 429 .................................................... 450
Table 12-22: Spider Summons 382 Table 14-10: The Epic Tough Table B-1: Technique Statistics
Table 12-23: Tiger Summons . 382 Hero ........................................... 430 .................................................... 458
Table 12-24: Toad Summons .. 382 Table 14-11: The Epic Smart Hero Table B-2: Special Tool Costs .. 460
Table 12-25: Turtle Summons 383 ................................................... 430
Table 12-26: War Hero Summons Table 14-12: The Epic Dedicated
................................................... 383 Hero ........................................... 431
APPENDIX A – EXAMPLE NPCS
bolts), sabre, tonfa, light undercover shirt, various per-
MUNDANE sonal gear.
LAW ENFORCEMENT
There are typically two classes of law-enforcement, the Peacemaker Veteran (Strong Ordinary 3)
peacekeepers and the peacemakers. The peacekeepers CR 2; Medium-sized Human; HD 3d8+6; hp 21; Mas 14;
are investigators and tend to keep peace with the word Init +1; Spd 30 ft.; Defense 15, touch 12, flat-footed 14
of law and threats alone, while the peacemakers are (+1 Dex, +2 class, +2 armor); BAB +3; Grap +5;
generally dispatched to physically handle a threat, and Atk +5 melee (1d4+2, tonfa) or +5 melee (1d6+2, sabre)
have a more forceful approach of the law. A typical or +4 ranged (1d10, crossbow); FS 5ft by 5ft; Reach 5 ft.;
partnership is between a peacekeeper and peacemaker, AL law, good; SV Fort +4, Ref +2, Will +1; AP 0; CP 6;
for they have good balance and their abilities merge Rep +1; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8.
better. Occupation: Law Enforcement (Knowledge (civics),
Listen; Armor Proficiency (light))
Peacemaker Commander (Strong Ordinary 6) Skills: Climb +5, Jump +5, Knowledge (civics) +4,
CR 5; Medium-sized Human; HD 6d8+12; hp 42; Mas Knowledge (tactics) +7, Profession+6, Swim +5.
14; Init +1; Spd 30 ft.; Defense 15, touch 12, flat-footed Feats: Archaic Weapon Proficiency, Armor Proficiency
14 (+1 Dex, +3 class, +4 armor); BAB +6; Grap +9; (light), Power Attack, Simple Weapon Proficiency.
Atk +9 melee (1d4+3, tonfa) or +10 melee (1d6+3, sabre) Equipment: Peacemaker outfit, binocular, crossbow (10
or +7 ranged (1d10, crossbow); Full Atk +9/+4 melee bolts), sabre, tonfa, light undercover shirt, various per-
(1d4+3, tonfa) or +10/+5 melee (1d6+3, sabre); FS 5 by sonal gear.
5; Reach 5 ft.; AL law, good; SV Fort +5, Ref +3, Will
+2; AP 0; CP 13; Rep +1; Str 16, Dex 13, Con 14, Int 12, Peacekeeper Commander (Dedicated Ordinary 3/Tough
Wis 10, Cha 8. Ordinary 3)
Occupation: Law Enforcement (Knowledge (civics), CR 5; Medium-sized Human; HD 3d6+6 plus 3d10+6;
Listen; Armor Proficiency (light)) hp 39; Mas 15; Init +0; Spd 30 ft.; Defense 17, touch 13,
Skills: Climb +7, Jump +7, Knowledge (civics) +6, flat-footed 18 (-1 Dex, +4 class, +4 armor); BAB +4;
Knowledge (tactics) +10, Profession +8, Swim +6. Grap +6;
Feats: Archaic Weapon Proficiency, Armor Proficiency Atk +7 melee (1d6+2, sabre) or +7 melee (1d6+2, brawl);
(light, medium), Power Attack, Simple Weapon Profi- FS 5ft by 5ft; Reach 5 ft.; AL law, good;
ciency. SV Fort +6, Ref +1, Will +4; AP 0; CP 13; Rep +1;
Equipment: Peacemaker outfit, binocular, crossbow (10 Str 14, Dex 8, Con 15, Int 14, Wis 12, Cha 10.
bolts), commander's sabre (mastercraft +1 to-hit sabre), Occupation: Law Enforcement (Gather Information,
tonfa, concealable vest, various personal gear. Listen; Armor Proficiency (light))
Skills: Diplomacy +4, Gather Information +6, Investi-
Peacemaker Recruit (Strong Ordinary 1) gate +8, Knowledge (civics) +8, Listen +5, Profession +8,
CR 1/2; Medium-sized Human; HD 1d8+2; hp 5; Mas Read/Write Language (any), Sense Motive +5, Speak
14; Init +1; Spd 30 ft.; Defense 14, touch 12, flat-footed Language (any), Spot +9, Treat Injury +5.
13 (+1 Dex, +1 class, +2 armor); BAB +1; Grap +3; Feats: Archaic Weapon Proficiency, Armor Proficiency
Atk +3 melee (1d4+2, tonfa) or +3 melee (1d6+2, sabre) (light, medium), Brawl, Simple Weapon Proficiency.
or +2 ranged (1d10, crossbow); FS 5ft by 5ft; Reach 5 ft.; Equipment: Peacekeeper outfit, binocular, commander's
AL law, good; SV Fort +3, Ref +1, Will +0; AP 0; CP 3; sabre (mastercraft +1 to-hit sabre), concealable vest,
Rep +1; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8. various personal gear.
Occupation: Law Enforcement (Knowledge (civics),
Listen; Armor Proficiency (light)) Peacekeeper Recruit (Dedicated Ordinary 1)
Skills: Climb +4, Jump +4, Knowledge (civics) +3, CR 1/2; Medium-sized Human; HD 1d6; hp 4; Mas 10;
Knowledge (tactics) +5, Profession +4, Swim +4. Init +1; Spd 30 ft.; Defense 14, touch 12, flat-footed 13
Feats: Archaic Weapon Proficiency, Armor Proficiency (+1 Dex, +1 class, +2 armor); BAB +0; Grap +1;
(light), Simple Weapon Proficiency. Atk +1 melee (1d4+1, tonfa) or +2 melee (1d6+1, brawl);
Equipment: Peacemaker outfit, binocular, crossbow (10 FS 5ft by 5ft; Reach 5 ft.; AL law, good;
SV Fort +1, Ref +1, Will +3; AP 0; CP 2; Rep +1;
Str 12, Dex 13, Con 10, Int 14, Wis 15, Cha 8. Kawarimi no Jutsu, Kenjutsu: Agari-uchi,
Occupation: Law Enforcement (Gather Information, Equipment: ninja vest, ninja-to, 5x kunai, forehead pro-
Listen; Armor Proficiency (light)) tector, various personal items
Skills: Gather Information +3, Investigate +6,
Shinobi Novice (Smart Hero 2)
Knowledge (civics) +6, Listen +4, Profession +6,
CR 2; Medium Humanoid; HD 2d6+2; HP 13; Init +2;
Read/Write Language (any), Sense Motive +4, Speak
Spd 30 ft.; Defense 15, touch 13, flat-footed 13 (+2 dex,
Language (any), Spot +4, Treat Injury +4.
+1 class, +2 armor); BAB +1; Grap +2;
Feats: Armor Proficiency (light), Brawl, Simple Weap-
Atk +2 melee (1d6+1, chisa-gatana) or +3 ranged
on Proficiency.
(1d4+1, kunai); FS 5ft by 5ft; Reach 5 ft.; AL village,
Equipment: Peacekeeper outfit, binocular, tonfa, light
squad; SV Fort +1, Ref +2, Will +3; AP 0; CP 9 / 7; Rep
undercover shirt, various personal gear.
+1; Str 12, Dex 14, Con 13, Int 15, Wis 12, Cha 10.
Peacekeeper Veteran (Dedicated Ordinary 3) Skills: Chakra Control +6, Craft (Calligraphy, Chemical)
CR 2; Medium-sized Human; HD 3d6; hp 14; Mas 10; +7, Demolitions +7, Disable Device +7, Knowledge
Init +1; Spd 30 ft.; Defense 15, touch 13, flat-footed 14 (Ninja Lore, History, Tactics) +7, Ninjutsu +10, Re-
(+1 Dex, +2 class, +2 armor); BAB +0; Grap +3; search +7, Seach +7
Atk +3 melee (1d4+1, tonfa) or +4 melee (1d6+1, brawl); Feats: Armor Proficiency (Light), Ninja Weapons Profi-
FS 5ft by 5ft; Reach 5 ft.; AL law, good; ciency, Ninjutsu Adept, Improved Chakra Pool
SV Fort +3, Ref +2, Will +4; AP 0; CP 4; Rep +1; Abilities: Ninjutsu (talent)
Str 12, Dex 13, Con 10, Int 14, Wis 15, Cha 8. Techniques Known: Bunshin no Jutsu, Henge no Jutsu,
Occupation: Law Enforcement (Gather Information, Kawarimi no Jutsu, Kazegama no Jutsu, Reppushou
Listen; Armor Proficiency (light)) Equipment: ninja vest, chisa-gatana, 5x kunai, forehead
Skills: Gather Information +5, Investigate +8, protector, various personal items
Knowledge (civics) +8, Listen +5, Profession +8,
Shinobi Apprentice (Charismatic Hero 2)
Read/Write Language (any), Sense Motive +5, Speak
CR 2; Medium Humanoid; HD 2d6+2; HP 13; Init +2;
Language (any), Spot +5, Treat Injury +5.
Spd 30 ft.; Defense 14, touch 12, flat-footed 13 (+1 dex,
Feats: Armor Proficiency (light, medium), Brawl, Sim-
+1 class, +2 armor); BAB +1; Grap +3;
ple Weapon Proficiency.
Atk +4 melee (1d6+2, sword cane) or +2 ranged (1d3+2,
Equipment: Peacekeeper outfit, binocular, tonfa, light
shuriken); FS 5ft by 5ft; Reach 5 ft.; AL village, squad;
undercover shirt, various personal gear.
SV Fort +1, Ref +2, Will +3; AP 0; CP 9 / 7; Rep +2;
SHINOBI Str 14, Dex 13, Con 12, Int 10, Wis 12, Cha 15.
LOW-LEVEL Skills: Bluff +7, Chakra Control +6, Diplomacy +7, Gen-
Shinobi Fighter (Strong Hero 2) jutsu +10, Intimidate +7, Knowledge (behavioral sci-
CR 2; Medium Humanoid; HD 2d8+7; HP 19; Init +1; ence) +5, Taijutsu +7
Spd 30 ft.; Defense 15, touch 13, flat-footed 14 (+1 dex, Feats: Armor Proficiency (Light), Ninja Weapons Profi-
+2 class, +2 armor); BAB +2; Grap +4; ciency, Genjutsu Adept, Weapon Focus (Sword Cane)
Atk +5 melee (1d8+3, ninja-to) or +3 ranged (1d4+3, Abilities: Genjutsu (talent)
kunai); FS 5ft by 5ft; Reach 5 ft.; AL village, squad; Techniques Known: Bunshin no Jutsu, Henge no Jutsu,
SV Fort +4, Ref +1, Will +1; AP 0; CP 10; Rep +0; Kawarimi no Jutsu, Shitsukentou no Jutsu, Magen:
Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 10. Jigoku Tenshi no Jutsu, Kenjutsu: Urashamen-uchi.
Skills: Chakra Control +4, Climb +7, Jump +7, Ninjutsu Equipment: ninja vest, sword cane, 15x shuriken, fore-
+3, Taijutsu +9 head protector, various personal items
Feats: Armor Proficiency (Light), Ninja Weapons Profi- MID-LEVEL
ciency, Taijutsu Adept, Toughness, Weapon Focus (nin-
ja-to)
HIGH-LEVEL
Abilities: Melee Smash (talent)
Techniques Known: Bunshin no Jutsu, Henge no Jutsu,
APPENDIX B – CREATING YOUR OWN CONTENT
Homebrewing is the process of creating your own A Combination technique is defined as a technique
unique material for use in a campaign or made to chal- that essentially combines two existing techniques, usu-
lenge yourself, help others, etc. ally for a greater overall effect.
MATERIAL COST
The purchase DC of the materials required to craft an
enhancement seal or sealed item is calculated according
to the table below. The entry for charges refers to when
items have a limited number of uses, which affects the
cost to construct them (and, subsequently, purchase
them). Rules concerning the market price of sealed
iems are found in Chapter 13.
TABLE B-2: SPECIAL TOOL COSTS
Seal Level Material Cost
Rank
Minor 1-6 10 + seal level
Superior 7-12 15 + seal level
Greater 13-20 20 + seal level
Epic 21-27 10 + 1.5x seal level
Legendary 28-35 10 + 1.5x seal level
Type
Armor Seal -
Weapon Seal
Sealed Item +1 per rank
Ending